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daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001//
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00002// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00003// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
8
9#include "common/debug.h"
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000013#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000014#include "libGLESv2/Program.h"
15#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000016#include "libGLESv2/Framebuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000017#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000018#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000019#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +000020#include "libGLESv2/renderer/ShaderExecutable11.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000021#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.coma8aac672012-12-20 21:08:00 +000022#include "libGLESv2/renderer/Image11.h"
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +000023#include "libGLESv2/renderer/VertexBuffer11.h"
daniel@transgaming.com11c2af52012-12-20 21:10:01 +000024#include "libGLESv2/renderer/IndexBuffer11.h"
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000025#include "libGLESv2/renderer/VertexDataManager.h"
26#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +000027#include "libGLESv2/renderer/TextureStorage11.h"
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
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +000040#include <sstream>
41
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000042namespace rx
43{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000044static const DXGI_FORMAT RenderTargetFormats[] =
45 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000046 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000047 DXGI_FORMAT_R8G8B8A8_UNORM
48 };
49
50static const DXGI_FORMAT DepthStencilFormats[] =
51 {
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +000052 DXGI_FORMAT_UNKNOWN,
53 DXGI_FORMAT_D24_UNORM_S8_UINT,
54 DXGI_FORMAT_D16_UNORM
daniel@transgaming.com65e65372012-11-28 19:33:50 +000055 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000056
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000057enum
58{
59 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
60};
61
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000062Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
63{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000064 mVertexDataManager = NULL;
65 mIndexDataManager = NULL;
66
daniel@transgaming.comc5114302012-12-20 21:11:36 +000067 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000068 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000069
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000070 mCopyResourcesInitialized = false;
71 mCopyVB = NULL;
72 mCopySampler = NULL;
73 mCopyIL = NULL;
74 mCopyVS = NULL;
75 mCopyRGBAPS = NULL;
76 mCopyRGBPS = NULL;
77 mCopyLumPS = NULL;
78 mCopyLumAlphaPS = NULL;
79
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000080 mClearResourcesInitialized = false;
81 mClearVB = NULL;
82 mClearIL = NULL;
83 mClearVS = NULL;
84 mClearPS = NULL;
85 mClearScissorRS = NULL;
86 mClearNoScissorRS = NULL;
87
daniel@transgaming.combdf787f2013-02-01 03:20:36 +000088 mSyncQuery = NULL;
89
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000090 mD3d11Module = NULL;
91 mDxgiModule = NULL;
92
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000093 mDeviceLost = false;
94
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +000095 mMaxSupportedSamples = 0;
96
daniel@transgaming.com25072f62012-11-28 19:31:32 +000097 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000098 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000099 mDxgiAdapter = NULL;
100 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000101
102 mDriverConstantBufferVS = NULL;
103 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000104
105 mBGRATextureSupport = false;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +0000106
107 mIsGeometryShaderActive = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000108}
109
110Renderer11::~Renderer11()
111{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000112 release();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000113}
114
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000115Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
116{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000117 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000118 return static_cast<rx::Renderer11*>(renderer);
119}
120
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000121EGLint Renderer11::initialize()
122{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000123 if (!initializeCompiler())
124 {
125 return EGL_NOT_INITIALIZED;
126 }
127
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000128 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
129 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000130
131 if (mD3d11Module == NULL || mDxgiModule == NULL)
132 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000133 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000134 return EGL_NOT_INITIALIZED;
135 }
136
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000137 // create the D3D11 device
138 ASSERT(mDevice == NULL);
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000139 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000140
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000141 if (D3D11CreateDevice == NULL)
142 {
143 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
144 return EGL_NOT_INITIALIZED;
145 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000146
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000147 D3D_FEATURE_LEVEL featureLevel[] =
148 {
149 D3D_FEATURE_LEVEL_11_0,
150 D3D_FEATURE_LEVEL_10_1,
151 D3D_FEATURE_LEVEL_10_0,
152 };
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000153
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000154 HRESULT result = D3D11CreateDevice(NULL,
155 D3D_DRIVER_TYPE_HARDWARE,
156 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000157 #if defined(_DEBUG)
158 D3D11_CREATE_DEVICE_DEBUG,
159 #else
160 0,
161 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000162 featureLevel,
163 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000164 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000165 &mDevice,
166 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000167 &mDeviceContext);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000168
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000169 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000170 {
171 ERR("Could not create D3D11 device - aborting!\n");
172 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
173 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000174
175 IDXGIDevice *dxgiDevice = NULL;
176 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
177
178 if (FAILED(result))
179 {
180 ERR("Could not query DXGI device - aborting!\n");
181 return EGL_NOT_INITIALIZED;
182 }
183
184 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
185
186 if (FAILED(result))
187 {
188 ERR("Could not retrieve DXGI adapter - aborting!\n");
189 return EGL_NOT_INITIALIZED;
190 }
191
192 dxgiDevice->Release();
193
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000194 mDxgiAdapter->GetDesc(&mAdapterDescription);
195 memset(mDescription, 0, sizeof(mDescription));
196 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
197
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000198 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
199
200 if (!mDxgiFactory || FAILED(result))
201 {
202 ERR("Could not create DXGI factory - aborting!\n");
203 return EGL_NOT_INITIALIZED;
204 }
205
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000206 unsigned int maxSupportedSamples = 0;
207 unsigned int rtFormatCount = sizeof(RenderTargetFormats) / sizeof(DXGI_FORMAT);
208 unsigned int dsFormatCount = sizeof(DepthStencilFormats) / sizeof(DXGI_FORMAT);
209 for (unsigned int i = 0; i < rtFormatCount + dsFormatCount; ++i)
210 {
211 DXGI_FORMAT format = (i < rtFormatCount) ? RenderTargetFormats[i] : DepthStencilFormats[i - rtFormatCount];
212 if (format != DXGI_FORMAT_UNKNOWN)
213 {
214 UINT formatSupport;
215 result = mDevice->CheckFormatSupport(format, &formatSupport);
216 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
217 {
218 MultisampleSupportInfo supportInfo;
219
220 for (unsigned int j = 1; j <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; j++)
221 {
222 result = mDevice->CheckMultisampleQualityLevels(format, j, &supportInfo.qualityLevels[j - 1]);
223 if (SUCCEEDED(result) && supportInfo.qualityLevels[j - 1] > 0)
224 {
225 maxSupportedSamples = std::max(j, maxSupportedSamples);
226 }
227 else
228 {
229 supportInfo.qualityLevels[j - 1] = 0;
230 }
231 }
232
233 mMultisampleSupportMap.insert(std::make_pair(format, supportInfo));
234 }
235 }
236 }
237 mMaxSupportedSamples = maxSupportedSamples;
238
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000239 initializeDevice();
240
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000241 // BGRA texture support is optional in feature levels 10 and 10_1
242 UINT formatSupport;
243 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
244 if (FAILED(result))
245 {
246 ERR("Error checking BGRA format support: 0x%08X", result);
247 }
248 else
249 {
250 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
251 mBGRATextureSupport = (formatSupport & flags) == flags;
252 }
253
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000254 return EGL_SUCCESS;
255}
256
257// do any one-time device initialization
258// NOTE: this is also needed after a device lost/reset
259// to reset the scene status and ensure the default states are reset.
260void Renderer11::initializeDevice()
261{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000262 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000263 mInputLayoutCache.initialize(mDevice, mDeviceContext);
264
265 ASSERT(!mVertexDataManager && !mIndexDataManager);
266 mVertexDataManager = new VertexDataManager(this);
267 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000268
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000269 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000270}
271
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000272int Renderer11::generateConfigs(ConfigDesc **configDescList)
273{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000274 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
275 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000276 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
277 int numConfigs = 0;
278
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000279 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000280 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000281 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000282 {
283 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
284
285 UINT formatSupport = 0;
286 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000287
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000288 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
289 {
290 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
291
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000292 bool depthStencilFormatOK = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000293
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000294 if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
295 {
296 UINT formatSupport = 0;
297 result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
298 depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
299 }
300
301 if (depthStencilFormatOK)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000302 {
303 ConfigDesc newConfig;
304 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
305 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
306 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
307 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
308
309 (*configDescList)[numConfigs++] = newConfig;
310 }
311 }
312 }
313 }
314
315 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000316}
317
318void Renderer11::deleteConfigs(ConfigDesc *configDescList)
319{
320 delete [] (configDescList);
321}
322
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000323void Renderer11::sync(bool block)
324{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000325 if (block)
326 {
327 HRESULT result;
328
329 if (!mSyncQuery)
330 {
331 D3D11_QUERY_DESC queryDesc;
332 queryDesc.Query = D3D11_QUERY_EVENT;
333 queryDesc.MiscFlags = 0;
334
335 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
336 ASSERT(SUCCEEDED(result));
337 }
338
339 mDeviceContext->End(mSyncQuery);
340 mDeviceContext->Flush();
341
342 do
343 {
344 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
345
346 // Keep polling, but allow other threads to do something useful first
347 Sleep(0);
348
349 if (testDeviceLost(true))
350 {
351 return;
352 }
353 }
354 while (result == S_FALSE);
355 }
356 else
357 {
358 mDeviceContext->Flush();
359 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000360}
361
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000362SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
363{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000364 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000365}
366
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000367void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
368{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000369 if (type == gl::SAMPLER_PIXEL)
370 {
371 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
372 {
373 ERR("Pixel shader sampler index %i is not valid.", index);
374 return;
375 }
376
377 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
378 {
379 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
380
381 if (!dxSamplerState)
382 {
383 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
384 "sampler state for pixel shaders at slot %i.", index);
385 }
386
387 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
388
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000389 mCurPixelSamplerStates[index] = samplerState;
390 }
391
392 mForceSetPixelSamplerStates[index] = false;
393 }
394 else if (type == gl::SAMPLER_VERTEX)
395 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000396 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000397 {
398 ERR("Vertex shader sampler index %i is not valid.", index);
399 return;
400 }
401
402 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
403 {
404 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
405
406 if (!dxSamplerState)
407 {
408 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
409 "sampler state for vertex shaders at slot %i.", index);
410 }
411
412 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
413
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000414 mCurVertexSamplerStates[index] = samplerState;
415 }
416
417 mForceSetVertexSamplerStates[index] = false;
418 }
419 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000420}
421
422void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
423{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000424 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000425 unsigned int serial = 0;
426 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000427
428 if (texture)
429 {
430 TextureStorageInterface *texStorage = texture->getNativeTexture();
431 if (texStorage)
432 {
433 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
434 textureSRV = storage11->getSRV();
435 }
436
437 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
438 // missing the shader resource view
439 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000440
441 serial = texture->getTextureSerial();
442 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000443 }
444
445 if (type == gl::SAMPLER_PIXEL)
446 {
447 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
448 {
449 ERR("Pixel shader sampler index %i is not valid.", index);
450 return;
451 }
452
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000453 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
454 {
455 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
456 }
457
458 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000459 }
460 else if (type == gl::SAMPLER_VERTEX)
461 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000462 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000463 {
464 ERR("Vertex shader sampler index %i is not valid.", index);
465 return;
466 }
467
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000468 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
469 {
470 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
471 }
472
473 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000474 }
475 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000476}
477
