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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
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +00009#include <D3Dcompiler.h>
10
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000011#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000012#include "libGLESv2/utilities.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/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000015#include "libGLESv2/Framebuffer.h"
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000016#include "libGLESv2/RenderBuffer.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"
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +000025#include "libGLESv2/renderer/BufferStorage11.h"
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000026#include "libGLESv2/renderer/VertexDataManager.h"
27#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +000028#include "libGLESv2/renderer/TextureStorage11.h"
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +000029#include "libGLESv2/renderer/Query11.h"
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +000030#include "libGLESv2/renderer/Fence11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000031
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000032#include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h"
33#include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h"
34#include "libGLESv2/renderer/shaders/compiled/passthroughrgb11ps.h"
35#include "libGLESv2/renderer/shaders/compiled/passthroughlum11ps.h"
36#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha11ps.h"
37
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000038#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
39#include "libGLESv2/renderer/shaders/compiled/clear11ps.h"
40
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000041#include "libEGL/Display.h"
42
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +000043#include <sstream>
44
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000045namespace rx
46{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000047static const DXGI_FORMAT RenderTargetFormats[] =
48 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000049 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000050 DXGI_FORMAT_R8G8B8A8_UNORM
51 };
52
53static const DXGI_FORMAT DepthStencilFormats[] =
54 {
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +000055 DXGI_FORMAT_UNKNOWN,
56 DXGI_FORMAT_D24_UNORM_S8_UINT,
57 DXGI_FORMAT_D16_UNORM
daniel@transgaming.com65e65372012-11-28 19:33:50 +000058 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000059
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000060enum
61{
62 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
63};
64
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000065Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
66{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000067 mVertexDataManager = NULL;
68 mIndexDataManager = NULL;
69
daniel@transgaming.comc5114302012-12-20 21:11:36 +000070 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000071 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000072
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000073 mCopyResourcesInitialized = false;
74 mCopyVB = NULL;
75 mCopySampler = NULL;
76 mCopyIL = NULL;
77 mCopyVS = NULL;
78 mCopyRGBAPS = NULL;
79 mCopyRGBPS = NULL;
80 mCopyLumPS = NULL;
81 mCopyLumAlphaPS = NULL;
82
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000083 mClearResourcesInitialized = false;
84 mClearVB = NULL;
85 mClearIL = NULL;
86 mClearVS = NULL;
87 mClearPS = NULL;
88 mClearScissorRS = NULL;
89 mClearNoScissorRS = NULL;
90
daniel@transgaming.combdf787f2013-02-01 03:20:36 +000091 mSyncQuery = NULL;
92
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000093 mD3d11Module = NULL;
94 mDxgiModule = NULL;
95
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000096 mDeviceLost = false;
97
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +000098 mMaxSupportedSamples = 0;
99
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000100 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000101 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000102 mDxgiAdapter = NULL;
103 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000104
105 mDriverConstantBufferVS = NULL;
106 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000107
108 mBGRATextureSupport = false;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +0000109
110 mIsGeometryShaderActive = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000111}
112
113Renderer11::~Renderer11()
114{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000115 release();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000116}
117
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000118Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
119{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000120 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000121 return static_cast<rx::Renderer11*>(renderer);
122}
123
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000124EGLint Renderer11::initialize()
125{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000126 if (!initializeCompiler())
127 {
128 return EGL_NOT_INITIALIZED;
129 }
130
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000131 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
132 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000133
134 if (mD3d11Module == NULL || mDxgiModule == NULL)
135 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000136 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000137 return EGL_NOT_INITIALIZED;
138 }
139
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000140 // create the D3D11 device
141 ASSERT(mDevice == NULL);
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000142 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000143
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000144 if (D3D11CreateDevice == NULL)
145 {
146 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
147 return EGL_NOT_INITIALIZED;
148 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000149
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000150 D3D_FEATURE_LEVEL featureLevel[] =
151 {
152 D3D_FEATURE_LEVEL_11_0,
153 D3D_FEATURE_LEVEL_10_1,
154 D3D_FEATURE_LEVEL_10_0,
155 };
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000156
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000157 HRESULT result = D3D11CreateDevice(NULL,
