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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
daniel@transgaming.com25072f62012-11-28 19:31:32 +000095 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000096 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000097 mDxgiAdapter = NULL;
98 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +000099
100 mDriverConstantBufferVS = NULL;
101 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000102
103 mBGRATextureSupport = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000104}
105
106Renderer11::~Renderer11()
107{
108 releaseDeviceResources();
109
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000110 if (mDxgiFactory)
111 {
112 mDxgiFactory->Release();
113 mDxgiFactory = NULL;
114 }
115
116 if (mDxgiAdapter)
117 {
118 mDxgiAdapter->Release();
119 mDxgiAdapter = NULL;
120 }
121
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000122 if (mDeviceContext)
123 {
daniel@transgaming.comd5df4e82013-01-11 04:11:21 +0000124 mDeviceContext->ClearState();
125 mDeviceContext->Flush();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000126 mDeviceContext->Release();
127 mDeviceContext = NULL;
128 }
129
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000130 if (mDevice)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000131 {
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000132 mDevice->Release();
133 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000134 }
135
136 if (mD3d11Module)
137 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000138 FreeLibrary(mD3d11Module);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000139 mD3d11Module = NULL;
140 }
141
142 if (mDxgiModule)
143 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000144 FreeLibrary(mDxgiModule);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000145 mDxgiModule = NULL;
146 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000147}
148
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000149Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
150{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000151 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000152 return static_cast<rx::Renderer11*>(renderer);
153}
154
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000155EGLint Renderer11::initialize()
156{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000157 if (!initializeCompiler())
158 {
159 return EGL_NOT_INITIALIZED;
160 }
161
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000162 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
163 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000164
165 if (mD3d11Module == NULL || mDxgiModule == NULL)
166 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000167 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000168 return EGL_NOT_INITIALIZED;
169 }
170
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000171 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000172
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000173 if (D3D11CreateDevice == NULL)
174 {
175 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
176 return EGL_NOT_INITIALIZED;
177 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000178
179 D3D_FEATURE_LEVEL featureLevel[] =
180 {
181 D3D_FEATURE_LEVEL_11_0,
182 D3D_FEATURE_LEVEL_10_1,
183 D3D_FEATURE_LEVEL_10_0,
184 };
185
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000186 HRESULT result = D3D11CreateDevice(NULL,
187 D3D_DRIVER_TYPE_HARDWARE,
188 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000189 #if defined(_DEBUG)
190 D3D11_CREATE_DEVICE_DEBUG,
191 #else
192 0,
193 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000194 featureLevel,
195 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000196 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000197 &mDevice,
198 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000199 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000200
201 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000202 {
203 ERR("Could not create D3D11 device - aborting!\n");
204 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
205 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000206
207 IDXGIDevice *dxgiDevice = NULL;
208 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
209
210 if (FAILED(result))
211 {
212 ERR("Could not query DXGI device - aborting!\n");
213 return EGL_NOT_INITIALIZED;
214 }
215
216 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
217
218 if (FAILED(result))
219 {
220 ERR("Could not retrieve DXGI adapter - aborting!\n");
221 return EGL_NOT_INITIALIZED;
222 }
223
224 dxgiDevice->Release();
225
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000226 mDxgiAdapter->GetDesc(&mAdapterDescription);
227 memset(mDescription, 0, sizeof(mDescription));
228 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
229
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000230 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
231
232 if (!mDxgiFactory || FAILED(result))
233 {
234 ERR("Could not create DXGI factory - aborting!\n");
235 return EGL_NOT_INITIALIZED;
236 }
237
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000238 initializeDevice();
239
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000240 // BGRA texture support is optional in feature levels 10 and 10_1
241 UINT formatSupport;
242 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
243 if (FAILED(result))
244 {
245 ERR("Error checking BGRA format support: 0x%08X", result);
246 }
247 else
248 {
249 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
250 mBGRATextureSupport = (formatSupport & flags) == flags;
251 }
252
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000253 return EGL_SUCCESS;
254}
255
256// do any one-time device initialization
257// NOTE: this is also needed after a device lost/reset
258// to reset the scene status and ensure the default states are reset.
259void Renderer11::initializeDevice()
260{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000261 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000262 mInputLayoutCache.initialize(mDevice, mDeviceContext);
263
264 ASSERT(!mVertexDataManager && !mIndexDataManager);
265 mVertexDataManager = new VertexDataManager(this);
266 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000267
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000268 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000269}
270
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000271int Renderer11::generateConfigs(ConfigDesc **configDescList)
272{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000273 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
274 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000275 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
276 int numConfigs = 0;
277
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000278 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000279 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000280 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000281 {
282 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
283
284 UINT formatSupport = 0;
285 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
286
287 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
288 {
289 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
290
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000291 bool depthStencilFormatOK = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000292
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000293 if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
294 {
295 UINT formatSupport = 0;
296 result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
297 depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
298 }
299
300 if (depthStencilFormatOK)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000301 {
302 ConfigDesc newConfig;
303 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
304 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
305 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
306 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
307
308 (*configDescList)[numConfigs++] = newConfig;
309 }
310 }
311 }
312 }
313
314 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000315}
316
317void Renderer11::deleteConfigs(ConfigDesc *configDescList)
318{
319 delete [] (configDescList);
320}
321
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000322void Renderer11::sync(bool block)
323{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000324 if (block)
325 {
326 HRESULT result;
327
328 if (!mSyncQuery)
329 {
330 D3D11_QUERY_DESC queryDesc;
331 queryDesc.Query = D3D11_QUERY_EVENT;
332 queryDesc.MiscFlags = 0;
333
334 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
335 ASSERT(SUCCEEDED(result));
336 }
337
338 mDeviceContext->End(mSyncQuery);
339 mDeviceContext->Flush();
340
341 do
342 {
343 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
344
345 // Keep polling, but allow other threads to do something useful first
346 Sleep(0);
347
348 if (testDeviceLost(true))
349 {
350 return;
351 }
352 }
353 while (result == S_FALSE);
354 }
355 else
356 {
357 mDeviceContext->Flush();
358 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000359}
360
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000361SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
362{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000363 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000364}
365
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000366void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
367{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000368 if (type == gl::SAMPLER_PIXEL)
369 {
370 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
371 {
372 ERR("Pixel shader sampler index %i is not valid.", index);
373 return;
374 }
375
376 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
377 {
378 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
379
380 if (!dxSamplerState)
381 {
382 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
383 "sampler state for pixel shaders at slot %i.", index);
384 }
385
386 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
387
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000388 mCurPixelSamplerStates[index] = samplerState;
389 }
390
391 mForceSetPixelSamplerStates[index] = false;
392 }
393 else if (type == gl::SAMPLER_VERTEX)
394 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000395 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000396 {
397 ERR("Vertex shader sampler index %i is not valid.", index);
398 return;
399 }
400
401 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
402 {
403 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
404
405 if (!dxSamplerState)
406 {
407 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
408 "sampler state for vertex shaders at slot %i.", index);
409 }
410
411 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
412
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000413 mCurVertexSamplerStates[index] = samplerState;
414 }
415
416 mForceSetVertexSamplerStates[index] = false;
417 }
418 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000419}
420
421void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
422{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000423 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000424 unsigned int serial = 0;
425 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000426
427 if (texture)
428 {
429 TextureStorageInterface *texStorage = texture->getNativeTexture();
430 if (texStorage)
431 {
432 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
433 textureSRV = storage11->getSRV();
434 }
435
436 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
437 // missing the shader resource view
438 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000439
440 serial = texture->getTextureSerial();
441 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000442 }
443
444 if (type == gl::SAMPLER_PIXEL)
445 {
446 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
447 {
448 ERR("Pixel shader sampler index %i is not valid.", index);
449 return;
450 }
451
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000452 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
453 {
454 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
455 }
456
457 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000458 }
459 else if (type == gl::SAMPLER_VERTEX)
460 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000461 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000462 {
463 ERR("Vertex shader sampler index %i is not valid.", index);
464 return;
465 }
466
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000467 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
468 {
469 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
470 }
471
472 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000473 }
474 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000475}
476