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000478void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000479{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000480 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000481 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000482 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
483 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000484 if (!dxRasterState)
485 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000486 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000487 "rasterizer state.");
488 }
489
490 mDeviceContext->RSSetState(dxRasterState);
491
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000492 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000493 }
494
495 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000496}
497
498void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
499 unsigned int sampleMask)
500{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000501 if (mForceSetBlendState ||
502 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
503 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
504 sampleMask != mCurSampleMask)
505 {
506 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
507 if (!dxBlendState)
508 {
509 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
510 "blend state.");
511 }
512
513 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
514 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
515
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000516 mCurBlendState = blendState;
517 mCurBlendColor = blendColor;
518 mCurSampleMask = sampleMask;
519 }
520
521 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000522}
523
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000524void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000525 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000526{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000527 if (mForceSetDepthStencilState ||
528 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
529 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
530 {
531 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
532 stencilRef != stencilBackRef ||
533 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
534 {
535 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
536 "invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000537 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000538 }
539
540 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
541 if (!dxDepthStencilState)
542 {
543 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
544 "setting the default depth stencil state.");
545 }
546
547 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
548
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000549 mCurDepthStencilState = depthStencilState;
550 mCurStencilRef = stencilRef;
551 mCurStencilBackRef = stencilBackRef;
552 }
553
554 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000555}
556
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000557void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000558{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000559 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
560 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000561 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000562 if (enabled)
563 {
564 D3D11_RECT rect;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000565 rect.left = std::max(0, scissor.x);
566 rect.top = std::max(0, scissor.y);
567 rect.right = scissor.x + std::max(0, scissor.width);
568 rect.bottom = scissor.y + std::max(0, scissor.height);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000569
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000570 mDeviceContext->RSSetScissorRects(1, &rect);
571 }
572
573 if (enabled != mScissorEnabled)
574 {
575 mForceSetRasterState = true;
576 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000577
578 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000579 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000580 }
581
582 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000583}
584
daniel@transgaming.com12985182012-12-20 20:56:31 +0000585bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000586 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000587{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000588 gl::Rectangle actualViewport = viewport;
589 float actualZNear = gl::clamp01(zNear);
590 float actualZFar = gl::clamp01(zFar);
591 if (ignoreViewport)
592 {
593 actualViewport.x = 0;
594 actualViewport.y = 0;
595 actualViewport.width = mRenderTargetDesc.width;
596 actualViewport.height = mRenderTargetDesc.height;
597 actualZNear = 0.0f;
598 actualZFar = 1.0f;
599 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000600
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000601 // Get D3D viewport bounds, which depends on the feature level
602 const Range& viewportBounds = getViewportBounds();
603
604 // 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 +0000605 D3D11_VIEWPORT dxViewport;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000606 dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end);
607 dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end);
608 dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension());
609 dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension());
610 dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX));
611 dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY));
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000612 dxViewport.MinDepth = actualZNear;
613 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000614
615 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
616 {
617 return false; // Nothing to render
618 }
619
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000620 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
621 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000622
daniel@transgaming.com53670042012-11-28 20:55:51 +0000623 if (viewportChanged)
624 {
625 mDeviceContext->RSSetViewports(1, &dxViewport);
626
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000627 mCurViewport = actualViewport;
628 mCurNear = actualZNear;
629 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000630
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000631 mVertexConstants.halfPixelSize[0] = 0.0f;
632 mVertexConstants.halfPixelSize[1] = 0.0f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000633
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000634 mPixelConstants.coord[0] = actualViewport.width * 0.5f;
635 mPixelConstants.coord[1] = actualViewport.height * 0.5f;
636 mPixelConstants.coord[2] = actualViewport.x + (actualViewport.width * 0.5f);
637 mPixelConstants.coord[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000638
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000639 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
640 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
641 mPixelConstants.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000642
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000643 mVertexConstants.depthRange[0] = actualZNear;
644 mVertexConstants.depthRange[1] = actualZFar;
645 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000646
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000647 mPixelConstants.depthRange[0] = actualZNear;
648 mPixelConstants.depthRange[1] = actualZFar;
649 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000650 }
651
652 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000653 return true;
654}
655
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000656bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
657{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000658 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000659
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000660 switch (mode)
661 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000662 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
663 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000664 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000665 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
666 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
667 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000668 // emulate fans via rewriting index buffer
669 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000670 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000671 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000672 }
673
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000674 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000675
676 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000677}
678
679bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000680{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000681 // Get the color render buffer and serial
682 gl::Renderbuffer *renderbufferObject = NULL;
683 unsigned int renderTargetSerial = 0;
684 if (framebuffer->getColorbufferType() != GL_NONE)
685 {
686 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000687
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000688 if (!renderbufferObject)
689 {
690 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000691 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000692 }
693
694 renderTargetSerial = renderbufferObject->getSerial();
695 }
696
697 // Get the depth stencil render buffer and serials
698 gl::Renderbuffer *depthStencil = NULL;
699 unsigned int depthbufferSerial = 0;
700 unsigned int stencilbufferSerial = 0;
701 if (framebuffer->getDepthbufferType() != GL_NONE)
702 {
703 depthStencil = framebuffer->getDepthbuffer();
704 if (!depthStencil)
705 {
706 ERR("Depth stencil pointer unexpectedly null.");
707 return false;
708 }
709
710 depthbufferSerial = depthStencil->getSerial();
711 }
712 else if (framebuffer->getStencilbufferType() != GL_NONE)
713 {
714 depthStencil = framebuffer->getStencilbuffer();
715 if (!depthStencil)
716 {
717 ERR("Depth stencil pointer unexpectedly null.");
718 return false;
719 }
720
721 stencilbufferSerial = depthStencil->getSerial();
722 }
723
724 // Extract the render target dimensions and view
725 unsigned int renderTargetWidth = 0;
726 unsigned int renderTargetHeight = 0;
727 GLenum renderTargetFormat = 0;
728 ID3D11RenderTargetView* framebufferRTV = NULL;
729 if (renderbufferObject)
730 {
731 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
732 if (!renderTarget)
733 {
734 ERR("render target pointer unexpectedly null.");
735 return false;
736 }
737
738 framebufferRTV = renderTarget->getRenderTargetView();
739 if (!framebufferRTV)
740 {
741 ERR("render target view pointer unexpectedly null.");
742 return false;
743 }
744
745 renderTargetWidth = renderbufferObject->getWidth();
746 renderTargetHeight = renderbufferObject->getHeight();
747 renderTargetFormat = renderbufferObject->getActualFormat();
748 }
749
750 // Extract the depth stencil sizes and view
751 unsigned int depthSize = 0;
752 unsigned int stencilSize = 0;
753 ID3D11DepthStencilView* framebufferDSV = NULL;
754 if (depthStencil)
755 {
756 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
757 if (!depthStencilRenderTarget)
758 {
759 ERR("render target pointer unexpectedly null.");
760 if (framebufferRTV)
761 {
762 framebufferRTV->Release();
763 }
764 return false;
765 }
766
767 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
768 if (!framebufferDSV)
769 {
770 ERR("depth stencil view pointer unexpectedly null.");
771 if (framebufferRTV)
772 {
773 framebufferRTV->Release();
774 }
775 return false;
776 }
777
778 // If there is no render buffer, the width, height and format values come from
779 // the depth stencil
780 if (!renderbufferObject)
781 {
782 renderTargetWidth = depthStencil->getWidth();
783 renderTargetHeight = depthStencil->getHeight();
784 renderTargetFormat = depthStencil->getActualFormat();
785 }
786
787 depthSize = depthStencil->getDepthSize();
788 stencilSize = depthStencil->getStencilSize();
789 }
790
791 // Apply the render target and depth stencil
792 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
793 renderTargetSerial != mAppliedRenderTargetSerial ||
794 depthbufferSerial != mAppliedDepthbufferSerial ||
795 stencilbufferSerial != mAppliedStencilbufferSerial)
796 {
797 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
798
799 mRenderTargetDesc.width = renderTargetWidth;
800 mRenderTargetDesc.height = renderTargetHeight;
801 mRenderTargetDesc.format = renderTargetFormat;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000802 mForceSetViewport = true;
803 mForceSetScissor = true;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000804
805 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
806 {
807 mCurDepthSize = depthSize;
808 mForceSetRasterState = true;
809 }
810
811 mCurStencilSize = stencilSize;
812
813 mAppliedRenderTargetSerial = renderTargetSerial;
814 mAppliedDepthbufferSerial = depthbufferSerial;
815 mAppliedStencilbufferSerial = stencilbufferSerial;
816 mRenderTargetDescInitialized = true;
817 mDepthStencilInitialized = true;
818 }
819
820 if (framebufferRTV)
821 {
822 framebufferRTV->Release();
823 }
824 if (framebufferDSV)
825 {
826 framebufferDSV->Release();
827 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000828
829 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000830}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000831
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000832GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000833{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000834 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
835 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
836 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000837 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000838 return err;
839 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000840
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000841 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000842}
843
daniel@transgaming.com31240482012-11-28 21:06:41 +0000844GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000845{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000846 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000847
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000848 if (err == GL_NO_ERROR)
849 {
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000850 if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000851 {
852 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
853
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000854 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000855 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000856 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000857 }
858 }
859
860 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000861}
862
863void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
864{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000865 if (mode == GL_LINE_LOOP)
866 {
867 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
868 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000869 else if (mode == GL_TRIANGLE_FAN)
870 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000871 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000872 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000873 else if (instances > 0)
874 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000875 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000876 }
877 else
878 {
879 mDeviceContext->Draw(count, 0);
880 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000881}
882
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000883void 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 +0000884{
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000885 if (mode == GL_LINE_LOOP)
886 {
887 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
888 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000889 else if (mode == GL_TRIANGLE_FAN)
890 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000891 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
892 }
893 else if (instances > 0)
894 {
895 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000896 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000897 else
898 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +0000899 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000900 }
901}
902
903void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
904{
905 // Get the raw indices for an indexed draw
906 if (type != GL_NONE && elementArrayBuffer)
907 {
908 gl::Buffer *indexBuffer = elementArrayBuffer;
909 intptr_t offset = reinterpret_cast<intptr_t>(indices);
910 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
911 }
912
913 if (!mLineLoopIB)
914 {
915 mLineLoopIB = new StreamingIndexBufferInterface(this);
916 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
917 {
918 delete mLineLoopIB;
919 mLineLoopIB = NULL;
920
921 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000922 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000923 }