158 D3D_DRIVER_TYPE_HARDWARE,
159 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000160 #if defined(_DEBUG)
161 D3D11_CREATE_DEVICE_DEBUG,
162 #else
163 0,
164 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000165 featureLevel,
166 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000167 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000168 &mDevice,
169 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000170 &mDeviceContext);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000171
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000172 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000173 {
174 ERR("Could not create D3D11 device - aborting!\n");
175 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
176 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000177
178 IDXGIDevice *dxgiDevice = NULL;
179 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
180
181 if (FAILED(result))
182 {
183 ERR("Could not query DXGI device - aborting!\n");
184 return EGL_NOT_INITIALIZED;
185 }
186
187 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
188
189 if (FAILED(result))
190 {
191 ERR("Could not retrieve DXGI adapter - aborting!\n");
192 return EGL_NOT_INITIALIZED;
193 }
194
195 dxgiDevice->Release();
196
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000197 mDxgiAdapter->GetDesc(&mAdapterDescription);
198 memset(mDescription, 0, sizeof(mDescription));
199 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
200
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000201 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
202
203 if (!mDxgiFactory || FAILED(result))
204 {
205 ERR("Could not create DXGI factory - aborting!\n");
206 return EGL_NOT_INITIALIZED;
207 }
208
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000209 unsigned int maxSupportedSamples = 0;
210 unsigned int rtFormatCount = sizeof(RenderTargetFormats) / sizeof(DXGI_FORMAT);
211 unsigned int dsFormatCount = sizeof(DepthStencilFormats) / sizeof(DXGI_FORMAT);
212 for (unsigned int i = 0; i < rtFormatCount + dsFormatCount; ++i)
213 {
214 DXGI_FORMAT format = (i < rtFormatCount) ? RenderTargetFormats[i] : DepthStencilFormats[i - rtFormatCount];
215 if (format != DXGI_FORMAT_UNKNOWN)
216 {
217 UINT formatSupport;
218 result = mDevice->CheckFormatSupport(format, &formatSupport);
219 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
220 {
221 MultisampleSupportInfo supportInfo;
222
223 for (unsigned int j = 1; j <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; j++)
224 {
225 result = mDevice->CheckMultisampleQualityLevels(format, j, &supportInfo.qualityLevels[j - 1]);
226 if (SUCCEEDED(result) && supportInfo.qualityLevels[j - 1] > 0)
227 {
228 maxSupportedSamples = std::max(j, maxSupportedSamples);
229 }
230 else
231 {
232 supportInfo.qualityLevels[j - 1] = 0;
233 }
234 }
235
236 mMultisampleSupportMap.insert(std::make_pair(format, supportInfo));
237 }
238 }
239 }
240 mMaxSupportedSamples = maxSupportedSamples;
241
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000242 initializeDevice();
243
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000244 // BGRA texture support is optional in feature levels 10 and 10_1
245 UINT formatSupport;
246 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
247 if (FAILED(result))
248 {
249 ERR("Error checking BGRA format support: 0x%08X", result);
250 }
251 else
252 {
253 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
254 mBGRATextureSupport = (formatSupport & flags) == flags;
255 }
256
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +0000257 // Check floating point texture support
258 static const unsigned int requiredTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE;
259 static const unsigned int requiredRenderableFlags = D3D11_FORMAT_SUPPORT_RENDER_TARGET;
260 static const unsigned int requiredFilterFlags = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
261
262 DXGI_FORMAT float16Formats[] =
263 {
264 DXGI_FORMAT_R16_FLOAT,
265 DXGI_FORMAT_R16G16_FLOAT,
266 DXGI_FORMAT_R16G16B16A16_FLOAT,
267 };
268
269 DXGI_FORMAT float32Formats[] =
270 {
271 DXGI_FORMAT_R32_FLOAT,
272 DXGI_FORMAT_R32G32_FLOAT,
273 DXGI_FORMAT_R32G32B32_FLOAT,
274 DXGI_FORMAT_R32G32B32A32_FLOAT,
275 };
276
277 mFloat16TextureSupport = true;
278 mFloat16FilterSupport = true;
279 mFloat16RenderSupport = true;
280 for (unsigned int i = 0; i < ArraySize(float16Formats); i++)
281 {
282 if (SUCCEEDED(mDevice->CheckFormatSupport(float16Formats[i], &formatSupport)))
283 {
284 mFloat16TextureSupport = mFloat16TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
285 mFloat16FilterSupport = mFloat16FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
286 mFloat16RenderSupport = mFloat16RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
287 }
288 else
289 {
290 mFloat16TextureSupport = false;
291 mFloat16RenderSupport = false;
292 mFloat16FilterSupport = false;
293 }
294 }
295
296 mFloat32TextureSupport = true;
297 mFloat32FilterSupport = true;
298 mFloat32RenderSupport = true;
299 for (unsigned int i = 0; i < ArraySize(float32Formats); i++)
300 {
301 if (SUCCEEDED(mDevice->CheckFormatSupport(float32Formats[i], &formatSupport)))
302 {
303 mFloat32TextureSupport = mFloat32TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
304 mFloat32FilterSupport = mFloat32FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
305 mFloat32RenderSupport = mFloat32RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
306 }
307 else
308 {
309 mFloat32TextureSupport = false;
310 mFloat32FilterSupport = false;
311 mFloat32RenderSupport = false;
312 }
313 }
314
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +0000315 // Check compressed texture support
316 const unsigned int requiredCompressedTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D;
317
318 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC1_UNORM, &formatSupport)))
319 {
320 mDXT1TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
321 }
322 else
323 {
324 mDXT1TextureSupport = false;
325 }
326
327 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC3_UNORM, &formatSupport)))
328 {
329 mDXT3TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
330 }
331 else
332 {
333 mDXT3TextureSupport = false;
334 }
335
336 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC5_UNORM, &formatSupport)))
337 {
338 mDXT5TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
339 }
340 else
341 {
342 mDXT5TextureSupport = false;
343 }
344