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000477void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000478{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000479 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000480 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000481 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
482 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000483 if (!dxRasterState)
484 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000485 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000486 "rasterizer state.");
487 }
488
489 mDeviceContext->RSSetState(dxRasterState);
490
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000491 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000492 }
493
494 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000495}
496
497void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
498 unsigned int sampleMask)
499{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000500 if (mForceSetBlendState ||
501 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
502 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
503 sampleMask != mCurSampleMask)
504 {
505 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
506 if (!dxBlendState)
507 {
508 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
509 "blend state.");
510 }
511
512 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
513 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
514
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000515 mCurBlendState = blendState;
516 mCurBlendColor = blendColor;
517 mCurSampleMask = sampleMask;
518 }
519
520 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000521}
522
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000523void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000524 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000525{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000526 if (mForceSetDepthStencilState ||
527 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
528 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
529 {
530 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
531 stencilRef != stencilBackRef ||
532 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
533 {
534 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
535 "invalid under WebGL.");
536 return error(GL_INVALID_OPERATION);
537 }
538
539 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
540 if (!dxDepthStencilState)
541 {
542 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
543 "setting the default depth stencil state.");
544 }
545
546 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
547
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000548 mCurDepthStencilState = depthStencilState;
549 mCurStencilRef = stencilRef;
550 mCurStencilBackRef = stencilBackRef;
551 }
552
553 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000554}
555
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000556void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000557{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000558 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
559 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000560 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000561 if (enabled)
562 {
563 D3D11_RECT rect;
564 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
565 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
566 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
567 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000568
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000569 mDeviceContext->RSSetScissorRects(1, &rect);
570 }
571
572 if (enabled != mScissorEnabled)
573 {
574 mForceSetRasterState = true;
575 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000576
577 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000578 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000579 }
580
581 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000582}
583
daniel@transgaming.com12985182012-12-20 20:56:31 +0000584bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000585 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000586{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000587 gl::Rectangle actualViewport = viewport;
588 float actualZNear = gl::clamp01(zNear);
589 float actualZFar = gl::clamp01(zFar);
590 if (ignoreViewport)
591 {
592 actualViewport.x = 0;
593 actualViewport.y = 0;
594 actualViewport.width = mRenderTargetDesc.width;
595 actualViewport.height = mRenderTargetDesc.height;
596 actualZNear = 0.0f;
597 actualZFar = 1.0f;
598 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000599
600 D3D11_VIEWPORT dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000601 dxViewport.TopLeftX = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
602 dxViewport.TopLeftY = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
603 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.TopLeftX));
604 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.TopLeftY));
605 dxViewport.MinDepth = actualZNear;
606 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000607
608 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
609 {
610 return false; // Nothing to render
611 }
612
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000613 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
614 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000615
daniel@transgaming.com53670042012-11-28 20:55:51 +0000616 if (viewportChanged)
617 {
618 mDeviceContext->RSSetViewports(1, &dxViewport);
619
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000620 mCurViewport = actualViewport;
621 mCurNear = actualZNear;
622 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000623
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000624 mVertexConstants.halfPixelSize[0] = 0.0f;
625 mVertexConstants.halfPixelSize[1] = 0.0f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000626
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000627 mPixelConstants.coord[0] = actualViewport.width * 0.5f;
628 mPixelConstants.coord[1] = actualViewport.height * 0.5f;
629 mPixelConstants.coord[2] = actualViewport.x + (actualViewport.width * 0.5f);
630 mPixelConstants.coord[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000631
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000632 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
633 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
634 mPixelConstants.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000635
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000636 mVertexConstants.depthRange[0] = actualZNear;
637 mVertexConstants.depthRange[1] = actualZFar;
638 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000639
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000640 mPixelConstants.depthRange[0] = actualZNear;
641 mPixelConstants.depthRange[1] = actualZFar;
642 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000643 }
644
645 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000646 return true;
647}
648
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000649bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
650{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000651 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000652
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000653 switch (mode)
654 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000655 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
656 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000657 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000658 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
659 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
660 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000661 // emulate fans via rewriting index buffer
662 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000663 default:
664 return error(GL_INVALID_ENUM, false);
665 }
666
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000667 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000668
669 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000670}
671
672bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000673{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000674 // Get the color render buffer and serial
675 gl::Renderbuffer *renderbufferObject = NULL;
676 unsigned int renderTargetSerial = 0;
677 if (framebuffer->getColorbufferType() != GL_NONE)
678 {
679 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000680
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000681 if (!renderbufferObject)
682 {
683 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000684 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000685 }
686
687 renderTargetSerial = renderbufferObject->getSerial();
688 }
689
690 // Get the depth stencil render buffer and serials
691 gl::Renderbuffer *depthStencil = NULL;
692 unsigned int depthbufferSerial = 0;
693 unsigned int stencilbufferSerial = 0;
694 if (framebuffer->getDepthbufferType() != GL_NONE)
695 {
696 depthStencil = framebuffer->getDepthbuffer();
697 if (!depthStencil)
698 {
699 ERR("Depth stencil pointer unexpectedly null.");
700 return false;
701 }
702
703 depthbufferSerial = depthStencil->getSerial();
704 }
705 else if (framebuffer->getStencilbufferType() != GL_NONE)
706 {
707 depthStencil = framebuffer->getStencilbuffer();
708 if (!depthStencil)
709 {
710 ERR("Depth stencil pointer unexpectedly null.");
711 return false;
712 }
713
714 stencilbufferSerial = depthStencil->getSerial();
715 }
716
717 // Extract the render target dimensions and view
718 unsigned int renderTargetWidth = 0;
719 unsigned int renderTargetHeight = 0;
720 GLenum renderTargetFormat = 0;
721 ID3D11RenderTargetView* framebufferRTV = NULL;
722 if (renderbufferObject)
723 {
724 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
725 if (!renderTarget)
726 {
727 ERR("render target pointer unexpectedly null.");
728 return false;
729 }
730
731 framebufferRTV = renderTarget->getRenderTargetView();
732 if (!framebufferRTV)
733 {
734 ERR("render target view pointer unexpectedly null.");
735 return false;
736 }
737
738 renderTargetWidth = renderbufferObject->getWidth();
739 renderTargetHeight = renderbufferObject->getHeight();
740 renderTargetFormat = renderbufferObject->getActualFormat();
741 }
742
743 // Extract the depth stencil sizes and view
744 unsigned int depthSize = 0;
745 unsigned int stencilSize = 0;
746 ID3D11DepthStencilView* framebufferDSV = NULL;
747 if (depthStencil)
748 {
749 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
750 if (!depthStencilRenderTarget)
751 {
752 ERR("render target pointer unexpectedly null.");
753 if (framebufferRTV)
754 {
755 framebufferRTV->Release();
756 }
757 return false;
758 }
759
760 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
761 if (!framebufferDSV)
762 {
763 ERR("depth stencil view pointer unexpectedly null.");
764 if (framebufferRTV)
765 {
766 framebufferRTV->Release();
767 }
768 return false;
769 }
770
771 // If there is no render buffer, the width, height and format values come from
772 // the depth stencil
773 if (!renderbufferObject)
774 {
775 renderTargetWidth = depthStencil->getWidth();
776 renderTargetHeight = depthStencil->getHeight();
777 renderTargetFormat = depthStencil->getActualFormat();
778 }
779
780 depthSize = depthStencil->getDepthSize();
781 stencilSize = depthStencil->getStencilSize();
782 }
783
784 // Apply the render target and depth stencil
785 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
786 renderTargetSerial != mAppliedRenderTargetSerial ||
787 depthbufferSerial != mAppliedDepthbufferSerial ||
788 stencilbufferSerial != mAppliedStencilbufferSerial)
789 {
790 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
791
792 mRenderTargetDesc.width = renderTargetWidth;
793 mRenderTargetDesc.height = renderTargetHeight;
794 mRenderTargetDesc.format = renderTargetFormat;
795 mForceSetViewport = true; // TODO: It may not be required to clamp the viewport in D3D11
796 mForceSetScissor = true; // TODO: It may not be required to clamp the scissor in D3D11
797
798 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
799 {
800 mCurDepthSize = depthSize;
801 mForceSetRasterState = true;
802 }
803
804 mCurStencilSize = stencilSize;
805
806 mAppliedRenderTargetSerial = renderTargetSerial;
807 mAppliedDepthbufferSerial = depthbufferSerial;
808 mAppliedStencilbufferSerial = stencilbufferSerial;
809 mRenderTargetDescInitialized = true;
810 mDepthStencilInitialized = true;
811 }
812
813 if (framebufferRTV)
814 {
815 framebufferRTV->Release();
816 }
817 if (framebufferDSV)
818 {
819 framebufferDSV->Release();
820 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000821
822 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000823}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000824
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000825GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000826{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000827 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
828 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
