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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
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000031#include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h"
32#include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h"
33#include "libGLESv2/renderer/shaders/compiled/passthroughrgb11ps.h"
34#include "libGLESv2/renderer/shaders/compiled/passthroughlum11ps.h"
35#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha11ps.h"
36
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000037#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
38#include "libGLESv2/renderer/shaders/compiled/clear11ps.h"
39
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000040#include "libEGL/Display.h"
41
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +000042#ifdef _DEBUG
43// this flag enables suppressing some spurious warnings that pop up in certain WebGL samples
44// and conformance tests. to enable all warnings, remove this define.
45#define ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS 1
46#endif
47
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000048namespace rx
49{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000050static const DXGI_FORMAT RenderTargetFormats[] =
51 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000052 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000053 DXGI_FORMAT_R8G8B8A8_UNORM
54 };
55
56static const DXGI_FORMAT DepthStencilFormats[] =
57 {
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +000058 DXGI_FORMAT_UNKNOWN,
59 DXGI_FORMAT_D24_UNORM_S8_UINT,
60 DXGI_FORMAT_D16_UNORM
daniel@transgaming.com65e65372012-11-28 19:33:50 +000061 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000062
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000063enum
64{
65 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
66};
67
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000068Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
69{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000070 mVertexDataManager = NULL;
71 mIndexDataManager = NULL;
72
daniel@transgaming.comc5114302012-12-20 21:11:36 +000073 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000074 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000075
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000076 mCopyResourcesInitialized = false;
77 mCopyVB = NULL;
78 mCopySampler = NULL;
79 mCopyIL = NULL;
80 mCopyVS = NULL;
81 mCopyRGBAPS = NULL;
82 mCopyRGBPS = NULL;
83 mCopyLumPS = NULL;
84 mCopyLumAlphaPS = NULL;
85
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000086 mClearResourcesInitialized = false;
87 mClearVB = NULL;
88 mClearIL = NULL;
89 mClearVS = NULL;
90 mClearPS = NULL;
91 mClearScissorRS = NULL;
92 mClearNoScissorRS = NULL;
93
daniel@transgaming.combdf787f2013-02-01 03:20:36 +000094 mSyncQuery = NULL;
95
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000096 mD3d11Module = NULL;
97 mDxgiModule = NULL;
98
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000099 mDeviceLost = false;
100
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000101 mMaxSupportedSamples = 0;
102
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000103 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000104 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000105 mDxgiAdapter = NULL;
106 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000107
108 mDriverConstantBufferVS = NULL;
109 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000110
111 mBGRATextureSupport = false;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +0000112
113 mIsGeometryShaderActive = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000114}
115
116Renderer11::~Renderer11()
117{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000118 release();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000119}
120
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000121Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
122{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000123 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000124 return static_cast<rx::Renderer11*>(renderer);
125}
126
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000127EGLint Renderer11::initialize()
128{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000129 if (!initializeCompiler())
130 {
131 return EGL_NOT_INITIALIZED;
132 }
133
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000134 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
135 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000136
137 if (mD3d11Module == NULL || mDxgiModule == NULL)
138 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000139 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000140 return EGL_NOT_INITIALIZED;
141 }
142
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000143 // create the D3D11 device
144 ASSERT(mDevice == NULL);
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000145 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000146
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000147 if (D3D11CreateDevice == NULL)
148 {
149 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
150 return EGL_NOT_INITIALIZED;
151 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000152
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000153 D3D_FEATURE_LEVEL featureLevels[] =
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000154 {
155 D3D_FEATURE_LEVEL_11_0,
156 D3D_FEATURE_LEVEL_10_1,
157 D3D_FEATURE_LEVEL_10_0,
158 };
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000159
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000160 HRESULT result = D3D11CreateDevice(NULL,
161 D3D_DRIVER_TYPE_HARDWARE,
162 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000163 #if defined(_DEBUG)
164 D3D11_CREATE_DEVICE_DEBUG,
165 #else
166 0,
167 #endif
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000168 featureLevels,
169 ArraySize(featureLevels),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000170 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000171 &mDevice,
172 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000173 &mDeviceContext);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000174
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000175 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000176 {
177 ERR("Could not create D3D11 device - aborting!\n");
178 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
179 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000180
181 IDXGIDevice *dxgiDevice = NULL;
182 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
183
184 if (FAILED(result))
185 {
186 ERR("Could not query DXGI device - aborting!\n");
187 return EGL_NOT_INITIALIZED;
188 }
189
190 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
191
192 if (FAILED(result))
193 {
194 ERR("Could not retrieve DXGI adapter - aborting!\n");
195 return EGL_NOT_INITIALIZED;
196 }
197
198 dxgiDevice->Release();
199
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000200 mDxgiAdapter->GetDesc(&mAdapterDescription);
201 memset(mDescription, 0, sizeof(mDescription));
202 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
203
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000204 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
205
206 if (!mDxgiFactory || FAILED(result))
207 {
208 ERR("Could not create DXGI factory - aborting!\n");
209 return EGL_NOT_INITIALIZED;
210 }
211
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000212 // Disable some spurious D3D11 debug warnings to prevent them from flooding the output log
213#if defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG)
214 ID3D11InfoQueue *infoQueue;
215 result = mDevice->QueryInterface(__uuidof(ID3D11InfoQueue), (void **)&infoQueue);
216
217 if (SUCCEEDED(result))
218 {
219 D3D11_MESSAGE_ID hideMessages[] =
220 {
221 D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETS_HAZARD,
222 D3D11_MESSAGE_ID_DEVICE_PSSETSHADERRESOURCES_HAZARD
223 };
224
225 D3D11_INFO_QUEUE_FILTER filter = {0};
226 filter.DenyList.NumIDs = ArraySize(hideMessages);
227 filter.DenyList.pIDList = hideMessages;
228
229 infoQueue->AddStorageFilterEntries(&filter);
230
231 infoQueue->Release();
232 }
233#endif
234
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000235 unsigned int maxSupportedSamples = 0;
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000236 unsigned int rtFormatCount = ArraySize(RenderTargetFormats);
237 unsigned int dsFormatCount = ArraySize(DepthStencilFormats);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000238 for (unsigned int i = 0; i < rtFormatCount + dsFormatCount; ++i)
239 {
240 DXGI_FORMAT format = (i < rtFormatCount) ? RenderTargetFormats[i] : DepthStencilFormats[i - rtFormatCount];
241 if (format != DXGI_FORMAT_UNKNOWN)
242 {
243 UINT formatSupport;
244 result = mDevice->CheckFormatSupport(format, &formatSupport);
245 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
246 {
247 MultisampleSupportInfo supportInfo;
248
249 for (unsigned int j = 1; j <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; j++)
250 {
251 result = mDevice->CheckMultisampleQualityLevels(format, j, &supportInfo.qualityLevels[j - 1]);
252 if (SUCCEEDED(result) && supportInfo.qualityLevels[j - 1] > 0)
253 {
254 maxSupportedSamples = std::max(j, maxSupportedSamples);
255 }
256 else
257 {
258 supportInfo.qualityLevels[j - 1] = 0;
259 }
260 }
261
262 mMultisampleSupportMap.insert(std::make_pair(format, supportInfo));
263 }
264 }
265 }
266 mMaxSupportedSamples = maxSupportedSamples;
267
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000268 initializeDevice();
269
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000270 // BGRA texture support is optional in feature levels 10 and 10_1
271 UINT formatSupport;
272 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
273 if (FAILED(result))
274 {
275 ERR("Error checking BGRA format support: 0x%08X", result);
276 }
277 else
278 {
279 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
280 mBGRATextureSupport = (formatSupport & flags) == flags;
281 }
282
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +0000283 // Check floating point texture support
284 static const unsigned int requiredTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE;
285 static const unsigned int requiredRenderableFlags = D3D11_FORMAT_SUPPORT_RENDER_TARGET;
286 static const unsigned int requiredFilterFlags = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
287
288 DXGI_FORMAT float16Formats[] =
289 {
290 DXGI_FORMAT_R16_FLOAT,
291 DXGI_FORMAT_R16G16_FLOAT,
292 DXGI_FORMAT_R16G16B16A16_FLOAT,
293 };
294
295 DXGI_FORMAT float32Formats[] =
296 {
297 DXGI_FORMAT_R32_FLOAT,
298 DXGI_FORMAT_R32G32_FLOAT,
299 DXGI_FORMAT_R32G32B32_FLOAT,
300 DXGI_FORMAT_R32G32B32A32_FLOAT,
301 };
302
303 mFloat16TextureSupport = true;
304 mFloat16FilterSupport = true;
305 mFloat16RenderSupport = true;
306 for (unsigned int i = 0; i < ArraySize(float16Formats); i++)
307 {
308 if (SUCCEEDED(mDevice->CheckFormatSupport(float16Formats[i], &formatSupport)))
309 {
310 mFloat16TextureSupport = mFloat16TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
311 mFloat16FilterSupport = mFloat16FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
312 mFloat16RenderSupport = mFloat16RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
313 }
314 else
315 {
316 mFloat16TextureSupport = false;
317 mFloat16RenderSupport = false;
318 mFloat16FilterSupport = false;
319 }
320 }
321
322 mFloat32TextureSupport = true;
323 mFloat32FilterSupport = true;
324 mFloat32RenderSupport = true;
325 for (unsigned int i = 0; i < ArraySize(float32Formats); i++)
326 {
327 if (SUCCEEDED(mDevice->CheckFormatSupport(float32Formats[i], &formatSupport)))
328 {
329 mFloat32TextureSupport = mFloat32TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
330 mFloat32FilterSupport = mFloat32FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
331 mFloat32RenderSupport = mFloat32RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
332 }
333 else
334 {
335 mFloat32TextureSupport = false;
336 mFloat32FilterSupport = false;
337 mFloat32RenderSupport = false;
338 }
339 }
340
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +0000341 // Check compressed texture support
342 const unsigned int requiredCompressedTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D;
343
344 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC1_UNORM, &formatSupport)))
345 {
346 mDXT1TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
347 }
348 else
349 {
350 mDXT1TextureSupport = false;
351 }
352
353 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC3_UNORM, &formatSupport)))
354 {
355 mDXT3TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
356 }
357 else
358 {
359 mDXT3TextureSupport = false;
360 }
361
362 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC5_UNORM, &formatSupport)))
363 {
364 mDXT5TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
365 }
366 else
367 {
368 mDXT5TextureSupport = false;
369 }
370
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +0000371 // Check depth texture support
372 DXGI_FORMAT depthTextureFormats[] =
373 {
374 DXGI_FORMAT_D16_UNORM,
375 DXGI_FORMAT_D24_UNORM_S8_UINT,
376 };
377
378 static const unsigned int requiredDepthTextureFlags = D3D11_FORMAT_SUPPORT_DEPTH_STENCIL |
379 D3D11_FORMAT_SUPPORT_TEXTURE2D;
380
381 mDepthTextureSupport = true;
382 for (unsigned int i = 0; i < ArraySize(depthTextureFormats); i++)
383 {
384 if (SUCCEEDED(mDevice->CheckFormatSupport(depthTextureFormats[i], &formatSupport)))
385 {
386 mDepthTextureSupport = mDepthTextureSupport && ((formatSupport & requiredDepthTextureFlags) == requiredDepthTextureFlags);
387 }
388 else
389 {
390 mDepthTextureSupport = false;
391 }
392 }
393
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000394 return EGL_SUCCESS;
395}
396
397// do any one-time device initialization
398// NOTE: this is also needed after a device lost/reset
399// to reset the scene status and ensure the default states are reset.