924 }
925
926 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
927 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
928 {
929 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000930 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000931 }
932
933 void* mappedMemory = NULL;
934 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
935 if (offset == -1 || mappedMemory == NULL)
936 {
937 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000938 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000939 }
940
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000941 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000942 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000943
944 switch (type)
945 {
946 case GL_NONE: // Non-indexed draw
947 for (int i = 0; i < count; i++)
948 {
949 data[i] = i;
950 }
951 data[count] = 0;
952 break;
953 case GL_UNSIGNED_BYTE:
954 for (int i = 0; i < count; i++)
955 {
956 data[i] = static_cast<const GLubyte*>(indices)[i];
957 }
958 data[count] = static_cast<const GLubyte*>(indices)[0];
959 break;
960 case GL_UNSIGNED_SHORT:
961 for (int i = 0; i < count; i++)
962 {
963 data[i] = static_cast<const GLushort*>(indices)[i];
964 }
965 data[count] = static_cast<const GLushort*>(indices)[0];
966 break;
967 case GL_UNSIGNED_INT:
968 for (int i = 0; i < count; i++)
969 {
970 data[i] = static_cast<const GLuint*>(indices)[i];
971 }
972 data[count] = static_cast<const GLuint*>(indices)[0];
973 break;
974 default: UNREACHABLE();
975 }
976
977 if (!mLineLoopIB->unmapBuffer())
978 {
979 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000980 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000981 }
982
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000983 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000984 {
985 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
986
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000987 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000988 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000989 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000990 }
991
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000992 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000993}
994
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000995void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000996{
997 // Get the raw indices for an indexed draw
998 if (type != GL_NONE && elementArrayBuffer)
999 {
1000 gl::Buffer *indexBuffer = elementArrayBuffer;
1001 intptr_t offset = reinterpret_cast<intptr_t>(indices);
1002 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
1003 }
1004
1005 if (!mTriangleFanIB)
1006 {
1007 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1008 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1009 {
1010 delete mTriangleFanIB;
1011 mTriangleFanIB = NULL;
1012
1013 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001014 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001015 }
1016 }
1017
1018 const int numTris = count - 2;
1019 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
1020 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1021 {
1022 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001023 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001024 }
1025
1026 void* mappedMemory = NULL;
1027 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
1028 if (offset == -1 || mappedMemory == NULL)
1029 {
1030 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001031 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001032 }
1033
1034 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1035 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
1036
1037 switch (type)
1038 {
1039 case GL_NONE: // Non-indexed draw
1040 for (int i = 0; i < numTris; i++)
1041 {
1042 data[i*3 + 0] = 0;
1043 data[i*3 + 1] = i + 1;
1044 data[i*3 + 2] = i + 2;
1045 }
1046 break;
1047 case GL_UNSIGNED_BYTE:
1048 for (int i = 0; i < numTris; i++)
1049 {
1050 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1051 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1052 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1053 }
1054 break;
1055 case GL_UNSIGNED_SHORT:
1056 for (int i = 0; i < numTris; i++)
1057 {
1058 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1059 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1060 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1061 }
1062 break;
1063 case GL_UNSIGNED_INT:
1064 for (int i = 0; i < numTris; i++)
1065 {
1066 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1067 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1068 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1069 }
1070 break;
1071 default: UNREACHABLE();
1072 }
1073
1074 if (!mTriangleFanIB->unmapBuffer())
1075 {
1076 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001077 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001078 }
1079
1080 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1081 {
1082 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1083
1084 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1085 mAppliedIBSerial = mTriangleFanIB->getSerial();
1086 mAppliedIBOffset = indexBufferOffset;
1087 }
1088
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001089 if (instances > 0)
1090 {
1091 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1092 }
1093 else
1094 {
1095 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1096 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001097}
1098
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001099void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1100{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001101 unsigned int programBinarySerial = programBinary->getSerial();
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001102 const bool updateProgramState = (programBinarySerial != mAppliedProgramBinarySerial);
1103
1104 if (updateProgramState)
daniel@transgaming.come4991412012-12-20 20:55:34 +00001105 {
1106 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1107 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001108
daniel@transgaming.come4991412012-12-20 20:55:34 +00001109 ID3D11VertexShader *vertexShader = NULL;
1110 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001111
daniel@transgaming.come4991412012-12-20 20:55:34 +00001112 ID3D11PixelShader *pixelShader = NULL;
1113 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001114
daniel@transgaming.come4991412012-12-20 20:55:34 +00001115 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1116 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001117
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001118 programBinary->dirtyAllUniforms();
1119
1120 mAppliedProgramBinarySerial = programBinarySerial;
1121 }
1122
1123 // Only use the geometry shader currently for point sprite drawing
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001124 const bool usesGeometryShader = (programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode);
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001125
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001126 if (updateProgramState || usesGeometryShader != mIsGeometryShaderActive)
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001127 {
1128 if (usesGeometryShader)
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001129 {
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001130 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
1131 ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001132 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1133 }
1134 else
1135 {
1136 mDeviceContext->GSSetShader(NULL, NULL, 0);
1137 }
1138
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001139 mIsGeometryShaderActive = usesGeometryShader;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001140 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001141}
1142
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001143void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001144{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001145 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1146 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001147
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001148 unsigned int totalRegisterCountVS = 0;
1149 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001150
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001151 bool vertexUniformsDirty = false;
1152 bool pixelUniformsDirty = false;
1153
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001154 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1155 {
1156 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001157
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001158 if (uniform->vsRegisterIndex >= 0)
1159 {
1160 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001161 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001162 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001163
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001164 if (uniform->psRegisterIndex >= 0)
1165 {
1166 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001167 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001168 }
1169 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001170
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001171 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1172 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1173
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001174 void *mapVS = (totalRegisterCountVS > 0 && vertexUniformsDirty) ? new float[4 * totalRegisterCountVS] : NULL;
1175 void *mapPS = (totalRegisterCountPS > 0 && pixelUniformsDirty) ? new float[4 * totalRegisterCountPS] : NULL;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001176
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001177 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001178 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001179 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001180
1181 switch (uniform->type)
1182 {
daniel@transgaming.comda8d3802012-12-20 21:12:55 +00001183 case GL_SAMPLER_2D:
1184 case GL_SAMPLER_CUBE:
1185 break;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001186 case GL_FLOAT:
1187 case GL_FLOAT_VEC2:
1188 case GL_FLOAT_VEC3:
1189 case GL_FLOAT_VEC4:
1190 case GL_FLOAT_MAT2:
1191 case GL_FLOAT_MAT3:
1192 case GL_FLOAT_MAT4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001193 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001194 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001195 GLfloat (*c)[4] = (GLfloat(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001196 float (*f)[4] = (float(*)[4])uniform->data;
1197
1198 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001199 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001200 c[uniform->vsRegisterIndex + i][0] = f[i][0];
1201 c[uniform->vsRegisterIndex + i][1] = f[i][1];
1202 c[uniform->vsRegisterIndex + i][2] = f[i][2];
1203 c[uniform->vsRegisterIndex + i][3] = f[i][3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001204 }
1205 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001206 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001207 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001208 GLfloat (*c)[4] = (GLfloat(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001209 float (*f)[4] = (float(*)[4])uniform->data;
1210
1211 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001212 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001213 c[uniform->psRegisterIndex + i][0] = f[i][0];
1214 c[uniform->psRegisterIndex + i][1] = f[i][1];
1215 c[uniform->psRegisterIndex + i][2] = f[i][2];
1216 c[uniform->psRegisterIndex + i][3] = f[i][3];
1217 }
1218 }
1219 break;
1220 case GL_INT:
1221 case GL_INT_VEC2:
1222 case GL_INT_VEC3:
1223 case GL_INT_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001224 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001225 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001226 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001227 GLint *x = (GLint*)uniform->data;
1228 int count = gl::VariableColumnCount(uniform->type);
1229
1230 for (unsigned int i = 0; i < uniform->registerCount; i++)
1231 {
1232 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = x[i * count + 0];
1233 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = x[i * count + 1];
1234 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = x[i * count + 2];
1235 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = x[i * count + 3];
1236 }
1237 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001238 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001239 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001240 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001241 GLint *x = (GLint*)uniform->data;
1242 int count = gl::VariableColumnCount(uniform->type);
1243
1244 for (unsigned int i = 0; i < uniform->registerCount; i++)
1245 {
1246 if (count >= 1) c[uniform->psRegisterIndex + i][0] = x[i * count + 0];
1247 if (count >= 2) c[uniform->psRegisterIndex + i][1] = x[i * count + 1];
1248 if (count >= 3) c[uniform->psRegisterIndex + i][2] = x[i * count + 2];
1249 if (count >= 4) c[uniform->psRegisterIndex + i][3] = x[i * count + 3];
1250 }
1251 }
1252 break;
1253 case GL_BOOL:
1254 case GL_BOOL_VEC2:
1255 case GL_BOOL_VEC3:
1256 case GL_BOOL_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001257 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001258 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001259 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001260 GLboolean *b = (GLboolean*)uniform->data;
1261 int count = gl::VariableColumnCount(uniform->type);
1262
1263 for (unsigned int i = 0; i < uniform->registerCount; i++)
1264 {
1265 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = b[i * count + 0];
1266 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = b[i * count + 1];
1267 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = b[i * count + 2];
1268 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = b[i * count + 3];
1269 }
1270 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001271 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001272 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001273 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001274 GLboolean *b = (GLboolean*)uniform->data;
1275 int count = gl::VariableColumnCount(uniform->type);
1276
1277 for (unsigned int i = 0; i < uniform->registerCount; i++)
1278 {
1279 if (count >= 1) c[uniform->psRegisterIndex + i][0] = b[i * count + 0];
1280 if (count >= 2) c[uniform->psRegisterIndex + i][1] = b[i * count + 1];
1281 if (count >= 3) c[uniform->psRegisterIndex + i][2] = b[i * count + 2];
1282 if (count >= 4) c[uniform->psRegisterIndex + i][3] = b[i * count + 3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001283 }
1284 }
1285 break;
1286 default:
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001287 UNREACHABLE();
1288 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001289
1290 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001291 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001292
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001293 if (vertexConstantBuffer && mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001294 {
1295 mDeviceContext->UpdateSubresource(vertexConstantBuffer, 0, NULL, mapVS, 0, 0);
1296 }
1297
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001298 if (pixelConstantBuffer && mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001299 {
1300 mDeviceContext->UpdateSubresource(pixelConstantBuffer, 0, NULL, mapPS, 0, 0);
1301 }
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001302
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001303 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1304 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001305
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001306 delete[] mapVS;
1307 delete[] mapPS;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001308
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001309 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001310 if (!mDriverConstantBufferVS)
1311 {
1312 D3D11_BUFFER_DESC constantBufferDescription = {0};
1313 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1314 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1315 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1316 constantBufferDescription.CPUAccessFlags = 0;
1317 constantBufferDescription.MiscFlags = 0;
1318 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001319
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001320 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001321 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001322
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001323 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1324 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001325
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001326 if (!mDriverConstantBufferPS)