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000345 return EGL_SUCCESS;
346}
347
348// do any one-time device initialization
349// NOTE: this is also needed after a device lost/reset
350// to reset the scene status and ensure the default states are reset.
351void Renderer11::initializeDevice()
352{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000353 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000354 mInputLayoutCache.initialize(mDevice, mDeviceContext);
355
356 ASSERT(!mVertexDataManager && !mIndexDataManager);
357 mVertexDataManager = new VertexDataManager(this);
358 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000359
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000360 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000361}
362
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000363int Renderer11::generateConfigs(ConfigDesc **configDescList)
364{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000365 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
366 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000367 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
368 int numConfigs = 0;
369
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000370 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000371 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000372 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000373 {
374 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
375
376 UINT formatSupport = 0;
377 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000378
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000379 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
380 {
381 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
382
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000383 bool depthStencilFormatOK = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000384
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000385 if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
386 {
387 UINT formatSupport = 0;
388 result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
389 depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
390 }
391
392 if (depthStencilFormatOK)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000393 {
394 ConfigDesc newConfig;
395 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
396 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
397 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
398 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
399
400 (*configDescList)[numConfigs++] = newConfig;
401 }
402 }
403 }
404 }
405
406 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000407}
408
409void Renderer11::deleteConfigs(ConfigDesc *configDescList)
410{
411 delete [] (configDescList);
412}
413
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000414void Renderer11::sync(bool block)
415{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000416 if (block)
417 {
418 HRESULT result;
419
420 if (!mSyncQuery)
421 {
422 D3D11_QUERY_DESC queryDesc;
423 queryDesc.Query = D3D11_QUERY_EVENT;
424 queryDesc.MiscFlags = 0;
425
426 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
427 ASSERT(SUCCEEDED(result));
428 }
429
430 mDeviceContext->End(mSyncQuery);
431 mDeviceContext->Flush();
432
433 do
434 {
435 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
436
437 // Keep polling, but allow other threads to do something useful first
438 Sleep(0);
439
440 if (testDeviceLost(true))
441 {
442 return;
443 }
444 }
445 while (result == S_FALSE);
446 }
447 else
448 {
449 mDeviceContext->Flush();
450 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000451}
452
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000453SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
454{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000455 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000456}
457
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000458void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
459{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000460 if (type == gl::SAMPLER_PIXEL)
461 {
462 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
463 {
464 ERR("Pixel shader sampler index %i is not valid.", index);
465 return;
466 }
467
468 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
469 {
470 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
471
472 if (!dxSamplerState)
473 {
474 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
475 "sampler state for pixel shaders at slot %i.", index);
476 }
477
478 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
479
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000480 mCurPixelSamplerStates[index] = samplerState;
481 }
482
483 mForceSetPixelSamplerStates[index] = false;
484 }
485 else if (type == gl::SAMPLER_VERTEX)
486 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000487 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000488 {
489 ERR("Vertex shader sampler index %i is not valid.", index);
490 return;
491 }
492
493 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
494 {
495 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
496
497 if (!dxSamplerState)
498 {
499 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
500 "sampler state for vertex shaders at slot %i.", index);
501 }
502
503 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
504
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000505 mCurVertexSamplerStates[index] = samplerState;
506 }
507
508 mForceSetVertexSamplerStates[index] = false;
509 }
510 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000511}
512
513void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
514{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000515 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000516 unsigned int serial = 0;
517 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000518
519 if (texture)
520 {
521 TextureStorageInterface *texStorage = texture->getNativeTexture();
522 if (texStorage)
523 {
524 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
525 textureSRV = storage11->getSRV();
526 }
527
528 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
529 // missing the shader resource view
530 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000531
532 serial = texture->getTextureSerial();
533 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000534 }
535
536 if (type == gl::SAMPLER_PIXEL)
537 {
538 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
539 {