400void Renderer11::initializeDevice()
401{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000402 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000403 mInputLayoutCache.initialize(mDevice, mDeviceContext);
404
405 ASSERT(!mVertexDataManager && !mIndexDataManager);
406 mVertexDataManager = new VertexDataManager(this);
407 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000408
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000409 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000410}
411
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000412int Renderer11::generateConfigs(ConfigDesc **configDescList)
413{
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000414 unsigned int numRenderFormats = ArraySize(RenderTargetFormats);
415 unsigned int numDepthFormats = ArraySize(DepthStencilFormats);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000416 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
417 int numConfigs = 0;
418
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000419 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000420 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000421 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000422 {
423 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
424
425 UINT formatSupport = 0;
426 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000427
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000428 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
429 {
430 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
431
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000432 bool depthStencilFormatOK = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000433
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000434 if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
435 {
436 UINT formatSupport = 0;
437 result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
438 depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
439 }
440
441 if (depthStencilFormatOK)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000442 {
443 ConfigDesc newConfig;
444 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
445 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
446 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
447 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
448
449 (*configDescList)[numConfigs++] = newConfig;
450 }
451 }
452 }
453 }
454
455 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000456}
457
458void Renderer11::deleteConfigs(ConfigDesc *configDescList)
459{
460 delete [] (configDescList);
461}
462
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000463void Renderer11::sync(bool block)
464{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000465 if (block)
466 {
467 HRESULT result;
468
469 if (!mSyncQuery)
470 {
471 D3D11_QUERY_DESC queryDesc;
472 queryDesc.Query = D3D11_QUERY_EVENT;
473 queryDesc.MiscFlags = 0;
474
475 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
476 ASSERT(SUCCEEDED(result));
477 }
478
479 mDeviceContext->End(mSyncQuery);
480 mDeviceContext->Flush();
481
482 do
483 {
484 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
485
486 // Keep polling, but allow other threads to do something useful first
487 Sleep(0);
488
489 if (testDeviceLost(true))
490 {
491 return;
492 }
493 }
494 while (result == S_FALSE);
495 }
496 else
497 {
498 mDeviceContext->Flush();
499 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000500}
501
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000502SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
503{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000504 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000505}
506
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000507void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
508{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000509 if (type == gl::SAMPLER_PIXEL)
510 {
511 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
512 {
513 ERR("Pixel shader sampler index %i is not valid.", index);
514 return;
515 }
516
517 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
518 {
519 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
520
521 if (!dxSamplerState)
522 {
523 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
524 "sampler state for pixel shaders at slot %i.", index);
525 }
526
527 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
528
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000529 mCurPixelSamplerStates[index] = samplerState;
530 }
531
532 mForceSetPixelSamplerStates[index] = false;
533 }
534 else if (type == gl::SAMPLER_VERTEX)
535 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000536 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000537 {
538 ERR("Vertex shader sampler index %i is not valid.", index);
539 return;
540 }
541
542 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
543 {
544 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
545
546 if (!dxSamplerState)
547 {
548 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
549 "sampler state for vertex shaders at slot %i.", index);
550 }
551
552 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
553
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000554 mCurVertexSamplerStates[index] = samplerState;
555 }
556
557 mForceSetVertexSamplerStates[index] = false;
558 }
559 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000560}
561
562void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
563{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000564 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000565 unsigned int serial = 0;
566 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000567
568 if (texture)
569 {
570 TextureStorageInterface *texStorage = texture->getNativeTexture();
571 if (texStorage)
572 {
573 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
574 textureSRV = storage11->getSRV();
575 }
576
577 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
578 // missing the shader resource view
579 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000580
581 serial = texture->getTextureSerial();
582 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000583 }
584
585 if (type == gl::SAMPLER_PIXEL)
586 {
587 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
588 {
589 ERR("Pixel shader sampler index %i is not valid.", index);
590 return;
591 }
592
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000593 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
594 {
595 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
596 }
597
598 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000599 }
600 else if (type == gl::SAMPLER_VERTEX)
601 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000602 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000603 {
604 ERR("Vertex shader sampler index %i is not valid.", index);
605 return;
606 }
607
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000608 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
609 {
610 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
611 }
612
613 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000614 }
615 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000616}
617
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000618void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000619{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000620 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000621 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000622 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
623 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000624 if (!dxRasterState)
625 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000626 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000627 "rasterizer state.");
628 }
629
630 mDeviceContext->RSSetState(dxRasterState);
631
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000632 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000633 }
634
635 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000636}
637
638void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
639 unsigned int sampleMask)
640{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000641 if (mForceSetBlendState ||
642 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
643 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
644 sampleMask != mCurSampleMask)
645 {
646 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
647 if (!dxBlendState)
648 {
649 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
650 "blend state.");
651 }
652
653 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
654 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
655
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000656 mCurBlendState = blendState;
657 mCurBlendColor = blendColor;
658 mCurSampleMask = sampleMask;
659 }
660
661 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000662}
663
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000664void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000665 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000666{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000667 if (mForceSetDepthStencilState ||
668 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
669 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
670 {
671 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
672 stencilRef != stencilBackRef ||
673 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
674 {
675 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
676 "invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000677 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000678 }
679
680 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
681 if (!dxDepthStencilState)
682 {
683 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
684 "setting the default depth stencil state.");
685 }
686
687 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
688
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000689 mCurDepthStencilState = depthStencilState;
690 mCurStencilRef = stencilRef;
691 mCurStencilBackRef = stencilBackRef;
692 }
693
694 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000695}
696
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000697void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000698{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000699 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
700 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000701 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000702 if (enabled)
703 {
704 D3D11_RECT rect;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000705 rect.left = std::max(0, scissor.x);
706 rect.top = std::max(0, scissor.y);
707 rect.right = scissor.x + std::max(0, scissor.width);
708 rect.bottom = scissor.y + std::max(0, scissor.height);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000709
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000710 mDeviceContext->RSSetScissorRects(1, &rect);
711 }
712
713 if (enabled != mScissorEnabled)
714 {
715 mForceSetRasterState = true;
716 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000717
718 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000719 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000720 }
721
722 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000723}
724
daniel@transgaming.com12985182012-12-20 20:56:31 +0000725bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000726 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000727{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000728 gl::Rectangle actualViewport = viewport;
729 float actualZNear = gl::clamp01(zNear);
730 float actualZFar = gl::clamp01(zFar);
731 if (ignoreViewport)
732 {
733 actualViewport.x = 0;
734 actualViewport.y = 0;
735 actualViewport.width = mRenderTargetDesc.width;
736 actualViewport.height = mRenderTargetDesc.height;
737 actualZNear = 0.0f;
738 actualZFar = 1.0f;
739 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000740
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000741 // Get D3D viewport bounds, which depends on the feature level
742 const Range& viewportBounds = getViewportBounds();
743
744 // 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 +0000745 D3D11_VIEWPORT dxViewport;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000746 dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end);
747 dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end);
748 dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension());
749 dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension());
750 dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX));
751 dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY));
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000752 dxViewport.MinDepth = actualZNear;
753 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000754
755 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
756 {
757 return false; // Nothing to render
758 }
759
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000760 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
761 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000762
daniel@transgaming.com53670042012-11-28 20:55:51 +0000763 if (viewportChanged)
764 {
765 mDeviceContext->RSSetViewports(1, &dxViewport);
766
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000767 mCurViewport = actualViewport;
768 mCurNear = actualZNear;
769 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000770
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +0000771 mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f;
772 mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f;
773 mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
774 mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000775
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000776 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
777 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000778
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000779 mVertexConstants.depthRange[0] = actualZNear;
780 mVertexConstants.depthRange[1] = actualZFar;
781 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000782
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000783 mPixelConstants.depthRange[0] = actualZNear;
784 mPixelConstants.depthRange[1] = actualZFar;
785 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000786 }
787
788 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000789 return true;
790}
791
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000792bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
793{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000794 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000795
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000796 switch (mode)
797 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000798 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
799 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000800 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000801 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
802 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
803 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000804 // emulate fans via rewriting index buffer
805 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000806 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000807 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000808 }
809
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000810 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000811
812 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000813}
814
815bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000816{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000817 // Get the color render buffer and serial
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000818 // Also extract the render target dimensions and view
819 unsigned int renderTargetWidth = 0;
820 unsigned int renderTargetHeight = 0;
821 GLenum renderTargetFormat = 0;
822 unsigned int renderTargetSerials[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {0};
823 ID3D11RenderTargetView* framebufferRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
824 bool missingColorRenderTarget = true;
825
826 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000827 {
shannon.woods%transgaming.com@gtempaccount.com4059a382013-04-13 03:31:16 +0000828 const GLenum drawBufferState = framebuffer->getDrawBufferState(colorAttachment);
829
830 if (framebuffer->getColorbufferType(colorAttachment) != GL_NONE && drawBufferState != GL_NONE)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000831 {
shannon.woods%transgaming.com@gtempaccount.com4059a382013-04-13 03:31:16 +0000832 // the draw buffer must be either "none", "back" for the default buffer or the same index as this color (in order)
833 ASSERT(drawBufferState == GL_BACK || drawBufferState == (GL_COLOR_ATTACHMENT0_EXT + colorAttachment));
834
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000835 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(colorAttachment);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000836
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000837 if (!colorbuffer)
838 {
839 ERR("render target pointer unexpectedly null.");
840 return false;
841 }
shannon.woods@transgaming.com3e3da582013-02-28 23:09:03 +0000842
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000843 // check for zero-sized default framebuffer, which is a special case.
844 // in this case we do not wish to modify any state and just silently return false.
845 // this will not report any gl error but will cause the calling method to return.