1327 {
1328 D3D11_BUFFER_DESC constantBufferDescription = {0};
1329 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1330 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1331 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1332 constantBufferDescription.CPUAccessFlags = 0;
1333 constantBufferDescription.MiscFlags = 0;
1334 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001335
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001336 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001337 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001338
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001339 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1340 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001341
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001342 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1343 {
1344 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1345 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1346 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001347
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001348 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1349 {
1350 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1351 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1352 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001353
1354 // needed for the point sprite geometry shader
1355 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001356}
1357
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001358void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001359{
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001360 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1361 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1362 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1363 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001364
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001365 unsigned int stencilUnmasked = 0x0;
1366 if (frameBuffer->hasStencil())
1367 {
1368 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1369 stencilUnmasked = (0x1 << stencilSize) - 1;
1370 }
1371 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1372 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001373
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001374 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1375 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1376 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001377
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001378 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1379 {
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001380 maskedClear(clearParams);
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001381 }
1382 else
1383 {
1384 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1385 {
1386 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
1387 if (renderbufferObject)
1388 {
1389 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1390 if (!renderTarget)
1391 {
1392 ERR("render target pointer unexpectedly null.");
1393 return;
1394 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001395
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001396 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1397 if (!framebufferRTV)
1398 {
1399 ERR("render target view pointer unexpectedly null.");
1400 return;
1401 }
1402
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001403 const float clearValues[4] = { clearParams.colorClearValue.red,
1404 clearParams.colorClearValue.green,
1405 clearParams.colorClearValue.blue,
1406 clearParams.colorClearValue.alpha };
1407 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001408
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001409 framebufferRTV->Release();
1410 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001411 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001412 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001413 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001414 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1415 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001416 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001417 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1418 if (!renderTarget)
1419 {
1420 ERR("render target pointer unexpectedly null.");
1421 return;
1422 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001423
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001424 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1425 if (!framebufferDSV)
1426 {
1427 ERR("depth stencil view pointer unexpectedly null.");
1428 return;
1429 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001430
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001431 UINT clearFlags = 0;
1432 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1433 {
1434 clearFlags |= D3D11_CLEAR_DEPTH;
1435 }
1436 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1437 {
1438 clearFlags |= D3D11_CLEAR_STENCIL;
1439 }
1440
1441 float depthClear = clearParams.depthClearValue;
1442 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1443
1444 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001445
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001446 framebufferDSV->Release();
1447 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001448 }
1449 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001450}
1451
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001452void Renderer11::maskedClear(const gl::ClearParameters &clearParams)
1453{
1454 HRESULT result;
1455
1456 if (!mClearResourcesInitialized)
1457 {
1458 ASSERT(!mClearVB && !mClearVS && !mClearPS && !mClearScissorRS && !mClearNoScissorRS);
1459
1460 D3D11_BUFFER_DESC vbDesc;
1461 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1462 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1463 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1464 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1465 vbDesc.MiscFlags = 0;
1466 vbDesc.StructureByteStride = 0;
1467
1468 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1469 ASSERT(SUCCEEDED(result));
1470 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1471
1472 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1473 {
1474 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1475 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1476 };
1477
1478 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1479 ASSERT(SUCCEEDED(result));
1480 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1481
1482 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1483 ASSERT(SUCCEEDED(result));
1484 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1485
1486 result = mDevice->CreatePixelShader(g_PS_Clear, sizeof(g_PS_Clear), NULL, &mClearPS);
1487 ASSERT(SUCCEEDED(result));
1488 d3d11::SetDebugName(mClearPS, "Renderer11 masked clear pixel shader");
1489
1490 D3D11_RASTERIZER_DESC rsScissorDesc;
1491 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1492 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1493 rsScissorDesc.FrontCounterClockwise = FALSE;
1494 rsScissorDesc.DepthBias = 0;
1495 rsScissorDesc.DepthBiasClamp = 0.0f;
1496 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1497 rsScissorDesc.DepthClipEnable = FALSE;
1498 rsScissorDesc.ScissorEnable = TRUE;
1499 rsScissorDesc.MultisampleEnable = FALSE;
1500 rsScissorDesc.AntialiasedLineEnable = FALSE;
1501
1502 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1503 ASSERT(SUCCEEDED(result));
1504 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1505
1506 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1507 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1508 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1509 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1510 rsNoScissorDesc.DepthBias = 0;
1511 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1512 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1513 rsNoScissorDesc.DepthClipEnable = FALSE;
1514 rsNoScissorDesc.ScissorEnable = FALSE;
1515 rsNoScissorDesc.MultisampleEnable = FALSE;
1516 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1517
1518 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1519 ASSERT(SUCCEEDED(result));
1520 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1521
1522 mClearResourcesInitialized = true;
1523 }
1524
1525 // Prepare the depth stencil state to write depth values if the depth should be cleared
1526 // and stencil values if the stencil should be cleared
1527 gl::DepthStencilState glDSState;
1528 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1529 glDSState.depthFunc = GL_ALWAYS;
1530 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1531 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1532 glDSState.stencilFunc = GL_ALWAYS;
1533 glDSState.stencilMask = 0;
1534 glDSState.stencilFail = GL_REPLACE;
1535 glDSState.stencilPassDepthFail = GL_REPLACE;
1536 glDSState.stencilPassDepthPass = GL_REPLACE;
1537 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1538 glDSState.stencilBackFunc = GL_ALWAYS;
1539 glDSState.stencilBackMask = 0;
1540 glDSState.stencilBackFail = GL_REPLACE;
1541 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1542 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1543 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1544
1545 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1546
1547 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1548
1549 // Prepare the blend state to use a write mask if the color buffer should be cleared
1550 gl::BlendState glBlendState;
1551 glBlendState.blend = false;
1552 glBlendState.sourceBlendRGB = GL_ONE;
1553 glBlendState.destBlendRGB = GL_ZERO;
1554 glBlendState.sourceBlendAlpha = GL_ONE;
1555 glBlendState.destBlendAlpha = GL_ZERO;
1556 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1557 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1558 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1559 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1560 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1561 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1562 glBlendState.sampleAlphaToCoverage = false;
1563 glBlendState.dither = false;
1564
1565 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1566 static const UINT sampleMask = 0xFFFFFFFF;
1567
1568 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1569
1570 // Set the vertices
1571 D3D11_MAPPED_SUBRESOURCE mappedResource;
1572 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1573 if (FAILED(result))
1574 {
1575 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1576 return;
1577 }
1578
1579 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1580
1581 float depthClear = gl::clamp01(clearParams.depthClearValue);
1582 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1583 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1584 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1585 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1586
1587 mDeviceContext->Unmap(mClearVB, 0);
1588
1589 // Apply state
1590 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1591 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1592 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1593
1594 // Apply shaders
1595 mDeviceContext->IASetInputLayout(mClearIL);
1596 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
1597 mDeviceContext->PSSetShader(mClearPS, NULL, 0);
1598
1599 // Apply vertex buffer
1600 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1601 static UINT startIdx = 0;
1602 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1603 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1604
1605 // Draw the clear quad
1606 mDeviceContext->Draw(4, 0);
1607
1608 // Clean up
1609 markAllStateDirty();
1610}
1611
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001612void Renderer11::markAllStateDirty()
1613{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001614 mAppliedRenderTargetSerial = 0;
1615 mAppliedDepthbufferSerial = 0;
1616 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001617 mDepthStencilInitialized = false;
1618 mRenderTargetDescInitialized = false;
1619
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001620 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001621 {
1622 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001623 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001624 }
1625 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1626 {
1627 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001628 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001629 }
1630
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001631 mForceSetBlendState = true;
1632 mForceSetRasterState = true;
1633 mForceSetDepthStencilState = true;
1634 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001635 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001636
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001637 mAppliedIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001638 mAppliedIBOffset = 0;
1639
daniel@transgaming.come4991412012-12-20 20:55:34 +00001640 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001641 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1642 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001643}
1644
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001645void Renderer11::releaseDeviceResources()
1646{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001647 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001648 mInputLayoutCache.clear();
1649
1650 delete mVertexDataManager;
1651 mVertexDataManager = NULL;
1652
1653 delete mIndexDataManager;
1654 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001655
1656 delete mLineLoopIB;
1657 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001658
1659 delete mTriangleFanIB;
1660 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001661
1662 if (mCopyVB)
1663 {
1664 mCopyVB->Release();
1665 mCopyVB = NULL;
1666 }
1667
1668 if (mCopySampler)
1669 {
1670 mCopySampler->Release();
1671 mCopySampler = NULL;
1672 }
1673
1674 if (mCopyIL)
1675 {
1676 mCopyIL->Release();
1677 mCopyIL = NULL;
1678 }
1679
1680 if (mCopyVS)
1681 {
1682 mCopyVS->Release();
1683 mCopyVS = NULL;
1684 }
1685
1686 if (mCopyRGBAPS)
1687 {
1688 mCopyRGBAPS->Release();
1689 mCopyRGBAPS = NULL;
1690 }
1691
1692 if (mCopyRGBPS)
1693 {
1694 mCopyRGBPS->Release();
1695 mCopyRGBPS = NULL;
1696 }
1697
1698 if (mCopyLumPS)
1699 {
1700 mCopyLumPS->Release();
1701 mCopyLumPS = NULL;
1702 }
1703
1704 if (mCopyLumAlphaPS)
1705 {
1706 mCopyLumAlphaPS->Release();
1707 mCopyLumAlphaPS = NULL;
1708 }
1709
1710 mCopyResourcesInitialized = false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001711
1712 if (mClearVB)
1713 {
1714 mClearVB->Release();
1715 mClearVB = NULL;
1716 }
1717
1718 if (mClearIL)
1719 {
1720 mClearIL->Release();
1721 mClearIL = NULL;
1722 }
1723
1724 if (mClearVS)
1725 {
1726 mClearVS->Release();
1727 mClearVS = NULL;
1728 }
1729
1730 if (mClearPS)
1731 {
1732 mClearPS->Release();
1733 mClearPS = NULL;
1734 }
1735
1736 if (mClearScissorRS)
1737 {
1738 mClearScissorRS->Release();
1739 mClearScissorRS = NULL;
1740 }
1741
1742 if (mClearNoScissorRS)
1743 {
1744 mClearNoScissorRS->Release();
1745 mClearNoScissorRS = NULL;
1746 }
1747
1748 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001749
1750 if (mDriverConstantBufferVS)
1751 {
1752 mDriverConstantBufferVS->Release();
1753 mDriverConstantBufferVS = NULL;
1754 }
1755
1756 if (mDriverConstantBufferPS)
1757 {
1758 mDriverConstantBufferPS->Release();
1759 mDriverConstantBufferPS = NULL;
1760 }
daniel@transgaming.combdf787f2013-02-01 03:20:36 +00001761
1762 if (mSyncQuery)
1763 {
1764 mSyncQuery->Release();
1765 mSyncQuery = NULL;
1766 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001767}
1768
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001769void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001770{
1771 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001772 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001773}
1774
1775bool Renderer11::isDeviceLost()
1776{
1777 return mDeviceLost;
1778}
1779
1780// set notify to true to broadcast a message to all contexts of the device loss
1781bool Renderer11::testDeviceLost(bool notify)
1782{
1783 bool isLost = false;
1784
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001785 // GetRemovedReason is used to test if the device is removed
1786 HRESULT result = mDevice->GetDeviceRemovedReason();
1787 isLost = d3d11::isDeviceLostError(result);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001788
1789 if (isLost)
1790 {
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001791 // Log error if this is a new device lost event
1792 if (mDeviceLost == false)
1793 {
1794 ERR("The D3D11 device was removed: 0x%08X", result);
1795 }
1796
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001797 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001798 // we'll probably get this done again by notifyDeviceLost
1799 // but best to remember it!