540 ERR("Pixel shader sampler index %i is not valid.", index);
541 return;
542 }
543
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000544 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
545 {
546 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
547 }
548
549 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000550 }
551 else if (type == gl::SAMPLER_VERTEX)
552 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000553 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000554 {
555 ERR("Vertex shader sampler index %i is not valid.", index);
556 return;
557 }
558
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000559 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
560 {
561 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
562 }
563
564 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000565 }
566 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000567}
568
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000569void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000570{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000571 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000572 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000573 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
574 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000575 if (!dxRasterState)
576 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000577 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000578 "rasterizer state.");
579 }
580
581 mDeviceContext->RSSetState(dxRasterState);
582
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000583 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000584 }
585
586 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000587}
588
589void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
590 unsigned int sampleMask)
591{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000592 if (mForceSetBlendState ||
593 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
594 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
595 sampleMask != mCurSampleMask)
596 {
597 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
598 if (!dxBlendState)
599 {
600 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
601 "blend state.");
602 }
603
604 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
605 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
606
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000607 mCurBlendState = blendState;
608 mCurBlendColor = blendColor;
609 mCurSampleMask = sampleMask;
610 }
611
612 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000613}
614
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000615void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000616 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000617{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000618 if (mForceSetDepthStencilState ||
619 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
620 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
621 {
622 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
623 stencilRef != stencilBackRef ||
624 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
625 {
626 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
627 "invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000628 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000629 }
630
631 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
632 if (!dxDepthStencilState)
633 {
634 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
635 "setting the default depth stencil state.");
636 }
637
638 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
639
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000640 mCurDepthStencilState = depthStencilState;
641 mCurStencilRef = stencilRef;
642 mCurStencilBackRef = stencilBackRef;
643 }
644
645 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000646}
647
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000648void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000649{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000650 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
651 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000652 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000653 if (enabled)
654 {
655 D3D11_RECT rect;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000656 rect.left = std::max(0, scissor.x);
657 rect.top = std::max(0, scissor.y);
658 rect.right = scissor.x + std::max(0, scissor.width);
659 rect.bottom = scissor.y + std::max(0, scissor.height);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000660
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000661 mDeviceContext->RSSetScissorRects(1, &rect);
662 }
663
664 if (enabled != mScissorEnabled)
665 {
666 mForceSetRasterState = true;
667 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000668
669 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000670 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000671 }
672
673 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000674}
675
daniel@transgaming.com12985182012-12-20 20:56:31 +0000676bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000677 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000678{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000679 gl::Rectangle actualViewport = viewport;
680 float actualZNear = gl::clamp01(zNear);
681 float actualZFar = gl::clamp01(zFar);
682 if (ignoreViewport)
683 {
684 actualViewport.x = 0;
685 actualViewport.y = 0;
686 actualViewport.width = mRenderTargetDesc.width;
687 actualViewport.height = mRenderTargetDesc.height;
688 actualZNear = 0.0f;
689 actualZFar = 1.0f;
690 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000691
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000692 // Get D3D viewport bounds, which depends on the feature level
693 const Range& viewportBounds = getViewportBounds();
694
695 // Clamp width and height first to the gl maximum, then clamp further if we extend past the D3D maximum bounds
daniel@transgaming.com53670042012-11-28 20:55:51 +0000696 D3D11_VIEWPORT dxViewport;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000697 dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end);
698 dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end);
699 dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension());
700 dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension());
701 dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX));