846 if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0)
847 {
848 return false;
849 }
850
851 renderTargetSerials[colorAttachment] = colorbuffer->getSerial();
852
853 // Extract the render target dimensions and view
854 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
855 if (!renderTarget)
856 {
857 ERR("render target pointer unexpectedly null.");
858 return false;
859 }
860
861 framebufferRTVs[colorAttachment] = renderTarget->getRenderTargetView();
862 if (!framebufferRTVs[colorAttachment])
863 {
864 ERR("render target view pointer unexpectedly null.");
865 return false;
866 }
867
868 if (missingColorRenderTarget)
869 {
870 renderTargetWidth = colorbuffer->getWidth();
871 renderTargetHeight = colorbuffer->getHeight();
872 renderTargetFormat = colorbuffer->getActualFormat();
873 missingColorRenderTarget = false;
874 }
875 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000876 }
877
878 // Get the depth stencil render buffer and serials
879 gl::Renderbuffer *depthStencil = NULL;
880 unsigned int depthbufferSerial = 0;
881 unsigned int stencilbufferSerial = 0;
882 if (framebuffer->getDepthbufferType() != GL_NONE)
883 {
884 depthStencil = framebuffer->getDepthbuffer();
885 if (!depthStencil)
886 {
887 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000888 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000889 return false;
890 }
891
892 depthbufferSerial = depthStencil->getSerial();
893 }
894 else if (framebuffer->getStencilbufferType() != GL_NONE)
895 {
896 depthStencil = framebuffer->getStencilbuffer();
897 if (!depthStencil)
898 {
899 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000900 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000901 return false;
902 }
903
904 stencilbufferSerial = depthStencil->getSerial();
905 }
906
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000907 // Extract the depth stencil sizes and view
908 unsigned int depthSize = 0;
909 unsigned int stencilSize = 0;
910 ID3D11DepthStencilView* framebufferDSV = NULL;
911 if (depthStencil)
912 {
913 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
914 if (!depthStencilRenderTarget)
915 {
916 ERR("render target pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000917 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000918 return false;
919 }
920
921 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
922 if (!framebufferDSV)
923 {
924 ERR("depth stencil view pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000925 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000926 return false;
927 }
928
929 // If there is no render buffer, the width, height and format values come from
930 // the depth stencil
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000931 if (missingColorRenderTarget)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000932 {
933 renderTargetWidth = depthStencil->getWidth();
934 renderTargetHeight = depthStencil->getHeight();
935 renderTargetFormat = depthStencil->getActualFormat();
936 }
937
938 depthSize = depthStencil->getDepthSize();
939 stencilSize = depthStencil->getStencilSize();
940 }
941
942 // Apply the render target and depth stencil
943 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000944 memcmp(renderTargetSerials, mAppliedRenderTargetSerials, sizeof(renderTargetSerials)) != 0 ||
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000945 depthbufferSerial != mAppliedDepthbufferSerial ||
946 stencilbufferSerial != mAppliedStencilbufferSerial)
947 {
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000948 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), framebufferRTVs, framebufferDSV);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000949
950 mRenderTargetDesc.width = renderTargetWidth;
951 mRenderTargetDesc.height = renderTargetHeight;
952 mRenderTargetDesc.format = renderTargetFormat;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000953 mForceSetViewport = true;
954 mForceSetScissor = true;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000955
956 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
957 {
958 mCurDepthSize = depthSize;
959 mForceSetRasterState = true;
960 }
961
962 mCurStencilSize = stencilSize;
963
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000964 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
965 {
966 mAppliedRenderTargetSerials[rtIndex] = renderTargetSerials[rtIndex];
967 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000968 mAppliedDepthbufferSerial = depthbufferSerial;
969 mAppliedStencilbufferSerial = stencilbufferSerial;
970 mRenderTargetDescInitialized = true;
971 mDepthStencilInitialized = true;
972 }
973
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000974 SafeRelease(framebufferRTVs);
975 SafeRelease(framebufferDSV);
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000976
977 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000978}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000979
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000980GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000981{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000982 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
983 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
984 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000985 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000986 return err;
987 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000988
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000989 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000990}
991
daniel@transgaming.com31240482012-11-28 21:06:41 +0000992GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000993{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000994 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000995
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000996 if (err == GL_NO_ERROR)
997 {
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +0000998 if (indexInfo->storage)
999 {
1000 if (indexInfo->serial != mAppliedStorageIBSerial || indexInfo->startOffset != mAppliedIBOffset)
1001 {
1002 BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(indexInfo->storage);
1003 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1004
1005 mDeviceContext->IASetIndexBuffer(storage->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
1006
1007 mAppliedIBSerial = 0;
1008 mAppliedStorageIBSerial = storage->getSerial();
1009 mAppliedIBOffset = indexInfo->startOffset;
1010 }
1011 }
1012 else if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001013 {
1014 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1015
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +00001016 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001017
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001018 mAppliedIBSerial = indexInfo->serial;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001019 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001020 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001021 }
1022 }
1023
1024 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001025}
1026
1027void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
1028{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001029 if (mode == GL_LINE_LOOP)
1030 {
1031 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1032 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001033 else if (mode == GL_TRIANGLE_FAN)
1034 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001035 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001036 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001037 else if (instances > 0)
1038 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001039 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001040 }
1041 else
1042 {
1043 mDeviceContext->Draw(count, 0);
1044 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001045}
1046
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001047void 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 +00001048{
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001049 if (mode == GL_LINE_LOOP)
1050 {
1051 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
1052 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001053 else if (mode == GL_TRIANGLE_FAN)
1054 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001055 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
1056 }
1057 else if (instances > 0)
1058 {
1059 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001060 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001061 else
1062 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +00001063 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001064 }
1065}
1066
1067void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1068{
1069 // Get the raw indices for an indexed draw
1070 if (type != GL_NONE && elementArrayBuffer)
1071 {
1072 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001073 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001074 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001075 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001076 }
1077
1078 if (!mLineLoopIB)
1079 {
1080 mLineLoopIB = new StreamingIndexBufferInterface(this);
1081 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1082 {
1083 delete mLineLoopIB;
1084 mLineLoopIB = NULL;
1085
1086 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001087 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001088 }
1089 }
1090
1091 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
1092 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1093 {
1094 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001095 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001096 }
1097
1098 void* mappedMemory = NULL;
1099 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1100 if (offset == -1 || mappedMemory == NULL)
1101 {
1102 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001103 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001104 }
1105
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001106 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001107 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001108
1109 switch (type)
1110 {
1111 case GL_NONE: // Non-indexed draw
1112 for (int i = 0; i < count; i++)
1113 {
1114 data[i] = i;
1115 }
1116 data[count] = 0;
1117 break;
1118 case GL_UNSIGNED_BYTE:
1119 for (int i = 0; i < count; i++)
1120 {
1121 data[i] = static_cast<const GLubyte*>(indices)[i];
1122 }
1123 data[count] = static_cast<const GLubyte*>(indices)[0];
1124 break;
1125 case GL_UNSIGNED_SHORT:
1126 for (int i = 0; i < count; i++)
1127 {
1128 data[i] = static_cast<const GLushort*>(indices)[i];
1129 }
1130 data[count] = static_cast<const GLushort*>(indices)[0];
1131 break;
1132 case GL_UNSIGNED_INT:
1133 for (int i = 0; i < count; i++)
1134 {
1135 data[i] = static_cast<const GLuint*>(indices)[i];
1136 }
1137 data[count] = static_cast<const GLuint*>(indices)[0];
1138 break;
1139 default: UNREACHABLE();
1140 }
1141
1142 if (!mLineLoopIB->unmapBuffer())
1143 {
1144 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001145 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001146 }
1147
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001148 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001149 {
1150 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
1151
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001152 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001153 mAppliedIBSerial = mLineLoopIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001154 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001155 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001156 }
1157
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001158 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001159}
1160
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001161void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001162{
1163 // Get the raw indices for an indexed draw
1164 if (type != GL_NONE && elementArrayBuffer)
1165 {
1166 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001167 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001168 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001169 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001170 }
1171
1172 if (!mTriangleFanIB)
1173 {
1174 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1175 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1176 {
1177 delete mTriangleFanIB;
1178 mTriangleFanIB = NULL;
1179
1180 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001181 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001182 }
1183 }
1184
1185 const int numTris = count - 2;
1186 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
1187 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1188 {
1189 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001190 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001191 }
1192
1193 void* mappedMemory = NULL;
1194 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
1195 if (offset == -1 || mappedMemory == NULL)
1196 {
1197 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001198 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001199 }
1200
1201 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1202 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
1203
1204 switch (type)
1205 {
1206 case GL_NONE: // Non-indexed draw
1207 for (int i = 0; i < numTris; i++)
1208 {
1209 data[i*3 + 0] = 0;
1210 data[i*3 + 1] = i + 1;
1211 data[i*3 + 2] = i + 2;
1212 }
1213 break;
1214 case GL_UNSIGNED_BYTE:
1215 for (int i = 0; i < numTris; i++)
1216 {
1217 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1218 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1219 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1220 }
1221 break;
1222 case GL_UNSIGNED_SHORT:
1223 for (int i = 0; i < numTris; i++)
1224 {
1225 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1226 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1227 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1228 }
1229 break;
1230 case GL_UNSIGNED_INT:
1231 for (int i = 0; i < numTris; i++)
1232 {
1233 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1234 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1235 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1236 }
1237 break;
1238 default: UNREACHABLE();
1239 }
1240
1241 if (!mTriangleFanIB->unmapBuffer())
1242 {
1243 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001244 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001245 }
1246
1247 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1248 {
1249 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1250
1251 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1252 mAppliedIBSerial = mTriangleFanIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001253 mAppliedStorageIBSerial = 0;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001254 mAppliedIBOffset = indexBufferOffset;
1255 }
1256
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001257 if (instances > 0)
1258 {
1259 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1260 }
1261 else
1262 {
1263 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1264 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001265}
1266
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001267void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1268{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001269 unsigned int programBinarySerial = programBinary->getSerial();
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001270 const bool updateProgramState = (programBinarySerial != mAppliedProgramBinarySerial);
1271
1272 if (updateProgramState)
daniel@transgaming.come4991412012-12-20 20:55:34 +00001273 {
1274 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1275 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001276
daniel@transgaming.come4991412012-12-20 20:55:34 +00001277 ID3D11VertexShader *vertexShader = NULL;
1278 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001279
daniel@transgaming.come4991412012-12-20 20:55:34 +00001280 ID3D11PixelShader *pixelShader = NULL;
1281 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001282
daniel@transgaming.come4991412012-12-20 20:55:34 +00001283 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1284 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001285
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001286 programBinary->dirtyAllUniforms();
1287
1288 mAppliedProgramBinarySerial = programBinarySerial;
1289 }
1290
1291 // Only use the geometry shader currently for point sprite drawing
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001292 const bool usesGeometryShader = (programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode);
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001293
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001294 if (updateProgramState || usesGeometryShader != mIsGeometryShaderActive)
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001295 {
1296 if (usesGeometryShader)
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001297 {
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001298 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
1299 ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001300 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1301 }
1302 else
1303 {
1304 mDeviceContext->GSSetShader(NULL, NULL, 0);
1305 }
1306
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001307 mIsGeometryShaderActive = usesGeometryShader;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001308 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001309}