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001800 // Note that we don't want to clear the device loss status here
1801 // -- this needs to be done by resetDevice
1802 mDeviceLost = true;
1803 if (notify)
1804 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001805 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001806 }
1807 }
1808
1809 return isLost;
1810}
1811
1812bool Renderer11::testDeviceResettable()
1813{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001814 // determine if the device is resettable by creating a dummy device
1815 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001816
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001817 if (D3D11CreateDevice == NULL)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001818 {
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001819 return false;
1820 }
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001821
1822 D3D_FEATURE_LEVEL featureLevel[] =
1823 {
1824 D3D_FEATURE_LEVEL_11_0,
1825 D3D_FEATURE_LEVEL_10_1,
1826 D3D_FEATURE_LEVEL_10_0,
1827 };
1828
1829 ID3D11Device* dummyDevice;
1830 D3D_FEATURE_LEVEL dummyFeatureLevel;
1831 ID3D11DeviceContext* dummyContext;
1832
1833 HRESULT result = D3D11CreateDevice(NULL,
1834 D3D_DRIVER_TYPE_HARDWARE,
1835 NULL,
1836 #if defined(_DEBUG)
1837 D3D11_CREATE_DEVICE_DEBUG,
1838 #else
1839 0,
1840 #endif
1841 featureLevel,
1842 sizeof(featureLevel)/sizeof(featureLevel[0]),
1843 D3D11_SDK_VERSION,
1844 &dummyDevice,
1845 &dummyFeatureLevel,
1846 &dummyContext);
1847
1848 if (!mDevice || FAILED(result))
1849 {
1850 return false;
1851 }
1852
1853 dummyContext->Release();
1854 dummyDevice->Release();
1855
1856 return true;
1857}
1858
1859void Renderer11::release()
1860{
1861 releaseDeviceResources();
1862
1863 if (mDxgiFactory)
1864 {
1865 mDxgiFactory->Release();
1866 mDxgiFactory = NULL;
1867 }
1868
1869 if (mDxgiAdapter)
1870 {
1871 mDxgiAdapter->Release();
1872 mDxgiAdapter = NULL;
1873 }
1874
1875 if (mDeviceContext)
1876 {
1877 mDeviceContext->ClearState();
1878 mDeviceContext->Flush();
1879 mDeviceContext->Release();
1880 mDeviceContext = NULL;
1881 }
1882
1883 if (mDevice)
1884 {
1885 mDevice->Release();
1886 mDevice = NULL;
1887 }
1888
1889 if (mD3d11Module)
1890 {
1891 FreeLibrary(mD3d11Module);
1892 mD3d11Module = NULL;
1893 }
1894
1895 if (mDxgiModule)
1896 {
1897 FreeLibrary(mDxgiModule);
1898 mDxgiModule = NULL;
1899 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001900}
1901
1902bool Renderer11::resetDevice()
1903{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001904 // recreate everything
1905 release();
1906 EGLint result = initialize();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001907
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001908 if (result != EGL_SUCCESS)
1909 {
1910 ERR("Could not reinitialize D3D11 device: %08X", result);
1911 return false;
1912 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001913
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001914 mDeviceLost = false;
1915
1916 return true;
1917}
1918
1919DWORD Renderer11::getAdapterVendor() const
1920{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001921 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001922}
1923
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001924std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001925{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001926 std::ostringstream rendererString;
1927
1928 rendererString << mDescription;
1929 rendererString << " Direct3D11";
1930
1931 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1932 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1933
1934 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001935}
1936
1937GUID Renderer11::getAdapterIdentifier() const
1938{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00001939 // Use the adapter LUID as our adapter ID
1940 // This number is local to a machine is only guaranteed to be unique between restarts
1941 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
1942 GUID adapterId = {0};
1943 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
1944 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001945}
1946
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00001947bool Renderer11::getBGRATextureSupport() const
1948{
1949 return mBGRATextureSupport;
1950}
1951
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001952bool Renderer11::getDXT1TextureSupport()
1953{
1954 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001955 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001956 return false;
1957}
1958
1959bool Renderer11::getDXT3TextureSupport()
1960{
1961 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001962 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001963 return false;
1964}
1965
1966bool Renderer11::getDXT5TextureSupport()
1967{
1968 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001969 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001970 return false;
1971}
1972
1973bool Renderer11::getDepthTextureSupport() const
1974{
1975 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001976 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001977 return false;
1978}
1979
1980bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
1981{
1982 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001983 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001984
1985 *filtering = false;
1986 *renderable = false;
1987 return false;
1988}
1989
1990bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
1991{
1992 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001993 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001994
1995 *filtering = false;
1996 *renderable = false;
1997 return false;
1998}
1999
2000bool Renderer11::getLuminanceTextureSupport()
2001{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002002 return false;
2003}
2004
2005bool Renderer11::getLuminanceAlphaTextureSupport()
2006{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002007 return false;
2008}
2009
2010bool Renderer11::getTextureFilterAnisotropySupport() const
2011{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002012 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002013}
2014
2015float Renderer11::getTextureMaxAnisotropy() const
2016{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002017 switch (mFeatureLevel)
2018 {
2019 case D3D_FEATURE_LEVEL_11_0:
2020 return D3D11_MAX_MAXANISOTROPY;
2021 case D3D_FEATURE_LEVEL_10_1:
2022 case D3D_FEATURE_LEVEL_10_0:
2023 return D3D10_MAX_MAXANISOTROPY;
2024 default: UNREACHABLE();
2025 return 0;
2026 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002027}
2028
2029bool Renderer11::getEventQuerySupport()
2030{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002031 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002032}
2033
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002034Range Renderer11::getViewportBounds() const
2035{
2036 switch (mFeatureLevel)
2037 {
2038 case D3D_FEATURE_LEVEL_11_0:
2039 return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
2040 case D3D_FEATURE_LEVEL_10_1:
2041 case D3D_FEATURE_LEVEL_10_0:
2042 return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
2043 default: UNREACHABLE();
2044 return Range(0, 0);
2045 }
2046}
2047
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002048unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002049{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002050 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2051 switch (mFeatureLevel)
2052 {
2053 case D3D_FEATURE_LEVEL_11_0:
2054 case D3D_FEATURE_LEVEL_10_1:
2055 case D3D_FEATURE_LEVEL_10_0:
2056 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
2057 default: UNREACHABLE();
2058 return 0;
2059 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002060}
2061
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002062unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
2063{
2064 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2065}
2066
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002067int Renderer11::getMaxVertexUniformVectors() const
2068{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002069 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2070 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2071 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002072}
2073
2074int Renderer11::getMaxFragmentUniformVectors() const
2075{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002076 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2077 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2078 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002079}
2080
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002081int Renderer11::getMaxVaryingVectors() const
2082{
2083 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
2084 switch (mFeatureLevel)
2085 {
2086 case D3D_FEATURE_LEVEL_11_0:
2087 return D3D11_VS_OUTPUT_REGISTER_COUNT;
2088 case D3D_FEATURE_LEVEL_10_1:
2089 case D3D_FEATURE_LEVEL_10_0:
2090 return D3D10_VS_OUTPUT_REGISTER_COUNT;
2091 default: UNREACHABLE();
2092 return 0;
2093 }
2094}
2095
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002096bool Renderer11::getNonPower2TextureSupport() const
2097{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00002098 switch (mFeatureLevel)
2099 {
2100 case D3D_FEATURE_LEVEL_11_0:
2101 case D3D_FEATURE_LEVEL_10_1:
2102 case D3D_FEATURE_LEVEL_10_0:
2103 return true;
2104 default: UNREACHABLE();
2105 return false;
2106 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002107}
2108
2109bool Renderer11::getOcclusionQuerySupport() const
2110{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002111 switch (mFeatureLevel)
2112 {
2113 case D3D_FEATURE_LEVEL_11_0:
2114 case D3D_FEATURE_LEVEL_10_1:
2115 case D3D_FEATURE_LEVEL_10_0:
2116 return true;
2117 default: UNREACHABLE();
2118 return false;
2119 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002120}
2121
2122bool Renderer11::getInstancingSupport() const
2123{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002124 switch (mFeatureLevel)
2125 {
2126 case D3D_FEATURE_LEVEL_11_0:
2127 case D3D_FEATURE_LEVEL_10_1:
2128 case D3D_FEATURE_LEVEL_10_0:
2129 return true;
2130 default: UNREACHABLE();
2131 return false;
2132 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002133}
2134
2135bool Renderer11::getShareHandleSupport() const
2136{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002137 // We only currently support share handles with BGRA surfaces, because
2138 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002139 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002140 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002141}
2142
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002143bool Renderer11::getDerivativeInstructionSupport() const
2144{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002145 switch (mFeatureLevel)
2146 {
2147 case D3D_FEATURE_LEVEL_11_0:
2148 case D3D_FEATURE_LEVEL_10_1:
2149 case D3D_FEATURE_LEVEL_10_0:
2150 return true;
2151 default: UNREACHABLE();
2152 return false;
2153 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002154}
2155
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002156int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002157{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002158 switch (mFeatureLevel)
2159 {
2160 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002161 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002162 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2163 default: UNREACHABLE(); return 0;
2164 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002165}
2166
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002167int Renderer11::getMinorShaderModel() const
2168{
2169 switch (mFeatureLevel)
2170 {
2171 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2172 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2173 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2174 default: UNREACHABLE(); return 0;
2175 }
2176}
2177
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002178float Renderer11::getMaxPointSize() const
2179{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002180 // choose a reasonable maximum. we enforce this in the shader.