829 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000830 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000831 return err;
832 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000833
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000834 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000835}
836
daniel@transgaming.com31240482012-11-28 21:06:41 +0000837GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000838{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000839 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000840
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000841 if (err == GL_NO_ERROR)
842 {
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000843 if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000844 {
845 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
846
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000847 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000848 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000849 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000850 }
851 }
852
853 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000854}
855
856void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
857{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000858 if (mode == GL_LINE_LOOP)
859 {
860 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
861 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000862 else if (mode == GL_TRIANGLE_FAN)
863 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000864 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000865 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000866 else if (instances > 0)
867 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000868 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000869 }
870 else
871 {
872 mDeviceContext->Draw(count, 0);
873 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000874}
875
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000876void 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 +0000877{
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000878 if (mode == GL_LINE_LOOP)
879 {
880 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
881 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000882 else if (mode == GL_TRIANGLE_FAN)
883 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000884 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
885 }
886 else if (instances > 0)
887 {
888 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000889 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000890 else
891 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +0000892 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000893 }
894}
895
896void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
897{
898 // Get the raw indices for an indexed draw
899 if (type != GL_NONE && elementArrayBuffer)
900 {
901 gl::Buffer *indexBuffer = elementArrayBuffer;
902 intptr_t offset = reinterpret_cast<intptr_t>(indices);
903 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
904 }
905
906 if (!mLineLoopIB)
907 {
908 mLineLoopIB = new StreamingIndexBufferInterface(this);
909 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
910 {
911 delete mLineLoopIB;
912 mLineLoopIB = NULL;
913
914 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
915 return error(GL_OUT_OF_MEMORY);
916 }
917 }
918
919 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
920 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
921 {
922 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
923 return error(GL_OUT_OF_MEMORY);
924 }
925
926 void* mappedMemory = NULL;
927 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
928 if (offset == -1 || mappedMemory == NULL)
929 {
930 ERR("Could not map index buffer for GL_LINE_LOOP.");
931 return error(GL_OUT_OF_MEMORY);
932 }
933
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000934 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000935 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000936
937 switch (type)
938 {
939 case GL_NONE: // Non-indexed draw
940 for (int i = 0; i < count; i++)
941 {
942 data[i] = i;
943 }
944 data[count] = 0;
945 break;
946 case GL_UNSIGNED_BYTE:
947 for (int i = 0; i < count; i++)
948 {
949 data[i] = static_cast<const GLubyte*>(indices)[i];
950 }
951 data[count] = static_cast<const GLubyte*>(indices)[0];
952 break;
953 case GL_UNSIGNED_SHORT:
954 for (int i = 0; i < count; i++)
955 {
956 data[i] = static_cast<const GLushort*>(indices)[i];
957 }
958 data[count] = static_cast<const GLushort*>(indices)[0];
959 break;
960 case GL_UNSIGNED_INT:
961 for (int i = 0; i < count; i++)
962 {
963 data[i] = static_cast<const GLuint*>(indices)[i];
964 }
965 data[count] = static_cast<const GLuint*>(indices)[0];
966 break;
967 default: UNREACHABLE();
968 }
969
970 if (!mLineLoopIB->unmapBuffer())
971 {
972 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
973 return error(GL_OUT_OF_MEMORY);
974 }
975
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000976 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000977 {
978 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
979
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000980 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000981 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000982 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000983 }
984
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000985 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000986}
987
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000988void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000989{
990 // Get the raw indices for an indexed draw
991 if (type != GL_NONE && elementArrayBuffer)
992 {
993 gl::Buffer *indexBuffer = elementArrayBuffer;
994 intptr_t offset = reinterpret_cast<intptr_t>(indices);
995 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
996 }
997
998 if (!mTriangleFanIB)
999 {
1000 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1001 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1002 {
1003 delete mTriangleFanIB;
1004 mTriangleFanIB = NULL;
1005
1006 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
1007 return error(GL_OUT_OF_MEMORY);
1008 }
1009 }
1010
1011 const int numTris = count - 2;
1012 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
1013 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1014 {
1015 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
1016 return error(GL_OUT_OF_MEMORY);
1017 }
1018
1019 void* mappedMemory = NULL;
1020 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
1021 if (offset == -1 || mappedMemory == NULL)
1022 {
1023 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
1024 return error(GL_OUT_OF_MEMORY);
1025 }
1026
1027 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1028 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
1029
1030 switch (type)
1031 {
1032 case GL_NONE: // Non-indexed draw
1033 for (int i = 0; i < numTris; i++)
1034 {
1035 data[i*3 + 0] = 0;
1036 data[i*3 + 1] = i + 1;
1037 data[i*3 + 2] = i + 2;
1038 }
1039 break;
1040 case GL_UNSIGNED_BYTE:
1041 for (int i = 0; i < numTris; i++)
1042 {
1043 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1044 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1045 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1046 }
1047 break;
1048 case GL_UNSIGNED_SHORT:
1049 for (int i = 0; i < numTris; i++)
1050 {
1051 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1052 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1053 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1054 }
1055 break;
1056 case GL_UNSIGNED_INT:
1057 for (int i = 0; i < numTris; i++)
1058 {
1059 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1060 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1061 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1062 }
1063 break;
1064 default: UNREACHABLE();
1065 }
1066
1067 if (!mTriangleFanIB->unmapBuffer())
1068 {
1069 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
1070 return error(GL_OUT_OF_MEMORY);
1071 }
1072
1073 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1074 {
1075 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1076
1077 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1078 mAppliedIBSerial = mTriangleFanIB->getSerial();
1079 mAppliedIBOffset = indexBufferOffset;
1080 }
1081
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001082 if (instances > 0)
1083 {
1084 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1085 }
1086 else
1087 {
1088 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1089 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001090}
1091
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001092void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1093{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001094 unsigned int programBinarySerial = programBinary->getSerial();
1095 if (programBinarySerial != mAppliedProgramBinarySerial)
1096 {
1097 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1098 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001099 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001100
daniel@transgaming.come4991412012-12-20 20:55:34 +00001101 ID3D11VertexShader *vertexShader = NULL;
1102 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001103
daniel@transgaming.come4991412012-12-20 20:55:34 +00001104 ID3D11PixelShader *pixelShader = NULL;
1105 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001106
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001107 ID3D11GeometryShader *geometryShader = NULL;
1108 if (geometryExe) geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
1109
daniel@transgaming.come4991412012-12-20 20:55:34 +00001110 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1111 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001112
1113 if (geometryShader)
1114 {
1115 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1116 }
1117 else
1118 {
1119 mDeviceContext->GSSetShader(NULL, NULL, 0);
1120 }
1121
daniel@transgaming.come4991412012-12-20 20:55:34 +00001122 programBinary->dirtyAllUniforms();
1123
1124 mAppliedProgramBinarySerial = programBinarySerial;
1125 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001126}
1127
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001128void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001129{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001130 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1131 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001132
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001133 unsigned int totalRegisterCountVS = 0;
1134 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001135
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001136 bool vertexUniformsDirty = false;
1137 bool pixelUniformsDirty = false;
1138
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001139 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1140 {
1141 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001142
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001143 if (uniform->vsRegisterIndex >= 0)
1144 {
1145 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001146 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001147 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001148
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001149 if (uniform->psRegisterIndex >= 0)
1150 {
1151 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001152 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001153 }
1154 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001155
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001156 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1157 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1158
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001159 void *mapVS = (totalRegisterCountVS > 0 && vertexUniformsDirty) ? new float[4 * totalRegisterCountVS] : NULL;
1160 void *mapPS = (totalRegisterCountPS > 0 && pixelUniformsDirty) ? new float[4 * totalRegisterCountPS] : NULL;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001161
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001162 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001163 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001164 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001165
1166 switch (uniform->type)
1167 {
daniel@transgaming.comda8d3802012-12-20 21:12:55 +00001168 case GL_SAMPLER_2D:
1169 case GL_SAMPLER_CUBE:
1170 break;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001171 case GL_FLOAT:
1172 case GL_FLOAT_VEC2:
1173 case GL_FLOAT_VEC3:
1174 case GL_FLOAT_VEC4:
1175 case GL_FLOAT_MAT2:
1176 case GL_FLOAT_MAT3:
1177 case GL_FLOAT_MAT4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001178 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001179 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001180 GLfloat (*c)[4] = (GLfloat(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001181 float (*f)[4] = (float(*)[4])uniform->data;