1310
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001311void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001312{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001313 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1314 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001315
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001316 unsigned int totalRegisterCountVS = 0;
1317 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001318
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001319 bool vertexUniformsDirty = false;
1320 bool pixelUniformsDirty = false;
1321
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001322 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1323 {
1324 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001325
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001326 if (uniform->vsRegisterIndex >= 0)
1327 {
1328 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001329 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001330 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001331
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001332 if (uniform->psRegisterIndex >= 0)
1333 {
1334 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001335 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001336 }
1337 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001338
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001339 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1340 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1341
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001342 float (*mapVS)[4] = NULL;
1343 float (*mapPS)[4] = NULL;
1344
1345 if (totalRegisterCountVS > 0 && vertexUniformsDirty)
1346 {
1347 D3D11_MAPPED_SUBRESOURCE map = {0};
1348 HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1349 ASSERT(SUCCEEDED(result));
1350 mapVS = (float(*)[4])map.pData;
1351 }
1352
1353 if (totalRegisterCountPS > 0 && pixelUniformsDirty)
1354 {
1355 D3D11_MAPPED_SUBRESOURCE map = {0};
1356 HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1357 ASSERT(SUCCEEDED(result));
1358 mapPS = (float(*)[4])map.pData;
1359 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001360
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001361 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001362 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001363 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001364
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001365 if (uniform->type != GL_SAMPLER_2D && uniform->type != GL_SAMPLER_CUBE)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001366 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001367 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001368 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001369 memcpy(mapVS + uniform->vsRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001370 }
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001371
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001372 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001373 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001374 memcpy(mapPS + uniform->psRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001375 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001376 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001377
1378 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001379 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001380
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001381 if (mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001382 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001383 mDeviceContext->Unmap(vertexConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001384 }
1385
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001386 if (mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001387 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001388 mDeviceContext->Unmap(pixelConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001389 }
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001390
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001391 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1392 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001393
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001394 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001395 if (!mDriverConstantBufferVS)
1396 {
1397 D3D11_BUFFER_DESC constantBufferDescription = {0};
1398 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1399 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1400 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1401 constantBufferDescription.CPUAccessFlags = 0;
1402 constantBufferDescription.MiscFlags = 0;
1403 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001404
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001405 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001406 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001407
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001408 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1409 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001410
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001411 if (!mDriverConstantBufferPS)
1412 {
1413 D3D11_BUFFER_DESC constantBufferDescription = {0};
1414 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1415 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1416 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1417 constantBufferDescription.CPUAccessFlags = 0;
1418 constantBufferDescription.MiscFlags = 0;
1419 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001420
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001421 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001422 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001423
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001424 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1425 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001426
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001427 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1428 {
1429 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1430 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1431 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001432
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001433 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1434 {
1435 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1436 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1437 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001438
1439 // needed for the point sprite geometry shader
1440 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001441}
1442
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001443void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001444{
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001445 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1446 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1447 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1448 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001449
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001450 unsigned int stencilUnmasked = 0x0;
1451 if (frameBuffer->hasStencil())
1452 {
1453 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1454 stencilUnmasked = (0x1 << stencilSize) - 1;
1455 }
1456 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1457 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001458
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001459 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1460 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1461 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001462
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001463 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1464 {
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001465 maskedClear(clearParams);
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001466 }
1467 else
1468 {
1469 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1470 {
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00001471 // TODO: mrt clear
1472 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer(0);
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001473 if (renderbufferObject)
1474 {
1475 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1476 if (!renderTarget)
1477 {
1478 ERR("render target pointer unexpectedly null.");
1479 return;
1480 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001481
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001482 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1483 if (!framebufferRTV)
1484 {
1485 ERR("render target view pointer unexpectedly null.");
1486 return;
1487 }
1488
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001489 const float clearValues[4] = { clearParams.colorClearValue.red,
1490 clearParams.colorClearValue.green,
1491 clearParams.colorClearValue.blue,
1492 clearParams.colorClearValue.alpha };
1493 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001494
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001495 framebufferRTV->Release();
1496 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001497 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001498 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001499 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001500 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1501 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001502 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001503 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1504 if (!renderTarget)
1505 {
1506 ERR("render target pointer unexpectedly null.");
1507 return;
1508 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001509
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001510 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1511 if (!framebufferDSV)
1512 {
1513 ERR("depth stencil view pointer unexpectedly null.");
1514 return;
1515 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001516
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001517 UINT clearFlags = 0;
1518 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1519 {
1520 clearFlags |= D3D11_CLEAR_DEPTH;
1521 }
1522 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1523 {
1524 clearFlags |= D3D11_CLEAR_STENCIL;
1525 }
1526
shannon.woods@transgaming.combe211b32013-02-28 23:17:16 +00001527 float depthClear = gl::clamp01(clearParams.depthClearValue);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001528 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1529
1530 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001531
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001532 framebufferDSV->Release();
1533 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001534 }
1535 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001536}
1537
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001538void Renderer11::maskedClear(const gl::ClearParameters &clearParams)
1539{
1540 HRESULT result;
1541
1542 if (!mClearResourcesInitialized)
1543 {
1544 ASSERT(!mClearVB && !mClearVS && !mClearPS && !mClearScissorRS && !mClearNoScissorRS);
1545
1546 D3D11_BUFFER_DESC vbDesc;
1547 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1548 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1549 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1550 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1551 vbDesc.MiscFlags = 0;
1552 vbDesc.StructureByteStride = 0;
1553
1554 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1555 ASSERT(SUCCEEDED(result));
1556 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1557
1558 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1559 {
1560 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1561 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1562 };
1563
1564 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1565 ASSERT(SUCCEEDED(result));
1566 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1567
1568 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1569 ASSERT(SUCCEEDED(result));
1570 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1571
1572 result = mDevice->CreatePixelShader(g_PS_Clear, sizeof(g_PS_Clear), NULL, &mClearPS);
1573 ASSERT(SUCCEEDED(result));
1574 d3d11::SetDebugName(mClearPS, "Renderer11 masked clear pixel shader");
1575
1576 D3D11_RASTERIZER_DESC rsScissorDesc;
1577 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1578 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1579 rsScissorDesc.FrontCounterClockwise = FALSE;
1580 rsScissorDesc.DepthBias = 0;
1581 rsScissorDesc.DepthBiasClamp = 0.0f;
1582 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1583 rsScissorDesc.DepthClipEnable = FALSE;
1584 rsScissorDesc.ScissorEnable = TRUE;
1585 rsScissorDesc.MultisampleEnable = FALSE;
1586 rsScissorDesc.AntialiasedLineEnable = FALSE;
1587
1588 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1589 ASSERT(SUCCEEDED(result));
1590 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1591
1592 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1593 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1594 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1595 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1596 rsNoScissorDesc.DepthBias = 0;
1597 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1598 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1599 rsNoScissorDesc.DepthClipEnable = FALSE;
1600 rsNoScissorDesc.ScissorEnable = FALSE;
1601 rsNoScissorDesc.MultisampleEnable = FALSE;
1602 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1603
1604 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1605 ASSERT(SUCCEEDED(result));
1606 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1607
1608 mClearResourcesInitialized = true;
1609 }
1610
1611 // Prepare the depth stencil state to write depth values if the depth should be cleared
1612 // and stencil values if the stencil should be cleared
1613 gl::DepthStencilState glDSState;
1614 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1615 glDSState.depthFunc = GL_ALWAYS;
1616 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1617 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1618 glDSState.stencilFunc = GL_ALWAYS;
1619 glDSState.stencilMask = 0;
1620 glDSState.stencilFail = GL_REPLACE;
1621 glDSState.stencilPassDepthFail = GL_REPLACE;
1622 glDSState.stencilPassDepthPass = GL_REPLACE;
1623 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1624 glDSState.stencilBackFunc = GL_ALWAYS;
1625 glDSState.stencilBackMask = 0;
1626 glDSState.stencilBackFail = GL_REPLACE;
1627 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1628 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1629 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1630
1631 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1632
1633 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1634
1635 // Prepare the blend state to use a write mask if the color buffer should be cleared
1636 gl::BlendState glBlendState;
1637 glBlendState.blend = false;
1638 glBlendState.sourceBlendRGB = GL_ONE;
1639 glBlendState.destBlendRGB = GL_ZERO;
1640 glBlendState.sourceBlendAlpha = GL_ONE;
1641 glBlendState.destBlendAlpha = GL_ZERO;
1642 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1643 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1644 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1645 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1646 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
shannon.woods@transgaming.com50ea9932013-02-28 23:13:40 +00001647 glBlendState.colorMaskAlpha = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskAlpha : false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001648 glBlendState.sampleAlphaToCoverage = false;
1649 glBlendState.dither = false;
1650
1651 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1652 static const UINT sampleMask = 0xFFFFFFFF;
1653
1654 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1655
1656 // Set the vertices
1657 D3D11_MAPPED_SUBRESOURCE mappedResource;
1658 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1659 if (FAILED(result))
1660 {
1661 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1662 return;
1663 }
1664
1665 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1666
1667 float depthClear = gl::clamp01(clearParams.depthClearValue);
1668 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1669 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1670 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1671 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1672
1673 mDeviceContext->Unmap(mClearVB, 0);
1674
1675 // Apply state
1676 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1677 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1678 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1679
1680 // Apply shaders
1681 mDeviceContext->IASetInputLayout(mClearIL);
1682 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
1683 mDeviceContext->PSSetShader(mClearPS, NULL, 0);
shannon.woods@transgaming.com2c53e472013-02-28 23:13:56 +00001684 mDeviceContext->GSSetShader(NULL, NULL, 0);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001685
1686 // Apply vertex buffer
1687 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1688 static UINT startIdx = 0;
1689 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1690 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1691
1692 // Draw the clear quad