2181 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2182 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002183}
2184
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002185int Renderer11::getMaxViewportDimension() const
2186{
2187 // Clamp viewport width/height to half of the maximum right/bottom edge
2188 switch (mFeatureLevel)
2189 {
2190 case D3D_FEATURE_LEVEL_11_0:
2191 return D3D11_VIEWPORT_BOUNDS_MAX - D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2192 case D3D_FEATURE_LEVEL_10_1:
2193 case D3D_FEATURE_LEVEL_10_0:
2194 return D3D10_VIEWPORT_BOUNDS_MAX - D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2195 default: UNREACHABLE();
2196 return 0;
2197 }
2198}
2199
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002200int Renderer11::getMaxTextureWidth() const
2201{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002202 switch (mFeatureLevel)
2203 {
2204 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2205 case D3D_FEATURE_LEVEL_10_1:
2206 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2207 default: UNREACHABLE(); return 0;
2208 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002209}
2210
2211int Renderer11::getMaxTextureHeight() const
2212{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002213 switch (mFeatureLevel)
2214 {
2215 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2216 case D3D_FEATURE_LEVEL_10_1:
2217 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2218 default: UNREACHABLE(); return 0;
2219 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002220}
2221
2222bool Renderer11::get32BitIndexSupport() const
2223{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002224 switch (mFeatureLevel)
2225 {
2226 case D3D_FEATURE_LEVEL_11_0:
2227 case D3D_FEATURE_LEVEL_10_1:
2228 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2229 default: UNREACHABLE(); return false;
2230 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002231}
2232
2233int Renderer11::getMinSwapInterval() const
2234{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002235 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002236}
2237
2238int Renderer11::getMaxSwapInterval() const
2239{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002240 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002241}
2242
2243int Renderer11::getMaxSupportedSamples() const
2244{
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +00002245 return mMaxSupportedSamples;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002246}
2247
shannon.woods@transgaming.com88fbd0f2013-02-28 23:05:46 +00002248int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
2249{
2250 if (requested == 0)
2251 {
2252 return 0;
2253 }
2254
2255 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2256 if (iter != mMultisampleSupportMap.end())
2257 {
2258 const MultisampleSupportInfo& info = iter->second;
2259 for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2260 {
2261 if (info.qualityLevels[i] > 0)
2262 {
2263 return i + 1;
2264 }
2265 }
2266 }
2267
2268 return -1;
2269}
2270
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002271bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002272{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002273 if (source && dest)
2274 {
2275 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2276 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2277
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002278 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002279 return true;
2280 }
2281
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002282 return false;
2283}
2284
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002285bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002286{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002287 if (source && dest)
2288 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002289 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2290 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002291
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002292 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002293 return true;
2294 }
2295
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002296 return false;
2297}
2298
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002299bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002300 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002301{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002302 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2303 if (!colorbuffer)
2304 {
2305 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002306 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002307 }
2308
2309 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2310 if (!sourceRenderTarget)
2311 {
2312 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002313 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002314 }
2315
2316 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2317 if (!source)
2318 {
2319 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002320 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002321 }
2322
2323 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2324 if (!storage11)
2325 {
2326 source->Release();
2327 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002328 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002329 }
2330
2331 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2332 if (!destRenderTarget)
2333 {
2334 source->Release();
2335 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002336 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002337 }
2338
2339 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2340 if (!dest)
2341 {
2342 source->Release();
2343 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002344 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002345 }
2346
2347 gl::Rectangle destRect;
2348 destRect.x = xoffset;
2349 destRect.y = yoffset;
2350 destRect.width = sourceRect.width;
2351 destRect.height = sourceRect.height;
2352
2353 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2354 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2355
2356 source->Release();
2357 dest->Release();
2358
2359 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002360}
2361
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002362bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002363 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002364{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002365 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2366 if (!colorbuffer)
2367 {
2368 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002369 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002370 }
2371
2372 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2373 if (!sourceRenderTarget)
2374 {
2375 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002376 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002377 }
2378
2379 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2380 if (!source)
2381 {
2382 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002383 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002384 }
2385
2386 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2387 if (!storage11)
2388 {
2389 source->Release();
2390 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002391 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002392 }
2393
2394 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
2395 if (!destRenderTarget)
2396 {
2397 source->Release();
2398 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002399 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002400 }
2401
2402 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2403 if (!dest)
2404 {
2405 source->Release();
2406 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002407 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002408 }
2409
2410 gl::Rectangle destRect;
2411 destRect.x = xoffset;
2412 destRect.y = yoffset;
2413 destRect.width = sourceRect.width;
2414 destRect.height = sourceRect.height;
2415
2416 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2417 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2418
2419 source->Release();
2420 dest->Release();
2421
2422 return ret;
2423}
2424
2425bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight,
2426 ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat)
2427{
2428 HRESULT result;
2429
2430 if (!mCopyResourcesInitialized)
2431 {
2432 ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS);
2433
2434 D3D11_BUFFER_DESC vbDesc;
2435 vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
2436 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
2437 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
2438 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2439 vbDesc.MiscFlags = 0;
2440 vbDesc.StructureByteStride = 0;
2441
2442 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
2443 ASSERT(SUCCEEDED(result));
2444 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
2445
2446 D3D11_SAMPLER_DESC samplerDesc;
2447 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
2448 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
2449 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
2450 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
2451 samplerDesc.MipLODBias = 0.0f;
2452 samplerDesc.MaxAnisotropy = 0;
2453 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
2454 samplerDesc.BorderColor[0] = 0.0f;
2455 samplerDesc.BorderColor[1] = 0.0f;
2456 samplerDesc.BorderColor[2] = 0.0f;
2457 samplerDesc.BorderColor[3] = 0.0f;
2458 samplerDesc.MinLOD = 0.0f;
2459 samplerDesc.MaxLOD = 0.0f;
2460
2461 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
2462 ASSERT(SUCCEEDED(result));
2463 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
2464
2465 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
2466 {
2467 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2468 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2469 };
2470
2471 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL);
2472 ASSERT(SUCCEEDED(result));
2473 d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout");
2474
2475 result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS);
2476 ASSERT(SUCCEEDED(result));
2477 d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader");
2478
2479 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS);
2480 ASSERT(SUCCEEDED(result));
2481 d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader");
2482
2483 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS);
2484 ASSERT(SUCCEEDED(result));
2485 d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader");
2486
2487 result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS);
2488 ASSERT(SUCCEEDED(result));
2489 d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader");
2490
2491 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS);
2492 ASSERT(SUCCEEDED(result));
2493 d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader");
2494
2495 mCopyResourcesInitialized = true;
2496 }
2497
2498 // Verify the source and destination area sizes
2499 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
2500 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
2501 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
2502 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight))
2503 {
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002504 return gl::error(GL_INVALID_VALUE, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002505 }
2506
2507 // Set vertices
2508 D3D11_MAPPED_SUBRESOURCE mappedResource;
2509 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
2510 if (FAILED(result))
2511 {
2512 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002513 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002514 }
2515
2516 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
2517
2518 // Create a quad in homogeneous coordinates
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002519 float x1 = (destArea.x / float(destWidth)) * 2.0f - 1.0f;
2520 float y1 = (destArea.y / float(destHeight)) * 2.0f - 1.0f;
2521 float x2 = ((destArea.x + destArea.width) / float(destWidth)) * 2.0f - 1.0f;
2522 float y2 = ((destArea.y + destArea.height) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002523
2524 float u1 = sourceArea.x / float(sourceWidth);
2525 float v1 = sourceArea.y / float(sourceHeight);
2526 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
2527 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
2528
2529 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
2530 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
2531 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
2532 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
2533
2534 mDeviceContext->Unmap(mCopyVB, 0);
2535
2536 static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
2537 static UINT startIdx = 0;
2538 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
2539
2540 // Apply state
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002541 mDeviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002542 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
2543 mDeviceContext->RSSetState(NULL);
2544
2545 // Apply shaders
2546 mDeviceContext->IASetInputLayout(mCopyIL);
2547 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