1182
1183 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001184 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001185 c[uniform->vsRegisterIndex + i][0] = f[i][0];
1186 c[uniform->vsRegisterIndex + i][1] = f[i][1];
1187 c[uniform->vsRegisterIndex + i][2] = f[i][2];
1188 c[uniform->vsRegisterIndex + i][3] = f[i][3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001189 }
1190 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001191 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001192 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001193 GLfloat (*c)[4] = (GLfloat(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001194 float (*f)[4] = (float(*)[4])uniform->data;
1195
1196 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001197 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001198 c[uniform->psRegisterIndex + i][0] = f[i][0];
1199 c[uniform->psRegisterIndex + i][1] = f[i][1];
1200 c[uniform->psRegisterIndex + i][2] = f[i][2];
1201 c[uniform->psRegisterIndex + i][3] = f[i][3];
1202 }
1203 }
1204 break;
1205 case GL_INT:
1206 case GL_INT_VEC2:
1207 case GL_INT_VEC3:
1208 case GL_INT_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001209 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001210 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001211 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001212 GLint *x = (GLint*)uniform->data;
1213 int count = gl::VariableColumnCount(uniform->type);
1214
1215 for (unsigned int i = 0; i < uniform->registerCount; i++)
1216 {
1217 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = x[i * count + 0];
1218 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = x[i * count + 1];
1219 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = x[i * count + 2];
1220 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = x[i * count + 3];
1221 }
1222 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001223 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001224 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001225 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001226 GLint *x = (GLint*)uniform->data;
1227 int count = gl::VariableColumnCount(uniform->type);
1228
1229 for (unsigned int i = 0; i < uniform->registerCount; i++)
1230 {
1231 if (count >= 1) c[uniform->psRegisterIndex + i][0] = x[i * count + 0];
1232 if (count >= 2) c[uniform->psRegisterIndex + i][1] = x[i * count + 1];
1233 if (count >= 3) c[uniform->psRegisterIndex + i][2] = x[i * count + 2];
1234 if (count >= 4) c[uniform->psRegisterIndex + i][3] = x[i * count + 3];
1235 }
1236 }
1237 break;
1238 case GL_BOOL:
1239 case GL_BOOL_VEC2:
1240 case GL_BOOL_VEC3:
1241 case GL_BOOL_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001242 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001243 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001244 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001245 GLboolean *b = (GLboolean*)uniform->data;
1246 int count = gl::VariableColumnCount(uniform->type);
1247
1248 for (unsigned int i = 0; i < uniform->registerCount; i++)
1249 {
1250 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = b[i * count + 0];
1251 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = b[i * count + 1];
1252 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = b[i * count + 2];
1253 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = b[i * count + 3];
1254 }
1255 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001256 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001257 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001258 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001259 GLboolean *b = (GLboolean*)uniform->data;
1260 int count = gl::VariableColumnCount(uniform->type);
1261
1262 for (unsigned int i = 0; i < uniform->registerCount; i++)
1263 {
1264 if (count >= 1) c[uniform->psRegisterIndex + i][0] = b[i * count + 0];
1265 if (count >= 2) c[uniform->psRegisterIndex + i][1] = b[i * count + 1];
1266 if (count >= 3) c[uniform->psRegisterIndex + i][2] = b[i * count + 2];
1267 if (count >= 4) c[uniform->psRegisterIndex + i][3] = b[i * count + 3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001268 }
1269 }
1270 break;
1271 default:
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001272 UNREACHABLE();
1273 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001274
1275 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001276 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001277
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001278 if (vertexConstantBuffer && mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001279 {
1280 mDeviceContext->UpdateSubresource(vertexConstantBuffer, 0, NULL, mapVS, 0, 0);
1281 }
1282
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001283 if (pixelConstantBuffer && mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001284 {
1285 mDeviceContext->UpdateSubresource(pixelConstantBuffer, 0, NULL, mapPS, 0, 0);
1286 }
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001287
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001288 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1289 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001290
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001291 delete[] mapVS;
1292 delete[] mapPS;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001293
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001294 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001295 if (!mDriverConstantBufferVS)
1296 {
1297 D3D11_BUFFER_DESC constantBufferDescription = {0};
1298 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1299 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1300 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1301 constantBufferDescription.CPUAccessFlags = 0;
1302 constantBufferDescription.MiscFlags = 0;
1303 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001304
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001305 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001306 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001307
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001308 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1309 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001310
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001311 if (!mDriverConstantBufferPS)
1312 {
1313 D3D11_BUFFER_DESC constantBufferDescription = {0};
1314 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1315 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1316 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1317 constantBufferDescription.CPUAccessFlags = 0;
1318 constantBufferDescription.MiscFlags = 0;
1319 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001320
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001321 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001322 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001323
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001324 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1325 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001326
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001327 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1328 {
1329 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1330 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1331 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001332
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001333 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1334 {
1335 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1336 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1337 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001338
1339 // needed for the point sprite geometry shader
1340 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001341}
1342
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001343void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001344{
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001345 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1346 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1347 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1348 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001349
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001350 unsigned int stencilUnmasked = 0x0;
1351 if (frameBuffer->hasStencil())
1352 {
1353 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1354 stencilUnmasked = (0x1 << stencilSize) - 1;
1355 }
1356 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1357 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001358
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001359 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1360 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1361 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001362
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001363 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1364 {
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001365 maskedClear(clearParams);
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001366 }
1367 else
1368 {
1369 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1370 {
1371 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
1372 if (renderbufferObject)
1373 {
1374 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1375 if (!renderTarget)
1376 {
1377 ERR("render target pointer unexpectedly null.");
1378 return;
1379 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001380
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001381 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1382 if (!framebufferRTV)
1383 {
1384 ERR("render target view pointer unexpectedly null.");
1385 return;
1386 }
1387
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001388 const float clearValues[4] = { clearParams.colorClearValue.red,
1389 clearParams.colorClearValue.green,
1390 clearParams.colorClearValue.blue,
1391 clearParams.colorClearValue.alpha };
1392 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001393
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001394 framebufferRTV->Release();
1395 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001396 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001397 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001398 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001399 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1400 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001401 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001402 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1403 if (!renderTarget)
1404 {
1405 ERR("render target pointer unexpectedly null.");
1406 return;
1407 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001408
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001409 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1410 if (!framebufferDSV)
1411 {
1412 ERR("depth stencil view pointer unexpectedly null.");
1413 return;
1414 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001415
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001416 UINT clearFlags = 0;
1417 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1418 {
1419 clearFlags |= D3D11_CLEAR_DEPTH;
1420 }
1421 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1422 {
1423 clearFlags |= D3D11_CLEAR_STENCIL;
1424 }
1425
1426 float depthClear = clearParams.depthClearValue;
1427 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1428
1429 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001430
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001431 framebufferDSV->Release();
1432 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001433 }
1434 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001435}
1436
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001437void Renderer11::maskedClear(const gl::ClearParameters &clearParams)
1438{
1439 HRESULT result;
1440
1441 if (!mClearResourcesInitialized)
1442 {
1443 ASSERT(!mClearVB && !mClearVS && !mClearPS && !mClearScissorRS && !mClearNoScissorRS);
1444
1445 D3D11_BUFFER_DESC vbDesc;
1446 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1447 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1448 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1449 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1450 vbDesc.MiscFlags = 0;
1451 vbDesc.StructureByteStride = 0;
1452
1453 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1454 ASSERT(SUCCEEDED(result));
1455 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1456
1457 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1458 {
1459 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1460 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1461 };
1462
1463 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1464 ASSERT(SUCCEEDED(result));
1465 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1466
1467 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1468 ASSERT(SUCCEEDED(result));
1469 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1470