1693 mDeviceContext->Draw(4, 0);
1694
1695 // Clean up
1696 markAllStateDirty();
1697}
1698
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001699void Renderer11::markAllStateDirty()
1700{
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001701 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
1702 {
1703 mAppliedRenderTargetSerials[rtIndex] = 0;
1704 }
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001705 mAppliedDepthbufferSerial = 0;
1706 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001707 mDepthStencilInitialized = false;
1708 mRenderTargetDescInitialized = false;
1709
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001710 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001711 {
1712 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001713 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001714 }
1715 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1716 {
1717 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001718 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001719 }
1720
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001721 mForceSetBlendState = true;
1722 mForceSetRasterState = true;
1723 mForceSetDepthStencilState = true;
1724 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001725 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001726
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001727 mAppliedIBSerial = 0;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001728 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001729 mAppliedIBOffset = 0;
1730
daniel@transgaming.come4991412012-12-20 20:55:34 +00001731 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001732 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1733 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001734}
1735
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001736void Renderer11::releaseDeviceResources()
1737{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001738 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001739 mInputLayoutCache.clear();
1740
1741 delete mVertexDataManager;
1742 mVertexDataManager = NULL;
1743
1744 delete mIndexDataManager;
1745 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001746
1747 delete mLineLoopIB;
1748 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001749
1750 delete mTriangleFanIB;
1751 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001752
1753 if (mCopyVB)
1754 {
1755 mCopyVB->Release();
1756 mCopyVB = NULL;
1757 }
1758
1759 if (mCopySampler)
1760 {
1761 mCopySampler->Release();
1762 mCopySampler = NULL;
1763 }
1764
1765 if (mCopyIL)
1766 {
1767 mCopyIL->Release();
1768 mCopyIL = NULL;
1769 }
1770
1771 if (mCopyVS)
1772 {
1773 mCopyVS->Release();
1774 mCopyVS = NULL;
1775 }
1776
1777 if (mCopyRGBAPS)
1778 {
1779 mCopyRGBAPS->Release();
1780 mCopyRGBAPS = NULL;
1781 }
1782
1783 if (mCopyRGBPS)
1784 {
1785 mCopyRGBPS->Release();
1786 mCopyRGBPS = NULL;
1787 }
1788
1789 if (mCopyLumPS)
1790 {
1791 mCopyLumPS->Release();
1792 mCopyLumPS = NULL;
1793 }
1794
1795 if (mCopyLumAlphaPS)
1796 {
1797 mCopyLumAlphaPS->Release();
1798 mCopyLumAlphaPS = NULL;
1799 }
1800
1801 mCopyResourcesInitialized = false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001802
1803 if (mClearVB)
1804 {
1805 mClearVB->Release();
1806 mClearVB = NULL;
1807 }
1808
1809 if (mClearIL)
1810 {
1811 mClearIL->Release();
1812 mClearIL = NULL;
1813 }
1814
1815 if (mClearVS)
1816 {
1817 mClearVS->Release();
1818 mClearVS = NULL;
1819 }
1820
1821 if (mClearPS)
1822 {
1823 mClearPS->Release();
1824 mClearPS = NULL;
1825 }
1826
1827 if (mClearScissorRS)
1828 {
1829 mClearScissorRS->Release();
1830 mClearScissorRS = NULL;
1831 }
1832
1833 if (mClearNoScissorRS)
1834 {
1835 mClearNoScissorRS->Release();
1836 mClearNoScissorRS = NULL;
1837 }
1838
1839 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001840
1841 if (mDriverConstantBufferVS)
1842 {
1843 mDriverConstantBufferVS->Release();
1844 mDriverConstantBufferVS = NULL;
1845 }
1846
1847 if (mDriverConstantBufferPS)
1848 {
1849 mDriverConstantBufferPS->Release();
1850 mDriverConstantBufferPS = NULL;
1851 }
daniel@transgaming.combdf787f2013-02-01 03:20:36 +00001852
1853 if (mSyncQuery)
1854 {
1855 mSyncQuery->Release();
1856 mSyncQuery = NULL;
1857 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001858}
1859
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001860void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001861{
1862 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001863 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001864}
1865
1866bool Renderer11::isDeviceLost()
1867{
1868 return mDeviceLost;
1869}
1870
1871// set notify to true to broadcast a message to all contexts of the device loss
1872bool Renderer11::testDeviceLost(bool notify)
1873{
1874 bool isLost = false;
1875
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001876 // GetRemovedReason is used to test if the device is removed
1877 HRESULT result = mDevice->GetDeviceRemovedReason();
1878 isLost = d3d11::isDeviceLostError(result);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001879
1880 if (isLost)
1881 {
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001882 // Log error if this is a new device lost event
1883 if (mDeviceLost == false)
1884 {
1885 ERR("The D3D11 device was removed: 0x%08X", result);
1886 }
1887
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001888 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001889 // we'll probably get this done again by notifyDeviceLost
1890 // but best to remember it!
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001891 // Note that we don't want to clear the device loss status here
1892 // -- this needs to be done by resetDevice
1893 mDeviceLost = true;
1894 if (notify)
1895 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001896 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001897 }
1898 }
1899
1900 return isLost;
1901}
1902
1903bool Renderer11::testDeviceResettable()
1904{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001905 // determine if the device is resettable by creating a dummy device
1906 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001907
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001908 if (D3D11CreateDevice == NULL)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001909 {
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001910 return false;
1911 }
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001912
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001913 D3D_FEATURE_LEVEL featureLevels[] =
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001914 {
1915 D3D_FEATURE_LEVEL_11_0,
1916 D3D_FEATURE_LEVEL_10_1,
1917 D3D_FEATURE_LEVEL_10_0,
1918 };
1919
1920 ID3D11Device* dummyDevice;
1921 D3D_FEATURE_LEVEL dummyFeatureLevel;
1922 ID3D11DeviceContext* dummyContext;
1923
1924 HRESULT result = D3D11CreateDevice(NULL,
1925 D3D_DRIVER_TYPE_HARDWARE,
1926 NULL,
1927 #if defined(_DEBUG)
1928 D3D11_CREATE_DEVICE_DEBUG,
1929 #else
1930 0,
1931 #endif
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001932 featureLevels,
1933 ArraySize(featureLevels),
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001934 D3D11_SDK_VERSION,
1935 &dummyDevice,
1936 &dummyFeatureLevel,
1937 &dummyContext);
1938
1939 if (!mDevice || FAILED(result))
1940 {
1941 return false;
1942 }
1943
1944 dummyContext->Release();
1945 dummyDevice->Release();
1946
1947 return true;
1948}
1949
1950void Renderer11::release()
1951{
1952 releaseDeviceResources();
1953
1954 if (mDxgiFactory)
1955 {
1956 mDxgiFactory->Release();
1957 mDxgiFactory = NULL;
1958 }
1959
1960 if (mDxgiAdapter)
1961 {
1962 mDxgiAdapter->Release();
1963 mDxgiAdapter = NULL;
1964 }
1965
1966 if (mDeviceContext)
1967 {
1968 mDeviceContext->ClearState();
1969 mDeviceContext->Flush();
1970 mDeviceContext->Release();
1971 mDeviceContext = NULL;
1972 }
1973
1974 if (mDevice)
1975 {
1976 mDevice->Release();
1977 mDevice = NULL;
1978 }
1979
1980 if (mD3d11Module)
1981 {
1982 FreeLibrary(mD3d11Module);
1983 mD3d11Module = NULL;
1984 }
1985
1986 if (mDxgiModule)
1987 {
1988 FreeLibrary(mDxgiModule);
1989 mDxgiModule = NULL;
1990 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001991}
1992
1993bool Renderer11::resetDevice()
1994{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001995 // recreate everything
1996 release();
1997 EGLint result = initialize();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001998
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001999 if (result != EGL_SUCCESS)
2000 {
2001 ERR("Could not reinitialize D3D11 device: %08X", result);
2002 return false;
2003 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002004
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002005 mDeviceLost = false;
2006
2007 return true;
2008}
2009
2010DWORD Renderer11::getAdapterVendor() const
2011{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002012 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002013}
2014
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002015std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002016{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002017 std::ostringstream rendererString;
2018
2019 rendererString << mDescription;
2020 rendererString << " Direct3D11";
2021
2022 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
2023 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
2024
2025 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002026}
2027
2028GUID Renderer11::getAdapterIdentifier() const
2029{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00002030 // Use the adapter LUID as our adapter ID
2031 // This number is local to a machine is only guaranteed to be unique between restarts
2032 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
2033 GUID adapterId = {0};
2034 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
2035 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002036}
2037
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00002038bool Renderer11::getBGRATextureSupport() const
2039{
2040 return mBGRATextureSupport;
2041}
2042
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002043bool Renderer11::getDXT1TextureSupport()
2044{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002045 return mDXT1TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002046}
2047
2048bool Renderer11::getDXT3TextureSupport()
2049{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002050 return mDXT3TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002051}
2052
2053bool Renderer11::getDXT5TextureSupport()
2054{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002055 return mDXT5TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002056}
2057
2058bool Renderer11::getDepthTextureSupport() const
2059{
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +00002060 return mDepthTextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002061}
2062
2063bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
2064{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002065 *renderable = mFloat32RenderSupport;
2066 *filtering = mFloat32FilterSupport;
2067 return mFloat32TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002068}
2069
2070bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
2071{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002072 *renderable = mFloat16RenderSupport;
2073 *filtering = mFloat16FilterSupport;
2074 return mFloat16TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002075}
2076
2077bool Renderer11::getLuminanceTextureSupport()
2078{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002079 return false;
2080}
2081
2082bool Renderer11::getLuminanceAlphaTextureSupport()
2083{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002084 return false;
2085}
2086
2087bool Renderer11::getTextureFilterAnisotropySupport() const
2088{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002089 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002090}
2091
2092float Renderer11::getTextureMaxAnisotropy() const
2093{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002094 switch (mFeatureLevel)
2095 {
2096 case D3D_FEATURE_LEVEL_11_0:
2097 return D3D11_MAX_MAXANISOTROPY;
2098 case D3D_FEATURE_LEVEL_10_1:
2099 case D3D_FEATURE_LEVEL_10_0:
2100 return D3D10_MAX_MAXANISOTROPY;
2101 default: UNREACHABLE();
2102 return 0;
2103 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002104}
2105
2106bool Renderer11::getEventQuerySupport()
2107{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002108 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002109}
2110
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002111Range Renderer11::getViewportBounds() const
2112{
2113 switch (mFeatureLevel)
2114 {
2115 case D3D_FEATURE_LEVEL_11_0:
2116 return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
2117 case D3D_FEATURE_LEVEL_10_1:
2118 case D3D_FEATURE_LEVEL_10_0:
2119 return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
2120 default: UNREACHABLE();
2121 return Range(0, 0);
2122 }
2123}
2124
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002125unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002126{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002127 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2128 switch (mFeatureLevel)
2129 {
2130 case D3D_FEATURE_LEVEL_11_0:
2131 case D3D_FEATURE_LEVEL_10_1:
2132 case D3D_FEATURE_LEVEL_10_0:
2133 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
2134 default: UNREACHABLE();
2135 return 0;
2136 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002137}
2138
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002139unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
2140{
2141 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2142}
2143
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002144unsigned int Renderer11::getReservedVertexUniformVectors() const
2145{
2146 return 0; // Driver uniforms are stored in a separate constant buffer
2147}
2148
2149unsigned int Renderer11::getReservedFragmentUniformVectors() const
2150{
2151 return 0; // Driver uniforms are stored in a separate constant buffer
2152}
2153
2154unsigned int Renderer11::getMaxVertexUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002155{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002156 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2157 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2158 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002159}
2160
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002161unsigned int Renderer11::getMaxFragmentUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002162{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002163 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2164 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2165 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002166}
2167
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002168unsigned int Renderer11::getMaxVaryingVectors() const
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002169{
2170 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
2171 switch (mFeatureLevel)
2172 {
2173 case D3D_FEATURE_LEVEL_11_0:
2174 return D3D11_VS_OUTPUT_REGISTER_COUNT;
2175 case D3D_FEATURE_LEVEL_10_1:
2176 case D3D_FEATURE_LEVEL_10_0:
2177 return D3D10_VS_OUTPUT_REGISTER_COUNT;
2178 default: UNREACHABLE();
2179 return 0;
2180 }
2181}
2182
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002183bool Renderer11::getNonPower2TextureSupport() const
2184{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00002185 switch (mFeatureLevel)
2186 {
2187 case D3D_FEATURE_LEVEL_11_0:
2188 case D3D_FEATURE_LEVEL_10_1:
2189 case D3D_FEATURE_LEVEL_10_0:
2190 return true;
2191 default: UNREACHABLE();
2192 return false;
2193 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002194}
2195
2196bool Renderer11::getOcclusionQuerySupport() const
2197{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002198 switch (mFeatureLevel)
2199 {
2200 case D3D_FEATURE_LEVEL_11_0:
2201 case D3D_FEATURE_LEVEL_10_1:
2202 case D3D_FEATURE_LEVEL_10_0:
2203 return true;
2204 default: UNREACHABLE();
2205 return false;
2206 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002207}
2208
2209bool Renderer11::getInstancingSupport() const
2210{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002211 switch (mFeatureLevel)
2212 {
2213 case D3D_FEATURE_LEVEL_11_0:
2214 case D3D_FEATURE_LEVEL_10_1:
2215 case D3D_FEATURE_LEVEL_10_0:
2216 return true;
2217 default: UNREACHABLE();
2218 return false;
2219 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002220}
2221
2222bool Renderer11::getShareHandleSupport() const
2223{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002224 // We only currently support share handles with BGRA surfaces, because
2225 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002226 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002227 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002228}
2229
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002230bool Renderer11::getDerivativeInstructionSupport() const
2231{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002232 switch (mFeatureLevel)
2233 {
2234 case D3D_FEATURE_LEVEL_11_0:
2235 case D3D_FEATURE_LEVEL_10_1:
2236 case D3D_FEATURE_LEVEL_10_0:
2237 return true;
2238 default: UNREACHABLE();
2239 return false;
2240 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002241}
2242
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002243bool Renderer11::getPostSubBufferSupport() const
2244{
2245 // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2.