2548 mDeviceContext->VSSetShader(mCopyVS, NULL, 0);
2549
2550 ID3D11PixelShader *ps = NULL;
2551 switch(destFormat)
2552 {
2553 case GL_RGBA: ps = mCopyRGBAPS; break;
2554 case GL_RGB: ps = mCopyRGBPS; break;
2555 case GL_ALPHA: ps = mCopyRGBAPS; break;
2556 case GL_BGRA_EXT: ps = mCopyRGBAPS; break;
2557 case GL_LUMINANCE: ps = mCopyLumPS; break;
2558 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break;
2559 default: UNREACHABLE(); ps = NULL; break;
2560 }
2561
2562 mDeviceContext->PSSetShader(ps, NULL, 0);
2563
2564 // Unset the currently bound shader resource to avoid conflicts
2565 static ID3D11ShaderResourceView *const nullSRV = NULL;
2566 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2567
2568 // Apply render targets
2569 mDeviceContext->OMSetRenderTargets(1, &dest, NULL);
2570
2571 // Set the viewport
2572 D3D11_VIEWPORT viewport;
2573 viewport.TopLeftX = 0;
2574 viewport.TopLeftY = 0;
2575 viewport.Width = destWidth;
2576 viewport.Height = destHeight;
2577 viewport.MinDepth = 0.0f;
2578 viewport.MaxDepth = 1.0f;
2579 mDeviceContext->RSSetViewports(1, &viewport);
2580
2581 // Apply textures
2582 mDeviceContext->PSSetShaderResources(0, 1, &source);
2583 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
2584
2585 // Draw the quad
2586 mDeviceContext->Draw(4, 0);
2587
2588 // Unbind textures and render targets and vertex buffer
2589 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2590
2591 static ID3D11RenderTargetView *const nullRTV = NULL;
2592 mDeviceContext->OMSetRenderTargets(1, &nullRTV, NULL);
2593
2594 static UINT zero = 0;
2595 static ID3D11Buffer *const nullBuffer = NULL;
2596 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
2597
2598 markAllStateDirty();
2599
2600 return true;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002601}
2602
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002603RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2604{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002605 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002606 RenderTarget11 *renderTarget = NULL;
2607 if (depth)
2608 {
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002609 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
2610 swapChain11->getDepthStencilTexture(), NULL,
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002611 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002612 }
2613 else
2614 {
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002615 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002616 swapChain11->getOffscreenTexture(),
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002617 swapChain11->getRenderTargetShaderResource(),
2618 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002619 }
2620 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002621}
2622
2623RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2624{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002625 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
2626 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002627}
2628
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002629ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002630{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002631 ShaderExecutable11 *executable = NULL;
2632
2633 switch (type)
2634 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002635 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002636 {
2637 ID3D11VertexShader *vshader = NULL;
2638 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2639 ASSERT(SUCCEEDED(result));
2640
2641 if (vshader)
2642 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002643 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002644 }
2645 }
2646 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002647 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002648 {
2649 ID3D11PixelShader *pshader = NULL;
2650 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2651 ASSERT(SUCCEEDED(result));
2652
2653 if (pshader)
2654 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002655 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002656 }
2657 }
2658 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002659 case rx::SHADER_GEOMETRY:
2660 {
2661 ID3D11GeometryShader *gshader = NULL;
2662 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
2663 ASSERT(SUCCEEDED(result));
2664
2665 if (gshader)
2666 {
2667 executable = new ShaderExecutable11(function, length, gshader);
2668 }
2669 }
2670 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002671 default:
2672 UNREACHABLE();
2673 break;
2674 }
2675
2676 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002677}
2678
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002679ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002680{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002681 const char *profile = NULL;
2682
2683 switch (type)
2684 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002685 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002686 profile = "vs_4_0";
2687 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002688 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002689 profile = "ps_4_0";
2690 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002691 case rx::SHADER_GEOMETRY:
2692 profile = "gs_4_0";
2693 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002694 default:
2695 UNREACHABLE();
2696 return NULL;
2697 }
2698
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00002699 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002700 if (!binary)
2701 return NULL;
2702
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002703 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002704 binary->Release();
2705
2706 return executable;
2707}
2708
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002709VertexBuffer *Renderer11::createVertexBuffer()
2710{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00002711 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002712}
2713
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002714IndexBuffer *Renderer11::createIndexBuffer()
2715{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00002716 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002717}
2718
2719QueryImpl *Renderer11::createQuery(GLenum type)
2720{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002721 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002722}
2723
2724FenceImpl *Renderer11::createFence()
2725{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002726 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002727}
2728
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002729bool Renderer11::getRenderTargetResource(gl::Framebuffer *framebuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
2730{
2731 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2732 if (colorbuffer)
2733 {
2734 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2735 if (renderTarget)
2736 {
2737 *subresourceIndex = renderTarget->getSubresourceIndex();
2738
2739 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
2740 if (colorBufferRTV)
2741 {
2742 ID3D11Resource *textureResource = NULL;
2743 colorBufferRTV->GetResource(&textureResource);
2744 colorBufferRTV->Release();
2745
2746 if (textureResource)
2747 {
2748 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
2749 textureResource->Release();
2750
2751 if (SUCCEEDED(result))
2752 {
2753 return true;
2754 }
2755 else
2756 {
2757 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
2758 "HRESULT: 0x%X.", result);
2759 }
2760 }
2761 }
2762 }
2763 }
2764
2765 return false;
2766}
2767
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002768bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002769 bool blitRenderTarget, bool blitDepthStencil)
2770{
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002771 if (blitRenderTarget && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_RENDERTARGET))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002772 {
2773 return false;
2774 }
2775
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002776 if (blitDepthStencil && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_DEPTHSTENCIL))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002777 {
2778 return false;
2779 }
2780
2781 return true;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002782}
2783
2784void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2785 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2786{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002787 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002788 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002789
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002790 if (getRenderTargetResource(framebuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002791 {
2792 gl::Rectangle area;
2793 area.x = x;
2794 area.y = y;
2795 area.width = width;
2796 area.height = height;
2797
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002798 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
2799 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002800
2801 colorBufferTexture->Release();
2802 colorBufferTexture = NULL;
2803 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002804}
2805
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002806Image *Renderer11::createImage()
2807{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00002808 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002809}
2810
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002811void Renderer11::generateMipmap(Image *dest, Image *src)
2812{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00002813 Image11 *dest11 = Image11::makeImage11(dest);
2814 Image11 *src11 = Image11::makeImage11(src);
2815 Image11::generateMipmap(dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002816}
2817
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002818TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
2819{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002820 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
2821 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002822}
2823
2824TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
2825{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002826 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002827}
2828
2829TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
2830{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002831 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002832}
2833
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002834static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
2835{
2836 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
2837 destFormat == GL_ALPHA &&
2838 destType == GL_UNSIGNED_BYTE)
2839 {
2840 return 1;
2841 }
2842 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
2843 destFormat == GL_RGBA &&
2844 destType == GL_UNSIGNED_BYTE)
2845 {
2846 return 4;
2847 }
2848 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
2849 destFormat == GL_BGRA_EXT &&
2850 destType == GL_UNSIGNED_BYTE)
2851 {
2852 return 4;
2853 }
2854 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
2855 destFormat == GL_RGBA &&
2856 destType == GL_HALF_FLOAT_OES)
2857 {
2858 return 8;
2859 }
2860 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
2861 destFormat == GL_RGB &&
2862 destType == GL_FLOAT)
2863 {
2864 return 12;
2865 }
2866 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
2867 destFormat == GL_RGBA &&
2868 destType == GL_FLOAT)
2869 {
2870 return 16;
2871 }
2872 else
2873 {
2874 return 0;
2875 }
2876}
2877
2878static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
2879 unsigned int y, int inputPitch, gl::Color *outColor)
2880{
2881 switch (format)
2882 {
2883 case DXGI_FORMAT_R8G8B8A8_UNORM:
2884 {
2885 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00002886 outColor->red = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
2887 outColor->green = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
2888 outColor->blue = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
2889 outColor->alpha = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002890 }
2891 break;
2892
2893 case DXGI_FORMAT_A8_UNORM:
2894 {
2895 outColor->red = 0.0f;
2896 outColor->green = 0.0f;
2897 outColor->blue = 0.0f;
2898 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
2899 }
2900 break;
2901
2902 case DXGI_FORMAT_R32G32B32A32_FLOAT:
2903 {
2904 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
2905 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
2906 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
2907 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
2908 }
2909 break;
2910
2911 case DXGI_FORMAT_R32G32B32_FLOAT:
2912 {
2913 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
2914 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
2915 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
2916 outColor->alpha = 1.0f;
2917 }
2918 break;
2919
2920 case DXGI_FORMAT_R16G16B16A16_FLOAT:
2921 {
2922 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
2923 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
2924 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
2925 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
2926 }
2927 break;
2928
2929 case DXGI_FORMAT_B8G8R8A8_UNORM:
2930 {