1471 result = mDevice->CreatePixelShader(g_PS_Clear, sizeof(g_PS_Clear), NULL, &mClearPS);
1472 ASSERT(SUCCEEDED(result));
1473 d3d11::SetDebugName(mClearPS, "Renderer11 masked clear pixel shader");
1474
1475 D3D11_RASTERIZER_DESC rsScissorDesc;
1476 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1477 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1478 rsScissorDesc.FrontCounterClockwise = FALSE;
1479 rsScissorDesc.DepthBias = 0;
1480 rsScissorDesc.DepthBiasClamp = 0.0f;
1481 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1482 rsScissorDesc.DepthClipEnable = FALSE;
1483 rsScissorDesc.ScissorEnable = TRUE;
1484 rsScissorDesc.MultisampleEnable = FALSE;
1485 rsScissorDesc.AntialiasedLineEnable = FALSE;
1486
1487 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1488 ASSERT(SUCCEEDED(result));
1489 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1490
1491 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1492 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1493 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1494 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1495 rsNoScissorDesc.DepthBias = 0;
1496 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1497 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1498 rsNoScissorDesc.DepthClipEnable = FALSE;
1499 rsNoScissorDesc.ScissorEnable = FALSE;
1500 rsNoScissorDesc.MultisampleEnable = FALSE;
1501 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1502
1503 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1504 ASSERT(SUCCEEDED(result));
1505 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1506
1507 mClearResourcesInitialized = true;
1508 }
1509
1510 // Prepare the depth stencil state to write depth values if the depth should be cleared
1511 // and stencil values if the stencil should be cleared
1512 gl::DepthStencilState glDSState;
1513 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1514 glDSState.depthFunc = GL_ALWAYS;
1515 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1516 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1517 glDSState.stencilFunc = GL_ALWAYS;
1518 glDSState.stencilMask = 0;
1519 glDSState.stencilFail = GL_REPLACE;
1520 glDSState.stencilPassDepthFail = GL_REPLACE;
1521 glDSState.stencilPassDepthPass = GL_REPLACE;
1522 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1523 glDSState.stencilBackFunc = GL_ALWAYS;
1524 glDSState.stencilBackMask = 0;
1525 glDSState.stencilBackFail = GL_REPLACE;
1526 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1527 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1528 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1529
1530 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1531
1532 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1533
1534 // Prepare the blend state to use a write mask if the color buffer should be cleared
1535 gl::BlendState glBlendState;
1536 glBlendState.blend = false;
1537 glBlendState.sourceBlendRGB = GL_ONE;
1538 glBlendState.destBlendRGB = GL_ZERO;
1539 glBlendState.sourceBlendAlpha = GL_ONE;
1540 glBlendState.destBlendAlpha = GL_ZERO;
1541 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1542 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1543 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1544 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1545 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1546 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1547 glBlendState.sampleAlphaToCoverage = false;
1548 glBlendState.dither = false;
1549
1550 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1551 static const UINT sampleMask = 0xFFFFFFFF;
1552
1553 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1554
1555 // Set the vertices
1556 D3D11_MAPPED_SUBRESOURCE mappedResource;
1557 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1558 if (FAILED(result))
1559 {
1560 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1561 return;
1562 }
1563
1564 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1565
1566 float depthClear = gl::clamp01(clearParams.depthClearValue);
1567 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1568 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1569 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1570 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1571
1572 mDeviceContext->Unmap(mClearVB, 0);
1573
1574 // Apply state
1575 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1576 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1577 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1578
1579 // Apply shaders
1580 mDeviceContext->IASetInputLayout(mClearIL);
1581 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
1582 mDeviceContext->PSSetShader(mClearPS, NULL, 0);
1583
1584 // Apply vertex buffer
1585 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1586 static UINT startIdx = 0;
1587 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1588 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1589
1590 // Draw the clear quad
1591 mDeviceContext->Draw(4, 0);
1592
1593 // Clean up
1594 markAllStateDirty();
1595}
1596
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001597void Renderer11::markAllStateDirty()
1598{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001599 mAppliedRenderTargetSerial = 0;
1600 mAppliedDepthbufferSerial = 0;
1601 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001602 mDepthStencilInitialized = false;
1603 mRenderTargetDescInitialized = false;
1604
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001605 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001606 {
1607 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001608 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001609 }
1610 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1611 {
1612 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001613 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001614 }
1615
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001616 mForceSetBlendState = true;
1617 mForceSetRasterState = true;
1618 mForceSetDepthStencilState = true;
1619 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001620 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001621
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001622 mAppliedIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001623 mAppliedIBOffset = 0;
1624
daniel@transgaming.come4991412012-12-20 20:55:34 +00001625 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001626 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1627 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001628}
1629
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001630void Renderer11::releaseDeviceResources()
1631{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001632 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001633 mInputLayoutCache.clear();
1634
1635 delete mVertexDataManager;
1636 mVertexDataManager = NULL;
1637
1638 delete mIndexDataManager;
1639 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001640
1641 delete mLineLoopIB;
1642 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001643
1644 delete mTriangleFanIB;
1645 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001646
1647 if (mCopyVB)
1648 {
1649 mCopyVB->Release();
1650 mCopyVB = NULL;
1651 }
1652
1653 if (mCopySampler)
1654 {
1655 mCopySampler->Release();
1656 mCopySampler = NULL;
1657 }
1658
1659 if (mCopyIL)
1660 {
1661 mCopyIL->Release();
1662 mCopyIL = NULL;
1663 }
1664
1665 if (mCopyVS)
1666 {
1667 mCopyVS->Release();
1668 mCopyVS = NULL;
1669 }
1670
1671 if (mCopyRGBAPS)
1672 {
1673 mCopyRGBAPS->Release();
1674 mCopyRGBAPS = NULL;
1675 }
1676
1677 if (mCopyRGBPS)
1678 {
1679 mCopyRGBPS->Release();
1680 mCopyRGBPS = NULL;
1681 }
1682
1683 if (mCopyLumPS)
1684 {
1685 mCopyLumPS->Release();
1686 mCopyLumPS = NULL;
1687 }
1688
1689 if (mCopyLumAlphaPS)
1690 {
1691 mCopyLumAlphaPS->Release();
1692 mCopyLumAlphaPS = NULL;
1693 }
1694
1695 mCopyResourcesInitialized = false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001696
1697 if (mClearVB)
1698 {
1699 mClearVB->Release();
1700 mClearVB = NULL;
1701 }
1702
1703 if (mClearIL)
1704 {
1705 mClearIL->Release();
1706 mClearIL = NULL;
1707 }
1708
1709 if (mClearVS)
1710 {
1711 mClearVS->Release();
1712 mClearVS = NULL;
1713 }
1714
1715 if (mClearPS)
1716 {
1717 mClearPS->Release();
1718 mClearPS = NULL;
1719 }
1720
1721 if (mClearScissorRS)
1722 {
1723 mClearScissorRS->Release();
1724 mClearScissorRS = NULL;
1725 }
1726
1727 if (mClearNoScissorRS)
1728 {
1729 mClearNoScissorRS->Release();
1730 mClearNoScissorRS = NULL;
1731 }
1732
1733 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001734
1735 if (mDriverConstantBufferVS)
1736 {
1737 mDriverConstantBufferVS->Release();
1738 mDriverConstantBufferVS = NULL;
1739 }
1740
1741 if (mDriverConstantBufferPS)
1742 {
1743 mDriverConstantBufferPS->Release();
1744 mDriverConstantBufferPS = NULL;
1745 }
daniel@transgaming.combdf787f2013-02-01 03:20:36 +00001746
1747 if (mSyncQuery)
1748 {
1749 mSyncQuery->Release();
1750 mSyncQuery = NULL;
1751 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001752}
1753
1754void Renderer11::markDeviceLost()
1755{
1756 mDeviceLost = true;
1757}
1758
1759bool Renderer11::isDeviceLost()
1760{
1761 return mDeviceLost;
1762}
1763
1764// set notify to true to broadcast a message to all contexts of the device loss
1765bool Renderer11::testDeviceLost(bool notify)
1766{
1767 bool isLost = false;
1768
1769 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +00001770 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001771
1772 if (isLost)
1773 {
1774 // ensure we note the device loss --
1775 // we'll probably get this done again by markDeviceLost
1776 // but best to remember it!
1777 // Note that we don't want to clear the device loss status here
1778 // -- this needs to be done by resetDevice
1779 mDeviceLost = true;
1780 if (notify)
1781 {
1782 mDisplay->notifyDeviceLost();
1783 }
1784 }
1785
1786 return isLost;
1787}
1788
1789bool Renderer11::testDeviceResettable()
1790{
1791 HRESULT status = D3D_OK;
1792
1793 // TODO
1794 UNIMPLEMENTED();
1795
1796 switch (status)
1797 {
1798 case D3DERR_DEVICENOTRESET:
1799 case D3DERR_DEVICEHUNG:
1800 return true;
1801 default:
1802 return false;
1803 }
1804}
1805
1806bool Renderer11::resetDevice()
1807{
1808 releaseDeviceResources();
1809
1810 // TODO
1811 UNIMPLEMENTED();
1812
1813 // reset device defaults
1814 initializeDevice();
1815 mDeviceLost = false;
1816
1817 return true;
1818}
1819
1820DWORD Renderer11::getAdapterVendor() const
1821{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001822 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001823}
1824
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001825std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001826{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001827 std::ostringstream rendererString;
1828
1829 rendererString << mDescription;
1830 rendererString << " Direct3D11";
1831
1832 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1833 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1834
1835 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001836}
1837
1838GUID Renderer11::getAdapterIdentifier() const
1839{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00001840 // Use the adapter LUID as our adapter ID
1841 // This number is local to a machine is only guaranteed to be unique between restarts
1842 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
1843 GUID adapterId = {0};
1844 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
1845 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001846}
1847
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00001848bool Renderer11::getBGRATextureSupport() const
1849{
1850 return mBGRATextureSupport;
1851}
1852
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001853bool Renderer11::getDXT1TextureSupport()
1854{
1855 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001856 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001857 return false;
1858}
1859
1860bool Renderer11::getDXT3TextureSupport()
1861{
1862 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001863 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001864 return false;
1865}
1866
1867bool Renderer11::getDXT5TextureSupport()
1868{
1869 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001870 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001871 return false;
1872}
1873
1874bool Renderer11::getDepthTextureSupport() const
1875{
1876 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001877 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001878 return false;
1879}
1880
1881bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
1882{
1883 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001884 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001885
1886 *filtering = false;
1887 *renderable = false;
1888 return false;
1889}
1890
1891bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
1892{