2246 return false;
2247}
2248
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002249int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002250{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002251 switch (mFeatureLevel)
2252 {
2253 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002254 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002255 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2256 default: UNREACHABLE(); return 0;
2257 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002258}
2259
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002260int Renderer11::getMinorShaderModel() const
2261{
2262 switch (mFeatureLevel)
2263 {
2264 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2265 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2266 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2267 default: UNREACHABLE(); return 0;
2268 }
2269}
2270
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002271float Renderer11::getMaxPointSize() const
2272{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002273 // choose a reasonable maximum. we enforce this in the shader.
2274 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2275 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002276}
2277
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002278int Renderer11::getMaxViewportDimension() const
2279{
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002280 // Maximum viewport size must be at least as large as the largest render buffer (or larger).
2281 // In our case return the maximum texture size, which is the maximum render buffer size.
2282 META_ASSERT(D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D11_VIEWPORT_BOUNDS_MAX);
2283 META_ASSERT(D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D10_VIEWPORT_BOUNDS_MAX);
2284
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002285 switch (mFeatureLevel)
2286 {
2287 case D3D_FEATURE_LEVEL_11_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002288 return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002289 case D3D_FEATURE_LEVEL_10_1:
2290 case D3D_FEATURE_LEVEL_10_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002291 return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002292 default: UNREACHABLE();
2293 return 0;
2294 }
2295}
2296
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002297int Renderer11::getMaxTextureWidth() const
2298{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002299 switch (mFeatureLevel)
2300 {
2301 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2302 case D3D_FEATURE_LEVEL_10_1:
2303 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2304 default: UNREACHABLE(); return 0;
2305 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002306}
2307
2308int Renderer11::getMaxTextureHeight() const
2309{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002310 switch (mFeatureLevel)
2311 {
2312 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2313 case D3D_FEATURE_LEVEL_10_1:
2314 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2315 default: UNREACHABLE(); return 0;
2316 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002317}
2318
2319bool Renderer11::get32BitIndexSupport() const
2320{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002321 switch (mFeatureLevel)
2322 {
2323 case D3D_FEATURE_LEVEL_11_0:
2324 case D3D_FEATURE_LEVEL_10_1:
2325 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2326 default: UNREACHABLE(); return false;
2327 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002328}
2329
2330int Renderer11::getMinSwapInterval() const
2331{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002332 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002333}
2334
2335int Renderer11::getMaxSwapInterval() const
2336{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002337 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002338}
2339
2340int Renderer11::getMaxSupportedSamples() const
2341{
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +00002342 return mMaxSupportedSamples;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002343}
2344
shannon.woods@transgaming.com88fbd0f2013-02-28 23:05:46 +00002345int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
2346{
2347 if (requested == 0)
2348 {
2349 return 0;
2350 }
2351
2352 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2353 if (iter != mMultisampleSupportMap.end())
2354 {
2355 const MultisampleSupportInfo& info = iter->second;
2356 for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2357 {
2358 if (info.qualityLevels[i] > 0)
2359 {
2360 return i + 1;
2361 }
2362 }
2363 }
2364
2365 return -1;
2366}
2367
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002368unsigned int Renderer11::getMaxRenderTargets() const
2369{
shannon.woods%transgaming.com@gtempaccount.comf30ccc22013-04-13 03:28:36 +00002370 META_ASSERT(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2371 META_ASSERT(D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2372
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002373 switch (mFeatureLevel)
2374 {
2375 case D3D_FEATURE_LEVEL_11_0:
2376 return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2377 case D3D_FEATURE_LEVEL_10_1:
2378 case D3D_FEATURE_LEVEL_10_0:
2379 return D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2380 default:
2381 UNREACHABLE();
2382 return 1;
2383 }
2384}
2385
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002386bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002387{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002388 if (source && dest)
2389 {
2390 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2391 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2392
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002393 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002394 return true;
2395 }
2396
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002397 return false;
2398}
2399
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002400bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002401{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002402 if (source && dest)
2403 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002404 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2405 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002406
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002407 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002408 return true;
2409 }
2410
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002411 return false;
2412}
2413
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002414bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002415 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002416{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002417 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002418 if (!colorbuffer)
2419 {
2420 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002421 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002422 }
2423
2424 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2425 if (!sourceRenderTarget)
2426 {
2427 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002428 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002429 }
2430
2431 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2432 if (!source)
2433 {
2434 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002435 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002436 }
2437
2438 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2439 if (!storage11)
2440 {
2441 source->Release();
2442 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002443 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002444 }
2445
2446 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2447 if (!destRenderTarget)
2448 {
2449 source->Release();
2450 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002451 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002452 }
2453
2454 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2455 if (!dest)
2456 {
2457 source->Release();
2458 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002459 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002460 }
2461
2462 gl::Rectangle destRect;
2463 destRect.x = xoffset;
2464 destRect.y = yoffset;
2465 destRect.width = sourceRect.width;
2466 destRect.height = sourceRect.height;
2467
2468 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2469 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2470
2471 source->Release();
2472 dest->Release();
2473
2474 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002475}
2476
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002477bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002478 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002479{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002480 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002481 if (!colorbuffer)
2482 {
2483 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002484 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002485 }
2486
2487 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2488 if (!sourceRenderTarget)
2489 {
2490 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002491 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002492 }
2493
2494 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2495 if (!source)
2496 {
2497 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002498 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002499 }
2500
2501 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2502 if (!storage11)
2503 {
2504 source->Release();
2505 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002506 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002507 }
2508
2509 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
2510 if (!destRenderTarget)
2511 {
2512 source->Release();
2513 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002514 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002515 }
2516
2517 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2518 if (!dest)
2519 {
2520 source->Release();
2521 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002522 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002523 }
2524
2525 gl::Rectangle destRect;
2526 destRect.x = xoffset;
2527 destRect.y = yoffset;
2528 destRect.width = sourceRect.width;
2529 destRect.height = sourceRect.height;
2530
2531 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2532 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2533
2534 source->Release();
2535 dest->Release();
2536
2537 return ret;
2538}
2539
2540bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight,
2541 ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat)
2542{
2543 HRESULT result;
2544
2545 if (!mCopyResourcesInitialized)
2546 {
2547 ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS);
2548
2549 D3D11_BUFFER_DESC vbDesc;
2550 vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
2551 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
2552 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
2553 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2554 vbDesc.MiscFlags = 0;
2555 vbDesc.StructureByteStride = 0;
2556
2557 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
2558 ASSERT(SUCCEEDED(result));
2559 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
2560
2561 D3D11_SAMPLER_DESC samplerDesc;
2562 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
2563 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
2564 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
2565 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
2566 samplerDesc.MipLODBias = 0.0f;
2567 samplerDesc.MaxAnisotropy = 0;
2568 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
2569 samplerDesc.BorderColor[0] = 0.0f;
2570 samplerDesc.BorderColor[1] = 0.0f;
2571 samplerDesc.BorderColor[2] = 0.0f;
2572 samplerDesc.BorderColor[3] = 0.0f;
2573 samplerDesc.MinLOD = 0.0f;
2574 samplerDesc.MaxLOD = 0.0f;
2575
2576 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
2577 ASSERT(SUCCEEDED(result));
2578 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
2579
2580 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
2581 {
2582 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2583 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2584 };
2585
2586 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL);
2587 ASSERT(SUCCEEDED(result));
2588 d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout");
2589
2590 result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS);
2591 ASSERT(SUCCEEDED(result));
2592 d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader");
2593
2594 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS);
2595 ASSERT(SUCCEEDED(result));
2596 d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader");
2597
2598 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS);
2599 ASSERT(SUCCEEDED(result));
2600 d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader");
2601
2602 result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS);
2603 ASSERT(SUCCEEDED(result));
2604 d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader");
2605
2606 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS);
2607 ASSERT(SUCCEEDED(result));
2608 d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader");
2609
2610 mCopyResourcesInitialized = true;
2611 }
2612
2613 // Verify the source and destination area sizes
2614 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
2615 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
2616 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
2617 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight))
2618 {
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002619 return gl::error(GL_INVALID_VALUE, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002620 }
2621
2622 // Set vertices
2623 D3D11_MAPPED_SUBRESOURCE mappedResource;
2624 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
2625 if (FAILED(result))
2626 {
2627 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002628 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002629 }
2630
2631 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
2632
2633 // Create a quad in homogeneous coordinates
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002634 float x1 = (destArea.x / float(destWidth)) * 2.0f - 1.0f;
shannon.woods@transgaming.comcfdfd462013-02-28 23:13:01 +00002635 float y1 = ((destHeight - destArea.y - destArea.height) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002636 float x2 = ((destArea.x + destArea.width) / float(destWidth)) * 2.0f - 1.0f;
shannon.woods@transgaming.comcfdfd462013-02-28 23:13:01 +00002637 float y2 = ((destHeight - destArea.y) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002638