2931 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00002932 outColor->red = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
2933 outColor->blue = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
2934 outColor->green = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
2935 outColor->alpha = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002936 }
2937 break;
2938
2939 case DXGI_FORMAT_R8_UNORM:
2940 {
2941 outColor->red = *(data + x + y * inputPitch) / 255.0f;
2942 outColor->green = 0.0f;
2943 outColor->blue = 0.0f;
2944 outColor->alpha = 1.0f;
2945 }
2946 break;
2947
2948 case DXGI_FORMAT_R8G8_UNORM:
2949 {
2950 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
2951
2952 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
2953 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
2954 outColor->blue = 0.0f;
2955 outColor->alpha = 1.0f;
2956 }
2957 break;
2958
2959 case DXGI_FORMAT_R16_FLOAT:
2960 {
2961 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
2962 outColor->green = 0.0f;
2963 outColor->blue = 0.0f;
2964 outColor->alpha = 1.0f;
2965 }
2966 break;
2967
2968 case DXGI_FORMAT_R16G16_FLOAT:
2969 {
2970 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
2971 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
2972 outColor->blue = 0.0f;
2973 outColor->alpha = 1.0f;
2974 }
2975 break;
2976
2977 default:
2978 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
2979 UNIMPLEMENTED();
2980 break;
2981 }
2982}
2983
2984static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
2985 unsigned int y, int outputPitch, void *outData)
2986{
2987 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
2988 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
2989
2990 switch (format)
2991 {
2992 case GL_RGBA:
2993 switch (type)
2994 {
2995 case GL_UNSIGNED_BYTE:
2996 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
2997 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2998 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2999 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3000 break;
3001
3002 default:
3003 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
3004 UNIMPLEMENTED();
3005 break;
3006 }
3007 break;
3008
3009 case GL_BGRA_EXT:
3010 switch (type)
3011 {
3012 case GL_UNSIGNED_BYTE:
3013 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3014 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3015 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
3016 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3017 break;
3018
3019 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
3020 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3021 // this type is packed as follows:
3022 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3023 // --------------------------------------------------------------------------------
3024 // | 4th | 3rd | 2nd | 1st component |
3025 // --------------------------------------------------------------------------------
3026 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3027 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3028 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
3029 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
3030 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
3031 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
3032 break;
3033
3034 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
3035 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3036 // this type is packed as follows:
3037 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3038 // --------------------------------------------------------------------------------
3039 // | 4th | 3rd | 2nd | 1st component |
3040 // --------------------------------------------------------------------------------
3041 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3042 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3043 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
3044 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
3045 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
3046 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
3047 break;
3048
3049 default:
3050 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
3051 UNIMPLEMENTED();
3052 break;
3053 }
3054 break;
3055
3056 case GL_RGB:
3057 switch (type)
3058 {
3059 case GL_UNSIGNED_SHORT_5_6_5:
3060 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3061 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
3062 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
3063 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
3064 break;
3065
3066 case GL_UNSIGNED_BYTE:
3067 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3068 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3069 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3070 break;
3071
3072 default:
3073 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
3074 UNIMPLEMENTED();
3075 break;
3076 }
3077 break;
3078
3079 default:
3080 ERR("WritePixelColor not implemented for format 0x%X.", format);
3081 UNIMPLEMENTED();
3082 break;
3083 }
3084}
3085
3086void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
3087 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
3088 GLint packAlignment, void *pixels)
3089{
3090 D3D11_TEXTURE2D_DESC textureDesc;
3091 texture->GetDesc(&textureDesc);
3092
3093 D3D11_TEXTURE2D_DESC stagingDesc;
3094 stagingDesc.Width = area.width;
3095 stagingDesc.Height = area.height;
3096 stagingDesc.MipLevels = 1;
3097 stagingDesc.ArraySize = 1;
3098 stagingDesc.Format = textureDesc.Format;
3099 stagingDesc.SampleDesc.Count = 1;
3100 stagingDesc.SampleDesc.Quality = 0;
3101 stagingDesc.Usage = D3D11_USAGE_STAGING;
3102 stagingDesc.BindFlags = 0;
3103 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
3104 stagingDesc.MiscFlags = 0;
3105
3106 ID3D11Texture2D* stagingTex = NULL;
3107 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
3108 if (FAILED(result))
3109 {
3110 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
3111 return;
3112 }
3113
3114 ID3D11Texture2D* srcTex = NULL;
3115 if (textureDesc.SampleDesc.Count > 1)
3116 {
3117 D3D11_TEXTURE2D_DESC resolveDesc;
3118 resolveDesc.Width = textureDesc.Width;
3119 resolveDesc.Height = textureDesc.Height;
3120 resolveDesc.MipLevels = 1;
3121 resolveDesc.ArraySize = 1;
3122 resolveDesc.Format = textureDesc.Format;
3123 resolveDesc.SampleDesc.Count = 1;
3124 resolveDesc.SampleDesc.Quality = 0;
3125 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
3126 resolveDesc.BindFlags = 0;
3127 resolveDesc.CPUAccessFlags = 0;
3128 resolveDesc.MiscFlags = 0;
3129
3130 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
3131 if (FAILED(result))
3132 {
3133 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
3134 stagingTex->Release();
3135 return;
3136 }
3137
3138 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
3139 subResource = 0;
3140 }
3141 else
3142 {
3143 srcTex = texture;
3144 srcTex->AddRef();
3145 }
3146
3147 D3D11_BOX srcBox;
3148 srcBox.left = area.x;
3149 srcBox.right = area.x + area.width;
3150 srcBox.top = area.y;
3151 srcBox.bottom = area.y + area.height;
3152 srcBox.front = 0;
3153 srcBox.back = 1;
3154
3155 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
3156
3157 srcTex->Release();
3158 srcTex = NULL;
3159
3160 D3D11_MAPPED_SUBRESOURCE mapping;
3161 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
3162
3163 unsigned char *source;
3164 int inputPitch;
3165 if (packReverseRowOrder)
3166 {
3167 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
3168 inputPitch = -static_cast<int>(mapping.RowPitch);
3169 }
3170 else
3171 {
3172 source = static_cast<unsigned char*>(mapping.pData);
3173 inputPitch = static_cast<int>(mapping.RowPitch);
3174 }
3175
3176 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
3177 if (fastPixelSize != 0)
3178 {
3179 unsigned char *dest = static_cast<unsigned char*>(pixels);
3180 for (int j = 0; j < area.height; j++)
3181 {
3182 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
3183 }
3184 }
3185 else
3186 {
3187 gl::Color pixelColor;
3188 for (int j = 0; j < area.height; j++)
3189 {
3190 for (int i = 0; i < area.width; i++)
3191 {
3192 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
3193 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
3194 }
3195 }
3196 }
3197
3198 mDeviceContext->Unmap(stagingTex, 0);
3199
3200 stagingTex->Release();
3201 stagingTex = NULL;
3202}
3203
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003204bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget,
3205 const gl::Rectangle &drawRect, BlitTarget target)
3206{
3207 ASSERT(readRect.width == drawRect.width && readRect.height == drawRect.height);
3208
3209 gl::Renderbuffer *readBuffer = NULL;
3210 switch (target)
3211 {
3212 case BLIT_RENDERTARGET:
3213 readBuffer = readTarget->getColorbuffer();
3214 break;
3215 case BLIT_DEPTHSTENCIL:
3216 readBuffer = readTarget->getDepthOrStencilbuffer();
3217 break;
3218 default: UNREACHABLE();
3219 }
3220 if (!readBuffer)
3221 {
3222 ERR("Failed to retrieve the color buffer from the read target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003223 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003224 }
3225
3226 RenderTarget11 *sourceRenderTarget = NULL;
3227 switch (target)
3228 {
3229 case BLIT_RENDERTARGET:
3230 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getRenderTarget());
3231 break;
3232 case BLIT_DEPTHSTENCIL:
3233 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getDepthStencil());
3234 break;
3235 default: UNREACHABLE();
3236 }
3237 if (!sourceRenderTarget)
3238 {
3239 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003240 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003241 }
3242
3243 ID3D11Texture2D *source = NULL;
3244 unsigned int sourceSubresource = 0;
3245 if (sourceRenderTarget->getSamples() > 0)
3246 {
3247 ID3D11Texture2D *unresolvedTexture = sourceRenderTarget->getTexture();
3248
3249 source = resolveMultisampledTexture(unresolvedTexture, sourceRenderTarget->getSubresourceIndex());
3250 sourceSubresource = 0;
3251
3252 unresolvedTexture->Release();
3253 }
3254 else
3255 {
3256 source = sourceRenderTarget->getTexture();
3257 sourceSubresource = sourceRenderTarget->getSubresourceIndex();
3258 }
3259
3260 if (!source)
3261 {
3262 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003263 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003264 }
3265
3266
3267 gl::Renderbuffer *drawBuffer = NULL;
3268 switch (target)
3269 {
3270 case BLIT_RENDERTARGET:
3271 drawBuffer = drawTarget->getColorbuffer();
3272 break;
3273 case BLIT_DEPTHSTENCIL:
3274 drawBuffer = drawTarget->getDepthOrStencilbuffer();
3275 break;
3276 default: UNREACHABLE();
3277 }
3278 if (!drawBuffer)
3279 {
3280 source->Release();
3281 ERR("Failed to retrieve the color buffer from the draw buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003282 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003283 }
3284
3285 RenderTarget11 *drawRenderTarget = NULL;
3286 switch (target)
3287 {
3288 case BLIT_RENDERTARGET:
3289 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getRenderTarget());
3290 break;
3291 case BLIT_DEPTHSTENCIL:
3292 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getDepthStencil());
3293 break;
3294 default: UNREACHABLE();
3295 }
3296 if (!drawRenderTarget)
3297 {
3298 source->Release();
3299 ERR("Failed to retrieve the render target from the render buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003300 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003301 }
3302
3303 ID3D11Texture2D *dest = drawRenderTarget->getTexture();
3304 unsigned int destSubresource = drawRenderTarget->getSubresourceIndex();
3305
3306 D3D11_BOX srcBox;
3307 srcBox.left = readRect.x;
3308 srcBox.right = readRect.x + readRect.width;
3309 srcBox.top = readRect.y;
3310 srcBox.bottom = readRect.y + readRect.height;
3311 srcBox.front = 0;
3312 srcBox.back = 1;
3313
3314 mDeviceContext->CopySubresourceRegion(dest, destSubresource, drawRect.x, drawRect.y, 0,
3315 source, sourceSubresource, &srcBox);
3316
3317 source->Release();
3318 dest->Release();
3319
3320 return true;
3321}
3322
shannon.woods@transgaming.comd67f9ce2013-02-28 23:06:09 +00003323ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
3324{
3325 D3D11_TEXTURE2D_DESC textureDesc;
3326 source->GetDesc(&textureDesc);
3327
3328 if (textureDesc.SampleDesc.Count > 1)
3329 {
3330 D3D11_TEXTURE2D_DESC resolveDesc;
3331 resolveDesc.Width = textureDesc.Width;
3332 resolveDesc.Height = textureDesc.Height;
3333 resolveDesc.MipLevels = 1;
3334 resolveDesc.ArraySize = 1;
3335 resolveDesc.Format = textureDesc.Format;
3336 resolveDesc.SampleDesc.Count = 1;
3337 resolveDesc.SampleDesc.Quality = 0;
3338 resolveDesc.Usage = textureDesc.Usage;
3339 resolveDesc.BindFlags = textureDesc.BindFlags;
3340 resolveDesc.CPUAccessFlags = 0;
3341 resolveDesc.MiscFlags = 0;
3342
3343 ID3D11Texture2D *resolveTexture = NULL;
3344 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
3345 if (FAILED(result))
3346 {
3347 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
3348 return NULL;
3349 }
3350
3351 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
3352 return resolveTexture;
3353 }
3354 else
3355 {
3356 source->AddRef();
3357 return source;
3358 }
3359}
3360
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003361}