1893 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001894 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001895
1896 *filtering = false;
1897 *renderable = false;
1898 return false;
1899}
1900
1901bool Renderer11::getLuminanceTextureSupport()
1902{
1903 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001904 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001905 return false;
1906}
1907
1908bool Renderer11::getLuminanceAlphaTextureSupport()
1909{
1910 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001911 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001912 return false;
1913}
1914
1915bool Renderer11::getTextureFilterAnisotropySupport() const
1916{
1917 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001918 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001919 return false;
1920}
1921
1922float Renderer11::getTextureMaxAnisotropy() const
1923{
1924 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001925 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001926 return 1.0f;
1927}
1928
1929bool Renderer11::getEventQuerySupport()
1930{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00001931 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001932}
1933
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001934unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001935{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001936 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
1937 switch (mFeatureLevel)
1938 {
1939 case D3D_FEATURE_LEVEL_11_0:
1940 case D3D_FEATURE_LEVEL_10_1:
1941 case D3D_FEATURE_LEVEL_10_0:
1942 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
1943 default: UNREACHABLE();
1944 return 0;
1945 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001946}
1947
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00001948unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
1949{
1950 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
1951}
1952
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00001953int Renderer11::getMaxVertexUniformVectors() const
1954{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00001955 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
1956 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
1957 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00001958}
1959
1960int Renderer11::getMaxFragmentUniformVectors() const
1961{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00001962 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
1963 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
1964 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00001965}
1966
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00001967int Renderer11::getMaxVaryingVectors() const
1968{
1969 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
1970 switch (mFeatureLevel)
1971 {
1972 case D3D_FEATURE_LEVEL_11_0:
1973 return D3D11_VS_OUTPUT_REGISTER_COUNT;
1974 case D3D_FEATURE_LEVEL_10_1:
1975 case D3D_FEATURE_LEVEL_10_0:
1976 return D3D10_VS_OUTPUT_REGISTER_COUNT;
1977 default: UNREACHABLE();
1978 return 0;
1979 }
1980}
1981
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001982bool Renderer11::getNonPower2TextureSupport() const
1983{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00001984 switch (mFeatureLevel)
1985 {
1986 case D3D_FEATURE_LEVEL_11_0:
1987 case D3D_FEATURE_LEVEL_10_1:
1988 case D3D_FEATURE_LEVEL_10_0:
1989 return true;
1990 default: UNREACHABLE();
1991 return false;
1992 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001993}
1994
1995bool Renderer11::getOcclusionQuerySupport() const
1996{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00001997 switch (mFeatureLevel)
1998 {
1999 case D3D_FEATURE_LEVEL_11_0:
2000 case D3D_FEATURE_LEVEL_10_1:
2001 case D3D_FEATURE_LEVEL_10_0:
2002 return true;
2003 default: UNREACHABLE();
2004 return false;
2005 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002006}
2007
2008bool Renderer11::getInstancingSupport() const
2009{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002010 switch (mFeatureLevel)
2011 {
2012 case D3D_FEATURE_LEVEL_11_0:
2013 case D3D_FEATURE_LEVEL_10_1:
2014 case D3D_FEATURE_LEVEL_10_0:
2015 return true;
2016 default: UNREACHABLE();
2017 return false;
2018 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002019}
2020
2021bool Renderer11::getShareHandleSupport() const
2022{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002023 // We only currently support share handles with BGRA surfaces, because
2024 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002025 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002026 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002027}
2028
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002029bool Renderer11::getDerivativeInstructionSupport() const
2030{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002031 switch (mFeatureLevel)
2032 {
2033 case D3D_FEATURE_LEVEL_11_0:
2034 case D3D_FEATURE_LEVEL_10_1:
2035 case D3D_FEATURE_LEVEL_10_0:
2036 return true;
2037 default: UNREACHABLE();
2038 return false;
2039 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002040}
2041
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002042int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002043{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002044 switch (mFeatureLevel)
2045 {
2046 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002047 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002048 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2049 default: UNREACHABLE(); return 0;
2050 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002051}
2052
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002053int Renderer11::getMinorShaderModel() const
2054{
2055 switch (mFeatureLevel)
2056 {
2057 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2058 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2059 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2060 default: UNREACHABLE(); return 0;
2061 }
2062}
2063
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002064float Renderer11::getMaxPointSize() const
2065{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002066 // choose a reasonable maximum. we enforce this in the shader.
2067 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2068 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002069}
2070
2071int Renderer11::getMaxTextureWidth() const
2072{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002073 switch (mFeatureLevel)
2074 {
2075 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2076 case D3D_FEATURE_LEVEL_10_1:
2077 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2078 default: UNREACHABLE(); return 0;
2079 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002080}
2081
2082int Renderer11::getMaxTextureHeight() const
2083{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002084 switch (mFeatureLevel)
2085 {
2086 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2087 case D3D_FEATURE_LEVEL_10_1:
2088 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2089 default: UNREACHABLE(); return 0;
2090 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002091}
2092
2093bool Renderer11::get32BitIndexSupport() const
2094{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002095 switch (mFeatureLevel)
2096 {
2097 case D3D_FEATURE_LEVEL_11_0:
2098 case D3D_FEATURE_LEVEL_10_1:
2099 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2100 default: UNREACHABLE(); return false;
2101 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002102}
2103
2104int Renderer11::getMinSwapInterval() const
2105{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002106 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002107}
2108
2109int Renderer11::getMaxSwapInterval() const
2110{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002111 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002112}
2113
2114int Renderer11::getMaxSupportedSamples() const
2115{
2116 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002117 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002118 return 1;
2119}
2120
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002121bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002122{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002123 if (source && dest)
2124 {
2125 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2126 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2127
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002128 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002129 return true;
2130 }
2131
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002132 return false;
2133}
2134
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002135bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002136{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002137 if (source && dest)
2138 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002139 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2140 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002141
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002142 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002143 return true;
2144 }
2145
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002146 return false;
2147}
2148
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002149bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002150 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002151{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002152 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2153 if (!colorbuffer)
2154 {
2155 ERR("Failed to retrieve the color buffer from the frame buffer.");
2156 return error(GL_OUT_OF_MEMORY, false);
2157 }
2158
2159 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2160 if (!sourceRenderTarget)
2161 {
2162 ERR("Failed to retrieve the render target from the frame buffer.");
2163 return error(GL_OUT_OF_MEMORY, false);
2164 }
2165
2166 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2167 if (!source)
2168 {
2169 ERR("Failed to retrieve the render target view from the render target.");
2170 return error(GL_OUT_OF_MEMORY, false);
2171 }
2172
2173 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2174 if (!storage11)
2175 {
2176 source->Release();
2177 ERR("Failed to retrieve the texture storage from the destination.");
2178 return error(GL_OUT_OF_MEMORY, false);
2179 }
2180
2181 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2182 if (!destRenderTarget)
2183 {
2184 source->Release();
2185 ERR("Failed to retrieve the render target from the destination storage.");
2186 return error(GL_OUT_OF_MEMORY, false);
2187 }
2188
2189 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2190 if (!dest)
2191 {
2192 source->Release();
2193 ERR("Failed to retrieve the render target view from the destination render target.");
2194 return error(GL_OUT_OF_MEMORY, false);
2195 }
2196
2197 gl::Rectangle destRect;
2198 destRect.x = xoffset;
2199 destRect.y = yoffset;
2200 destRect.width = sourceRect.width;
2201 destRect.height = sourceRect.height;
2202
2203 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2204 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2205
2206 source->Release();
2207 dest->Release();
2208
2209 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002210}
2211
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002212bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002213 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002214{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002215 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2216 if (!colorbuffer)
2217 {
2218 ERR("Failed to retrieve the color buffer from the frame buffer.");
2219 return error(GL_OUT_OF_MEMORY, false);
2220 }
2221
2222 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2223 if (!sourceRenderTarget)
2224 {
2225 ERR("Failed to retrieve the render target from the frame buffer.");
2226 return error(GL_OUT_OF_MEMORY, false);
2227 }
2228
2229 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2230 if (!source)
2231 {
2232 ERR("Failed to retrieve the render target view from the render target.");
2233 return error(GL_OUT_OF_MEMORY, false);
2234 }
2235
2236 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2237 if (!storage11)
2238 {
2239 source->Release();
2240 ERR("Failed to retrieve the texture storage from the destination.");
2241 return error(GL_OUT_OF_MEMORY, false);
2242 }
2243
2244 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
2245 if (!destRenderTarget)
2246 {
2247 source->Release();
2248 ERR("Failed to retrieve the render target from the destination storage.");
2249 return error(GL_OUT_OF_MEMORY, false);
2250 }
2251
2252 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2253 if (!dest)
2254 {
2255 source->Release();
2256 ERR("Failed to retrieve the render target view from the destination render target.");
2257 return error(GL_OUT_OF_MEMORY, false);
2258 }
2259
2260 gl::Rectangle destRect;
2261 destRect.x = xoffset;
2262 destRect.y = yoffset;
2263 destRect.width = sourceRect.width;
2264 destRect.height = sourceRect.height;
2265