2639 float u1 = sourceArea.x / float(sourceWidth);
2640 float v1 = sourceArea.y / float(sourceHeight);
2641 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
2642 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
2643
2644 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
2645 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
2646 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
2647 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
2648
2649 mDeviceContext->Unmap(mCopyVB, 0);
2650
2651 static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
2652 static UINT startIdx = 0;
2653 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
2654
2655 // Apply state
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002656 mDeviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002657 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
2658 mDeviceContext->RSSetState(NULL);
2659
2660 // Apply shaders
2661 mDeviceContext->IASetInputLayout(mCopyIL);
2662 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
2663 mDeviceContext->VSSetShader(mCopyVS, NULL, 0);
2664
2665 ID3D11PixelShader *ps = NULL;
2666 switch(destFormat)
2667 {
2668 case GL_RGBA: ps = mCopyRGBAPS; break;
2669 case GL_RGB: ps = mCopyRGBPS; break;
2670 case GL_ALPHA: ps = mCopyRGBAPS; break;
2671 case GL_BGRA_EXT: ps = mCopyRGBAPS; break;
2672 case GL_LUMINANCE: ps = mCopyLumPS; break;
2673 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break;
2674 default: UNREACHABLE(); ps = NULL; break;
2675 }
2676
2677 mDeviceContext->PSSetShader(ps, NULL, 0);
shannon.woods@transgaming.com28e7ba02013-02-28 23:09:28 +00002678 mDeviceContext->GSSetShader(NULL, NULL, 0);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002679
2680 // Unset the currently bound shader resource to avoid conflicts
2681 static ID3D11ShaderResourceView *const nullSRV = NULL;
2682 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2683
2684 // Apply render targets
2685 mDeviceContext->OMSetRenderTargets(1, &dest, NULL);
2686
2687 // Set the viewport
2688 D3D11_VIEWPORT viewport;
2689 viewport.TopLeftX = 0;
2690 viewport.TopLeftY = 0;
2691 viewport.Width = destWidth;
2692 viewport.Height = destHeight;
2693 viewport.MinDepth = 0.0f;
2694 viewport.MaxDepth = 1.0f;
2695 mDeviceContext->RSSetViewports(1, &viewport);
2696
2697 // Apply textures
2698 mDeviceContext->PSSetShaderResources(0, 1, &source);
2699 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
2700
2701 // Draw the quad
2702 mDeviceContext->Draw(4, 0);
2703
2704 // Unbind textures and render targets and vertex buffer
2705 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2706
2707 static ID3D11RenderTargetView *const nullRTV = NULL;
2708 mDeviceContext->OMSetRenderTargets(1, &nullRTV, NULL);
2709
2710 static UINT zero = 0;
2711 static ID3D11Buffer *const nullBuffer = NULL;
2712 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
2713
2714 markAllStateDirty();
2715
2716 return true;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002717}
2718
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002719RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2720{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002721 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002722 RenderTarget11 *renderTarget = NULL;
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002723
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002724 if (depth)
2725 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002726 // Note: depth stencil may be NULL for 0 sized surfaces
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002727 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
2728 swapChain11->getDepthStencilTexture(), NULL,
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002729 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002730 }
2731 else
2732 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002733 // Note: render target may be NULL for 0 sized surfaces
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002734 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002735 swapChain11->getOffscreenTexture(),
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002736 swapChain11->getRenderTargetShaderResource(),
2737 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002738 }
2739 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002740}
2741
2742RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2743{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002744 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
2745 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002746}
2747
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002748ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002749{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002750 ShaderExecutable11 *executable = NULL;
2751
2752 switch (type)
2753 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002754 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002755 {
2756 ID3D11VertexShader *vshader = NULL;
2757 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2758 ASSERT(SUCCEEDED(result));
2759
2760 if (vshader)
2761 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002762 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002763 }
2764 }
2765 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002766 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002767 {
2768 ID3D11PixelShader *pshader = NULL;
2769 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2770 ASSERT(SUCCEEDED(result));
2771
2772 if (pshader)
2773 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002774 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002775 }
2776 }
2777 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002778 case rx::SHADER_GEOMETRY:
2779 {
2780 ID3D11GeometryShader *gshader = NULL;
2781 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
2782 ASSERT(SUCCEEDED(result));
2783
2784 if (gshader)
2785 {
2786 executable = new ShaderExecutable11(function, length, gshader);
2787 }
2788 }
2789 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002790 default:
2791 UNREACHABLE();
2792 break;
2793 }
2794
2795 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002796}
2797
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002798ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002799{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002800 const char *profile = NULL;
2801
2802 switch (type)
2803 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002804 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002805 profile = "vs_4_0";
2806 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002807 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002808 profile = "ps_4_0";
2809 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002810 case rx::SHADER_GEOMETRY:
2811 profile = "gs_4_0";
2812 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002813 default:
2814 UNREACHABLE();
2815 return NULL;
2816 }
2817
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +00002818 ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, D3DCOMPILE_OPTIMIZATION_LEVEL0, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002819 if (!binary)
2820 return NULL;
2821
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002822 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002823 binary->Release();
2824
2825 return executable;
2826}
2827
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002828VertexBuffer *Renderer11::createVertexBuffer()
2829{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00002830 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002831}
2832
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002833IndexBuffer *Renderer11::createIndexBuffer()
2834{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00002835 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002836}
2837
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +00002838BufferStorage *Renderer11::createBufferStorage()
2839{
2840 return new BufferStorage11(this);
2841}
2842
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002843QueryImpl *Renderer11::createQuery(GLenum type)
2844{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002845 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002846}
2847
2848FenceImpl *Renderer11::createFence()
2849{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002850 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002851}
2852
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002853bool Renderer11::getRenderTargetResource(gl::Renderbuffer *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002854{
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002855 ASSERT(colorbuffer != NULL);
2856
2857 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2858 if (renderTarget)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002859 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002860 *subresourceIndex = renderTarget->getSubresourceIndex();
2861
2862 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
2863 if (colorBufferRTV)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002864 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002865 ID3D11Resource *textureResource = NULL;
2866 colorBufferRTV->GetResource(&textureResource);
2867 colorBufferRTV->Release();
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002868
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002869 if (textureResource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002870 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002871 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
2872 textureResource->Release();
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002873
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002874 if (SUCCEEDED(result))
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002875 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002876 return true;
2877 }
2878 else
2879 {
2880 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
2881 "HRESULT: 0x%X.", result);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002882 }
2883 }
2884 }
2885 }
2886
2887 return false;
2888}
2889
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002890bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002891 bool blitRenderTarget, bool blitDepthStencil)
2892{
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002893 if (blitRenderTarget && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_RENDERTARGET))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002894 {
2895 return false;
2896 }
2897
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002898 if (blitDepthStencil && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_DEPTHSTENCIL))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002899 {
2900 return false;
2901 }
2902
2903 return true;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002904}
2905
2906void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2907 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2908{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002909 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002910 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002911
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002912 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2913
2914 if (colorbuffer && getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002915 {
2916 gl::Rectangle area;
2917 area.x = x;
2918 area.y = y;
2919 area.width = width;
2920 area.height = height;
2921
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002922 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
2923 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002924
2925 colorBufferTexture->Release();
2926 colorBufferTexture = NULL;
2927 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002928}
2929
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002930Image *Renderer11::createImage()
2931{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00002932 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002933}
2934
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002935void Renderer11::generateMipmap(Image *dest, Image *src)
2936{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00002937 Image11 *dest11 = Image11::makeImage11(dest);
2938 Image11 *src11 = Image11::makeImage11(src);
2939 Image11::generateMipmap(dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002940}
2941
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002942TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
2943{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002944 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
2945 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002946}
2947
2948TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
2949{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002950 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002951}
2952
2953TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
2954{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002955 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002956}
2957
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002958static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
2959{
2960 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
2961 destFormat == GL_ALPHA &&
2962 destType == GL_UNSIGNED_BYTE)
2963 {
2964 return 1;
2965 }
2966 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
2967 destFormat == GL_RGBA &&
2968 destType == GL_UNSIGNED_BYTE)
2969 {
2970 return 4;
2971 }
2972 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
2973 destFormat == GL_BGRA_EXT &&
2974 destType == GL_UNSIGNED_BYTE)
2975 {
2976 return 4;
2977 }
2978 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
2979 destFormat == GL_RGBA &&
2980 destType == GL_HALF_FLOAT_OES)
2981 {
2982 return 8;
2983 }
2984 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
2985 destFormat == GL_RGB &&
2986 destType == GL_FLOAT)
2987 {
2988 return 12;
2989 }
2990 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
2991 destFormat == GL_RGBA &&
2992 destType == GL_FLOAT)
2993 {
2994 return 16;
2995 }
2996 else
2997 {
2998 return 0;
2999 }
3000}
3001
3002static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
3003 unsigned int y, int inputPitch, gl::Color *outColor)
3004{
3005 switch (format)
3006 {
3007 case DXGI_FORMAT_R8G8B8A8_UNORM:
3008 {
3009 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00003010 outColor->red = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
3011 outColor->green = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
3012 outColor->blue = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
3013 outColor->alpha = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003014 }
3015 break;
3016
3017 case DXGI_FORMAT_A8_UNORM:
3018 {
3019 outColor->red = 0.0f;
3020 outColor->green = 0.0f;
3021 outColor->blue = 0.0f;
3022 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
3023 }
3024 break;
3025
3026 case DXGI_FORMAT_R32G32B32A32_FLOAT:
3027 {
3028 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
3029 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
3030 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
3031 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
3032 }
3033 break;
3034
3035 case DXGI_FORMAT_R32G32B32_FLOAT:
3036 {
3037 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
3038 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
3039 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
3040 outColor->alpha = 1.0f;
3041 }
3042 break;
3043
3044 case DXGI_FORMAT_R16G16B16A16_FLOAT:
3045 {
3046 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
3047 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
3048 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
3049 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
3050 }
3051 break;
3052
3053 case DXGI_FORMAT_B8G8R8A8_UNORM:
3054 {
3055 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00003056 outColor->red = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
3057 outColor->blue = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
3058 outColor->green = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
3059 outColor->alpha = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003060 }
3061 break;
3062
3063 case DXGI_FORMAT_R8_UNORM:
3064 {
3065 outColor->red = *(data + x + y * inputPitch) / 255.0f;
3066 outColor->green = 0.0f;
3067 outColor->blue = 0.0f;
3068 outColor->alpha = 1.0f;
3069 }
3070 break;
3071
3072 case DXGI_FORMAT_R8G8_UNORM:
3073 {
3074 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
3075
3076 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
3077 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
3078 outColor->blue = 0.0f;
3079 outColor->alpha = 1.0f;
3080 }
3081 break;
3082
3083 case DXGI_FORMAT_R16_FLOAT:
3084 {
3085 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
3086 outColor->green = 0.0f;
3087 outColor->blue = 0.0f;
3088 outColor->alpha = 1.0f;
3089 }
3090 break;
3091
3092 case DXGI_FORMAT_R16G16_FLOAT:
3093 {
3094 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
3095 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
3096 outColor->blue = 0.0f;
3097 outColor->alpha = 1.0f;
3098 }
3099 break;
3100
3101 default:
3102 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
3103 UNIMPLEMENTED();
3104 break;
3105 }
3106}
3107
3108static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
3109 unsigned int y, int outputPitch, void *outData)
3110{
3111 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
3112 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
3113
3114 switch (format)
3115 {
3116 case GL_RGBA:
3117 switch (type)
3118 {
3119 case GL_UNSIGNED_BYTE:
3120 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3121 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3122 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3123 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3124 break;
3125
3126 default:
3127 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
3128 UNIMPLEMENTED();
3129 break;
3130 }
3131 break;
3132
3133 case GL_BGRA_EXT:
3134 switch (type)
3135 {
3136 case GL_UNSIGNED_BYTE:
3137 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3138 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3139 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
3140 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3141 break;
3142
3143 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
3144 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3145 // this type is packed as follows:
3146 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3147 // --------------------------------------------------------------------------------
3148 // | 4th | 3rd | 2nd | 1st component |
3149 // --------------------------------------------------------------------------------
3150 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3151 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3152 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
3153 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
3154 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
3155 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
3156 break;
3157
3158 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
3159 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3160 // this type is packed as follows:
3161 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3162 // --------------------------------------------------------------------------------
3163 // | 4th | 3rd | 2nd | 1st component |
3164 // --------------------------------------------------------------------------------
3165 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3166 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3167 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
3168 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
3169 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
3170 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
3171 break;
3172
3173 default:
3174 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
3175 UNIMPLEMENTED();
3176 break;
3177 }
3178 break;
3179
3180 case GL_RGB:
3181 switch (type)
3182 {
3183 case GL_UNSIGNED_SHORT_5_6_5:
3184 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3185 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
3186 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
3187 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
3188 break;
3189
3190 case GL_UNSIGNED_BYTE:
3191 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3192 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3193 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3194 break;
3195
3196 default:
3197 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
3198 UNIMPLEMENTED();
3199 break;
3200 }
3201 break;
3202
3203 default:
3204 ERR("WritePixelColor not implemented for format 0x%X.", format);
3205 UNIMPLEMENTED();
3206 break;
3207 }
3208}
3209
3210void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
3211 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
3212 GLint packAlignment, void *pixels)
3213{
3214 D3D11_TEXTURE2D_DESC textureDesc;
3215 texture->GetDesc(&textureDesc);
3216
3217 D3D11_TEXTURE2D_DESC stagingDesc;
3218 stagingDesc.Width = area.width;
3219 stagingDesc.Height = area.height;
3220 stagingDesc.MipLevels = 1;
3221 stagingDesc.ArraySize = 1;
3222 stagingDesc.Format = textureDesc.Format;
3223 stagingDesc.SampleDesc.Count = 1;
3224 stagingDesc.SampleDesc.Quality = 0;
3225 stagingDesc.Usage = D3D11_USAGE_STAGING;
3226 stagingDesc.BindFlags = 0;
3227 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
3228 stagingDesc.MiscFlags = 0;
3229
3230 ID3D11Texture2D* stagingTex = NULL;
3231 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
3232 if (FAILED(result))
3233 {
3234 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
3235 return;
3236 }
3237
3238 ID3D11Texture2D* srcTex = NULL;
3239 if (textureDesc.SampleDesc.Count > 1)
3240 {
3241 D3D11_TEXTURE2D_DESC resolveDesc;
3242 resolveDesc.Width = textureDesc.Width;
3243 resolveDesc.Height = textureDesc.Height;
3244 resolveDesc.MipLevels = 1;
3245 resolveDesc.ArraySize = 1;
3246 resolveDesc.Format = textureDesc.Format;
3247 resolveDesc.SampleDesc.Count = 1;
3248 resolveDesc.SampleDesc.Quality = 0;
3249 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
3250 resolveDesc.BindFlags = 0;
3251 resolveDesc.CPUAccessFlags = 0;
3252 resolveDesc.MiscFlags = 0;
3253
3254 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
3255 if (FAILED(result))
3256 {
3257 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
3258 stagingTex->Release();
3259 return;
3260 }
3261
3262 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
3263 subResource = 0;
3264 }
3265 else
3266 {
3267 srcTex = texture;
3268 srcTex->AddRef();
3269 }
3270
3271 D3D11_BOX srcBox;
3272 srcBox.left = area.x;
3273 srcBox.right = area.x + area.width;
3274 srcBox.top = area.y;
3275 srcBox.bottom = area.y + area.height;
3276 srcBox.front = 0;
3277 srcBox.back = 1;
3278
3279 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
3280
3281 srcTex->Release();
3282 srcTex = NULL;
3283
3284 D3D11_MAPPED_SUBRESOURCE mapping;
3285 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
3286
3287 unsigned char *source;
3288 int inputPitch;
3289 if (packReverseRowOrder)
3290 {
3291 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
3292 inputPitch = -static_cast<int>(mapping.RowPitch);
3293 }
3294 else
3295 {
3296 source = static_cast<unsigned char*>(mapping.pData);
3297 inputPitch = static_cast<int>(mapping.RowPitch);
3298 }
3299
3300 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
3301 if (fastPixelSize != 0)
3302 {
3303 unsigned char *dest = static_cast<unsigned char*>(pixels);
3304 for (int j = 0; j < area.height; j++)
3305 {
3306 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
3307 }
3308 }
3309 else
3310 {
3311 gl::Color pixelColor;
3312 for (int j = 0; j < area.height; j++)
3313 {
3314 for (int i = 0; i < area.width; i++)
3315 {
3316 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
3317 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
3318 }
3319 }
3320 }
3321
3322 mDeviceContext->Unmap(stagingTex, 0);
3323
3324 stagingTex->Release();
3325 stagingTex = NULL;
3326}
3327
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003328bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget,
3329 const gl::Rectangle &drawRect, BlitTarget target)
3330{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00003331 // TODO: mrt support
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003332 ASSERT(readRect.width == drawRect.width && readRect.height == drawRect.height);
3333
3334 gl::Renderbuffer *readBuffer = NULL;
3335 switch (target)
3336 {
3337 case BLIT_RENDERTARGET:
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00003338 readBuffer = readTarget->getColorbuffer(0);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003339 break;
3340 case BLIT_DEPTHSTENCIL:
3341 readBuffer = readTarget->getDepthOrStencilbuffer();
3342 break;
3343 default: UNREACHABLE();
3344 }
3345 if (!readBuffer)
3346 {
3347 ERR("Failed to retrieve the color buffer from the read target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003348 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003349 }
3350
3351 RenderTarget11 *sourceRenderTarget = NULL;
3352 switch (target)
3353 {
3354 case BLIT_RENDERTARGET:
3355 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getRenderTarget());
3356 break;
3357 case BLIT_DEPTHSTENCIL:
3358 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getDepthStencil());
3359 break;
3360 default: UNREACHABLE();
3361 }
3362 if (!sourceRenderTarget)
3363 {
3364 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003365 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003366 }
3367
3368 ID3D11Texture2D *source = NULL;
3369 unsigned int sourceSubresource = 0;
3370 if (sourceRenderTarget->getSamples() > 0)
3371 {
3372 ID3D11Texture2D *unresolvedTexture = sourceRenderTarget->getTexture();
3373
3374 source = resolveMultisampledTexture(unresolvedTexture, sourceRenderTarget->getSubresourceIndex());
3375 sourceSubresource = 0;
3376
3377 unresolvedTexture->Release();
3378 }
3379 else
3380 {
3381 source = sourceRenderTarget->getTexture();
3382 sourceSubresource = sourceRenderTarget->getSubresourceIndex();
3383 }
3384
3385 if (!source)
3386 {
3387 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003388 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003389 }
3390
3391
3392 gl::Renderbuffer *drawBuffer = NULL;
3393 switch (target)
3394 {
3395 case BLIT_RENDERTARGET:
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00003396 drawBuffer = drawTarget->getColorbuffer(0);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003397 break;
3398 case BLIT_DEPTHSTENCIL:
3399 drawBuffer = drawTarget->getDepthOrStencilbuffer();
3400 break;
3401 default: UNREACHABLE();
3402 }
3403 if (!drawBuffer)
3404 {
3405 source->Release();
3406 ERR("Failed to retrieve the color buffer from the draw buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003407 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003408 }
3409
3410 RenderTarget11 *drawRenderTarget = NULL;
3411 switch (target)
3412 {
3413 case BLIT_RENDERTARGET:
3414 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getRenderTarget());
3415 break;
3416 case BLIT_DEPTHSTENCIL:
3417 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getDepthStencil());
3418 break;
3419 default: UNREACHABLE();
3420 }
3421 if (!drawRenderTarget)
3422 {
3423 source->Release();
3424 ERR("Failed to retrieve the render target from the render buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003425 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003426 }
3427
3428 ID3D11Texture2D *dest = drawRenderTarget->getTexture();
3429 unsigned int destSubresource = drawRenderTarget->getSubresourceIndex();
3430
3431 D3D11_BOX srcBox;
3432 srcBox.left = readRect.x;
3433 srcBox.right = readRect.x + readRect.width;
3434 srcBox.top = readRect.y;
3435 srcBox.bottom = readRect.y + readRect.height;
3436 srcBox.front = 0;
3437 srcBox.back = 1;
3438
3439 mDeviceContext->CopySubresourceRegion(dest, destSubresource, drawRect.x, drawRect.y, 0,
3440 source, sourceSubresource, &srcBox);
3441
3442 source->Release();
3443 dest->Release();
3444
3445 return true;
3446}
3447
shannon.woods@transgaming.comd67f9ce2013-02-28 23:06:09 +00003448ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
3449{
3450 D3D11_TEXTURE2D_DESC textureDesc;
3451 source->GetDesc(&textureDesc);
3452
3453 if (textureDesc.SampleDesc.Count > 1)
3454 {
3455 D3D11_TEXTURE2D_DESC resolveDesc;
3456 resolveDesc.Width = textureDesc.Width;
3457 resolveDesc.Height = textureDesc.Height;
3458 resolveDesc.MipLevels = 1;
3459 resolveDesc.ArraySize = 1;
3460 resolveDesc.Format = textureDesc.Format;
3461 resolveDesc.SampleDesc.Count = 1;
3462 resolveDesc.SampleDesc.Quality = 0;
3463 resolveDesc.Usage = textureDesc.Usage;
3464 resolveDesc.BindFlags = textureDesc.BindFlags;
3465 resolveDesc.CPUAccessFlags = 0;
3466 resolveDesc.MiscFlags = 0;
3467
3468 ID3D11Texture2D *resolveTexture = NULL;
3469 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
3470 if (FAILED(result))
3471 {
3472 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
3473 return NULL;
3474 }
3475
3476 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
3477 return resolveTexture;
3478 }
3479 else
3480 {
3481 source->AddRef();
3482 return source;
3483 }
3484}
3485
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003486}