2266 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2267 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2268
2269 source->Release();
2270 dest->Release();
2271
2272 return ret;
2273}
2274
2275bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight,
2276 ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat)
2277{
2278 HRESULT result;
2279
2280 if (!mCopyResourcesInitialized)
2281 {
2282 ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS);
2283
2284 D3D11_BUFFER_DESC vbDesc;
2285 vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
2286 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
2287 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
2288 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2289 vbDesc.MiscFlags = 0;
2290 vbDesc.StructureByteStride = 0;
2291
2292 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
2293 ASSERT(SUCCEEDED(result));
2294 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
2295
2296 D3D11_SAMPLER_DESC samplerDesc;
2297 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
2298 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
2299 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
2300 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
2301 samplerDesc.MipLODBias = 0.0f;
2302 samplerDesc.MaxAnisotropy = 0;
2303 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
2304 samplerDesc.BorderColor[0] = 0.0f;
2305 samplerDesc.BorderColor[1] = 0.0f;
2306 samplerDesc.BorderColor[2] = 0.0f;
2307 samplerDesc.BorderColor[3] = 0.0f;
2308 samplerDesc.MinLOD = 0.0f;
2309 samplerDesc.MaxLOD = 0.0f;
2310
2311 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
2312 ASSERT(SUCCEEDED(result));
2313 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
2314
2315 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
2316 {
2317 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2318 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2319 };
2320
2321 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL);
2322 ASSERT(SUCCEEDED(result));
2323 d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout");
2324
2325 result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS);
2326 ASSERT(SUCCEEDED(result));
2327 d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader");
2328
2329 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS);
2330 ASSERT(SUCCEEDED(result));
2331 d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader");
2332
2333 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS);
2334 ASSERT(SUCCEEDED(result));
2335 d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader");
2336
2337 result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS);
2338 ASSERT(SUCCEEDED(result));
2339 d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader");
2340
2341 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS);
2342 ASSERT(SUCCEEDED(result));
2343 d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader");
2344
2345 mCopyResourcesInitialized = true;
2346 }
2347
2348 // Verify the source and destination area sizes
2349 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
2350 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
2351 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
2352 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight))
2353 {
2354 return error(GL_INVALID_VALUE, false);
2355 }
2356
2357 // Set vertices
2358 D3D11_MAPPED_SUBRESOURCE mappedResource;
2359 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
2360 if (FAILED(result))
2361 {
2362 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
2363 return error(GL_OUT_OF_MEMORY, false);
2364 }
2365
2366 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
2367
2368 // Create a quad in homogeneous coordinates
2369 float x1 = (destArea.x / destWidth) * 2.0f - 1.0f;
2370 float y1 = (destArea.y / destHeight) * 2.0f - 1.0f;
2371 float x2 = ((destArea.x + destArea.width) / destWidth) * 2.0f - 1.0f;
2372 float y2 = ((destArea.y + destArea.height) / destHeight) * 2.0f - 1.0f;
2373
2374 float u1 = sourceArea.x / float(sourceWidth);
2375 float v1 = sourceArea.y / float(sourceHeight);
2376 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
2377 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
2378
2379 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
2380 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
2381 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
2382 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
2383
2384 mDeviceContext->Unmap(mCopyVB, 0);
2385
2386 static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
2387 static UINT startIdx = 0;
2388 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
2389
2390 // Apply state
2391 static const float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
2392 mDeviceContext->OMSetBlendState(NULL, blendFactor, 0xFFFFFFF);
2393 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
2394 mDeviceContext->RSSetState(NULL);
2395
2396 // Apply shaders
2397 mDeviceContext->IASetInputLayout(mCopyIL);
2398 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
2399 mDeviceContext->VSSetShader(mCopyVS, NULL, 0);
2400
2401 ID3D11PixelShader *ps = NULL;
2402 switch(destFormat)
2403 {
2404 case GL_RGBA: ps = mCopyRGBAPS; break;
2405 case GL_RGB: ps = mCopyRGBPS; break;
2406 case GL_ALPHA: ps = mCopyRGBAPS; break;
2407 case GL_BGRA_EXT: ps = mCopyRGBAPS; break;
2408 case GL_LUMINANCE: ps = mCopyLumPS; break;
2409 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break;
2410 default: UNREACHABLE(); ps = NULL; break;
2411 }
2412
2413 mDeviceContext->PSSetShader(ps, NULL, 0);
2414
2415 // Unset the currently bound shader resource to avoid conflicts
2416 static ID3D11ShaderResourceView *const nullSRV = NULL;
2417 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2418
2419 // Apply render targets
2420 mDeviceContext->OMSetRenderTargets(1, &dest, NULL);
2421
2422 // Set the viewport
2423 D3D11_VIEWPORT viewport;
2424 viewport.TopLeftX = 0;
2425 viewport.TopLeftY = 0;
2426 viewport.Width = destWidth;
2427 viewport.Height = destHeight;
2428 viewport.MinDepth = 0.0f;
2429 viewport.MaxDepth = 1.0f;
2430 mDeviceContext->RSSetViewports(1, &viewport);
2431
2432 // Apply textures
2433 mDeviceContext->PSSetShaderResources(0, 1, &source);
2434 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
2435
2436 // Draw the quad
2437 mDeviceContext->Draw(4, 0);
2438
2439 // Unbind textures and render targets and vertex buffer
2440 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2441
2442 static ID3D11RenderTargetView *const nullRTV = NULL;
2443 mDeviceContext->OMSetRenderTargets(1, &nullRTV, NULL);
2444
2445 static UINT zero = 0;
2446 static ID3D11Buffer *const nullBuffer = NULL;
2447 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
2448
2449 markAllStateDirty();
2450
2451 return true;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002452}
2453
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002454RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2455{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002456 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002457 RenderTarget11 *renderTarget = NULL;
2458 if (depth)
2459 {
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002460 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), NULL,
2461 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002462 }
2463 else
2464 {
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002465 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
2466 swapChain11->getRenderTargetShaderResource(),
2467 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002468 }
2469 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002470}
2471
2472RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2473{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002474 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
2475 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002476}
2477
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002478ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002479{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002480 ShaderExecutable11 *executable = NULL;
2481
2482 switch (type)
2483 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002484 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002485 {
2486 ID3D11VertexShader *vshader = NULL;
2487 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2488 ASSERT(SUCCEEDED(result));
2489
2490 if (vshader)
2491 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002492 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002493 }
2494 }
2495 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002496 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002497 {
2498 ID3D11PixelShader *pshader = NULL;
2499 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2500 ASSERT(SUCCEEDED(result));
2501
2502 if (pshader)
2503 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002504 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002505 }
2506 }
2507 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002508 case rx::SHADER_GEOMETRY:
2509 {
2510 ID3D11GeometryShader *gshader = NULL;
2511 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
2512 ASSERT(SUCCEEDED(result));
2513
2514 if (gshader)
2515 {
2516 executable = new ShaderExecutable11(function, length, gshader);
2517 }
2518 }
2519 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002520 default:
2521 UNREACHABLE();
2522 break;
2523 }
2524
2525 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002526}
2527
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002528ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002529{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002530 const char *profile = NULL;
2531
2532 switch (type)
2533 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002534 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002535 profile = "vs_4_0";
2536 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002537 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002538 profile = "ps_4_0";
2539 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002540 case rx::SHADER_GEOMETRY:
2541 profile = "gs_4_0";
2542 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002543 default:
2544 UNREACHABLE();
2545 return NULL;
2546 }
2547
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00002548 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002549 if (!binary)
2550 return NULL;
2551
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002552 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002553 binary->Release();
2554
2555 return executable;
2556}
2557
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002558VertexBuffer *Renderer11::createVertexBuffer()
2559{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00002560 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002561}
2562
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002563IndexBuffer *Renderer11::createIndexBuffer()
2564{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00002565 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002566}
2567
2568QueryImpl *Renderer11::createQuery(GLenum type)
2569{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002570 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002571}
2572
2573FenceImpl *Renderer11::createFence()
2574{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002575 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002576}
2577
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002578bool Renderer11::getRenderTargetResource(gl::Framebuffer *framebuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
2579{
2580 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2581 if (colorbuffer)
2582 {
2583 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2584 if (renderTarget)
2585 {
2586 *subresourceIndex = renderTarget->getSubresourceIndex();
2587
2588 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
2589 if (colorBufferRTV)
2590 {
2591 ID3D11Resource *textureResource = NULL;
2592 colorBufferRTV->GetResource(&textureResource);
2593 colorBufferRTV->Release();
2594
2595 if (textureResource)
2596 {
2597 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
2598 textureResource->Release();
2599
2600 if (SUCCEEDED(result))
2601 {
2602 return true;
2603 }
2604 else
2605 {
2606 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
2607 "HRESULT: 0x%X.", result);
2608 }
2609 }
2610 }
2611 }
2612 }
2613
2614 return false;
2615}
2616
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002617bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
2618 bool blitRenderTarget, bool blitDepthStencil)
2619{
2620 // TODO
2621 UNIMPLEMENTED();
2622 return false;
2623}
2624
2625void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2626 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2627{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002628 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002629 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002630
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002631 if (getRenderTargetResource(framebuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002632 {
2633 gl::Rectangle area;
2634 area.x = x;
2635 area.y = y;
2636 area.width = width;
2637 area.height = height;
2638
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002639 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
2640 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002641
2642 colorBufferTexture->Release();
2643 colorBufferTexture = NULL;
2644 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002645}
2646
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002647Image *Renderer11::createImage()
2648{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00002649 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002650}
2651
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002652void Renderer11::generateMipmap(Image *dest, Image *src)
2653{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00002654 Image11 *dest11 = Image11::makeImage11(dest);
2655 Image11 *src11 = Image11::makeImage11(src);
2656 Image11::generateMipmap(dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002657}
2658
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002659TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
2660{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002661 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
2662 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002663}
2664
2665TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
2666{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002667 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002668}
2669
2670TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
2671{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002672 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002673}
2674
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002675static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
2676{
2677 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
2678 destFormat == GL_ALPHA &&
2679 destType == GL_UNSIGNED_BYTE)
2680 {
2681 return 1;
2682 }
2683 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
2684 destFormat == GL_RGBA &&
2685 destType == GL_UNSIGNED_BYTE)
2686 {
2687 return 4;
2688 }
2689 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
2690 destFormat == GL_BGRA_EXT &&
2691 destType == GL_UNSIGNED_BYTE)
2692 {
2693 return 4;
2694 }
2695 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
2696 destFormat == GL_RGBA &&
2697 destType == GL_HALF_FLOAT_OES)
2698 {
2699 return 8;
2700 }
2701 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
2702 destFormat == GL_RGB &&
2703 destType == GL_FLOAT)
2704 {
2705 return 12;
2706 }
2707 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
2708 destFormat == GL_RGBA &&
2709 destType == GL_FLOAT)
2710 {
2711 return 16;
2712 }
2713 else
2714 {
2715 return 0;
2716 }
2717}
2718
2719static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
2720 unsigned int y, int inputPitch, gl::Color *outColor)
2721{
2722 switch (format)
2723 {
2724 case DXGI_FORMAT_R8G8B8A8_UNORM:
2725 {
2726 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00002727 outColor->red = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
2728 outColor->green = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
2729 outColor->blue = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
2730 outColor->alpha = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002731 }
2732 break;
2733
2734 case DXGI_FORMAT_A8_UNORM:
2735 {
2736 outColor->red = 0.0f;
2737 outColor->green = 0.0f;
2738 outColor->blue = 0.0f;
2739 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
2740 }
2741 break;
2742
2743 case DXGI_FORMAT_R32G32B32A32_FLOAT:
2744 {
2745 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
2746 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
2747 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
2748 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
2749 }
2750 break;
2751
2752 case DXGI_FORMAT_R32G32B32_FLOAT:
2753 {
2754 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
2755 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
2756 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
2757 outColor->alpha = 1.0f;
2758 }
2759 break;
2760
2761 case DXGI_FORMAT_R16G16B16A16_FLOAT:
2762 {
2763 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
2764 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
2765 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
2766 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
2767 }
2768 break;
2769
2770 case DXGI_FORMAT_B8G8R8A8_UNORM:
2771 {
2772 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00002773 outColor->red = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
2774 outColor->blue = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
2775 outColor->green = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
2776 outColor->alpha = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002777 }
2778 break;
2779
2780 case DXGI_FORMAT_R8_UNORM:
2781 {
2782 outColor->red = *(data + x + y * inputPitch) / 255.0f;
2783 outColor->green = 0.0f;
2784 outColor->blue = 0.0f;
2785 outColor->alpha = 1.0f;
2786 }
2787 break;
2788
2789 case DXGI_FORMAT_R8G8_UNORM:
2790 {
2791 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
2792
2793 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
2794 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
2795 outColor->blue = 0.0f;
2796 outColor->alpha = 1.0f;
2797 }
2798 break;
2799
2800 case DXGI_FORMAT_R16_FLOAT:
2801 {
2802 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
2803 outColor->green = 0.0f;
2804 outColor->blue = 0.0f;
2805 outColor->alpha = 1.0f;
2806 }
2807 break;
2808
2809 case DXGI_FORMAT_R16G16_FLOAT:
2810 {
2811 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
2812 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
2813 outColor->blue = 0.0f;
2814 outColor->alpha = 1.0f;
2815 }
2816 break;
2817
2818 default:
2819 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
2820 UNIMPLEMENTED();
2821 break;
2822 }
2823}
2824
2825static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
2826 unsigned int y, int outputPitch, void *outData)
2827{
2828 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
2829 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
2830
2831 switch (format)
2832 {
2833 case GL_RGBA:
2834 switch (type)
2835 {
2836 case GL_UNSIGNED_BYTE:
2837 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
2838 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2839 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2840 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
2841 break;
2842
2843 default:
2844 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
2845 UNIMPLEMENTED();
2846 break;
2847 }
2848 break;
2849
2850 case GL_BGRA_EXT:
2851 switch (type)
2852 {
2853 case GL_UNSIGNED_BYTE:
2854 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2855 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2856 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
2857 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
2858 break;
2859
2860 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
2861 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2862 // this type is packed as follows:
2863 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2864 // --------------------------------------------------------------------------------
2865 // | 4th | 3rd | 2nd | 1st component |
2866 // --------------------------------------------------------------------------------
2867 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2868 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2869 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
2870 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
2871 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
2872 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
2873 break;
2874
2875 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
2876 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2877 // this type is packed as follows:
2878 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2879 // --------------------------------------------------------------------------------
2880 // | 4th | 3rd | 2nd | 1st component |
2881 // --------------------------------------------------------------------------------
2882 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2883 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2884 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
2885 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
2886 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
2887 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
2888 break;
2889
2890 default:
2891 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
2892 UNIMPLEMENTED();
2893 break;
2894 }
2895 break;
2896
2897 case GL_RGB:
2898 switch (type)
2899 {
2900 case GL_UNSIGNED_SHORT_5_6_5:
2901 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2902 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
2903 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
2904 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
2905 break;
2906
2907 case GL_UNSIGNED_BYTE:
2908 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
2909 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2910 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2911 break;
2912
2913 default:
2914 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
2915 UNIMPLEMENTED();
2916 break;
2917 }
2918 break;
2919
2920 default:
2921 ERR("WritePixelColor not implemented for format 0x%X.", format);
2922 UNIMPLEMENTED();
2923 break;
2924 }
2925}
2926
2927void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
2928 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
2929 GLint packAlignment, void *pixels)
2930{
2931 D3D11_TEXTURE2D_DESC textureDesc;
2932 texture->GetDesc(&textureDesc);
2933
2934 D3D11_TEXTURE2D_DESC stagingDesc;
2935 stagingDesc.Width = area.width;
2936 stagingDesc.Height = area.height;
2937 stagingDesc.MipLevels = 1;
2938 stagingDesc.ArraySize = 1;
2939 stagingDesc.Format = textureDesc.Format;
2940 stagingDesc.SampleDesc.Count = 1;
2941 stagingDesc.SampleDesc.Quality = 0;
2942 stagingDesc.Usage = D3D11_USAGE_STAGING;
2943 stagingDesc.BindFlags = 0;
2944 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
2945 stagingDesc.MiscFlags = 0;
2946
2947 ID3D11Texture2D* stagingTex = NULL;
2948 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
2949 if (FAILED(result))
2950 {
2951 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
2952 return;
2953 }
2954
2955 ID3D11Texture2D* srcTex = NULL;
2956 if (textureDesc.SampleDesc.Count > 1)
2957 {
2958 D3D11_TEXTURE2D_DESC resolveDesc;
2959 resolveDesc.Width = textureDesc.Width;
2960 resolveDesc.Height = textureDesc.Height;
2961 resolveDesc.MipLevels = 1;
2962 resolveDesc.ArraySize = 1;
2963 resolveDesc.Format = textureDesc.Format;
2964 resolveDesc.SampleDesc.Count = 1;
2965 resolveDesc.SampleDesc.Quality = 0;
2966 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
2967 resolveDesc.BindFlags = 0;
2968 resolveDesc.CPUAccessFlags = 0;
2969 resolveDesc.MiscFlags = 0;
2970
2971 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
2972 if (FAILED(result))
2973 {
2974 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
2975 stagingTex->Release();
2976 return;
2977 }
2978
2979 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
2980 subResource = 0;
2981 }
2982 else
2983 {
2984 srcTex = texture;
2985 srcTex->AddRef();
2986 }
2987
2988 D3D11_BOX srcBox;
2989 srcBox.left = area.x;
2990 srcBox.right = area.x + area.width;
2991 srcBox.top = area.y;
2992 srcBox.bottom = area.y + area.height;
2993 srcBox.front = 0;
2994 srcBox.back = 1;
2995
2996 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
2997
2998 srcTex->Release();
2999 srcTex = NULL;
3000
3001 D3D11_MAPPED_SUBRESOURCE mapping;
3002 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
3003
3004 unsigned char *source;
3005 int inputPitch;
3006 if (packReverseRowOrder)
3007 {
3008 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
3009 inputPitch = -static_cast<int>(mapping.RowPitch);
3010 }
3011 else
3012 {
3013 source = static_cast<unsigned char*>(mapping.pData);
3014 inputPitch = static_cast<int>(mapping.RowPitch);
3015 }
3016
3017 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
3018 if (fastPixelSize != 0)
3019 {
3020 unsigned char *dest = static_cast<unsigned char*>(pixels);
3021 for (int j = 0; j < area.height; j++)
3022 {
3023 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
3024 }
3025 }
3026 else
3027 {
3028 gl::Color pixelColor;
3029 for (int j = 0; j < area.height; j++)
3030 {
3031 for (int i = 0; i < area.width; i++)
3032 {
3033 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
3034 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
3035 }
3036 }
3037 }
3038
3039 mDeviceContext->Unmap(stagingTex, 0);
3040
3041 stagingTex->Release();
3042 stagingTex = NULL;
3043}
3044
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003045}