702 dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY));
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000703 dxViewport.MinDepth = actualZNear;
704 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000705
706 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
707 {
708 return false; // Nothing to render
709 }
710
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000711 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
712 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000713
daniel@transgaming.com53670042012-11-28 20:55:51 +0000714 if (viewportChanged)
715 {
716 mDeviceContext->RSSetViewports(1, &dxViewport);
717
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000718 mCurViewport = actualViewport;
719 mCurNear = actualZNear;
720 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000721
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +0000722 mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f;
723 mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f;
724 mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
725 mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000726
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000727 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
728 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000729
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000730 mVertexConstants.depthRange[0] = actualZNear;
731 mVertexConstants.depthRange[1] = actualZFar;
732 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000733
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000734 mPixelConstants.depthRange[0] = actualZNear;
735 mPixelConstants.depthRange[1] = actualZFar;
736 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000737 }
738
739 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000740 return true;
741}
742
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000743bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
744{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000745 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000746
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000747 switch (mode)
748 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000749 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
750 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000751 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000752 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
753 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
754 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000755 // emulate fans via rewriting index buffer
756 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000757 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000758 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000759 }
760
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000761 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000762
763 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000764}
765
766bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000767{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000768 // Get the color render buffer and serial
769 gl::Renderbuffer *renderbufferObject = NULL;
770 unsigned int renderTargetSerial = 0;
771 if (framebuffer->getColorbufferType() != GL_NONE)
772 {
773 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000774
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000775 if (!renderbufferObject)
776 {
777 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000778 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000779 }
780
shannon.woods@transgaming.com3e3da582013-02-28 23:09:03 +0000781 // check for zero-sized default framebuffer, which is a special case.
782 // in this case we do not wish to modify any state and just silently return false.
783 // this will not report any gl error but will cause the calling method to return.
784 if (renderbufferObject->getWidth() == 0 || renderbufferObject->getHeight() == 0)
785 {
786 return false;
787 }
788
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000789 renderTargetSerial = renderbufferObject->getSerial();
790 }
791
792 // Get the depth stencil render buffer and serials
793 gl::Renderbuffer *depthStencil = NULL;
794 unsigned int depthbufferSerial = 0;
795 unsigned int stencilbufferSerial = 0;
796 if (framebuffer->getDepthbufferType() != GL_NONE)
797 {
798 depthStencil = framebuffer->getDepthbuffer();
799 if (!depthStencil)
800 {
801 ERR("Depth stencil pointer unexpectedly null.");
802 return false;
803 }
804
805 depthbufferSerial = depthStencil->getSerial();
806 }
807 else if (framebuffer->getStencilbufferType() != GL_NONE)
808 {
809 depthStencil = framebuffer->getStencilbuffer();
810 if (!depthStencil)
811 {
812 ERR("Depth stencil pointer unexpectedly null.");
813 return false;
814 }
815
816 stencilbufferSerial = depthStencil->getSerial();
817 }
818
819 // Extract the render target dimensions and view
820 unsigned int renderTargetWidth = 0;
821 unsigned int renderTargetHeight = 0;
822 GLenum renderTargetFormat = 0;
823 ID3D11RenderTargetView* framebufferRTV = NULL;
824 if (renderbufferObject)
825 {
826 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
827 if (!renderTarget)
828 {
829 ERR("render target pointer unexpectedly null.");
830 return false;
831 }
832
833 framebufferRTV = renderTarget->getRenderTargetView();
834 if (!framebufferRTV)
835 {
836 ERR("render target view pointer unexpectedly null.");
837 return false;
838 }
839
840 renderTargetWidth = renderbufferObject->getWidth();
841 renderTargetHeight = renderbufferObject->getHeight();
842 renderTargetFormat = renderbufferObject->getActualFormat();
843 }
844
845 // Extract the depth stencil sizes and view
846 unsigned int depthSize = 0;
847 unsigned int stencilSize = 0;
848 ID3D11DepthStencilView* framebufferDSV = NULL;
849 if (depthStencil)
850 {
851 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
852 if (!depthStencilRenderTarget)
853 {
854 ERR("render target pointer unexpectedly null.");
855 if (framebufferRTV)
856 {
857 framebufferRTV->Release();
858 }
859 return false;
860 }
861
862 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
863 if (!framebufferDSV)
864 {
865 ERR("depth stencil view pointer unexpectedly null.");
866 if (framebufferRTV)
867 {
868 framebufferRTV->Release();
869 }
870 return false;
871 }
872
873 // If there is no render buffer, the width, height and format values come from
874 // the depth stencil
875 if (!renderbufferObject)
876 {
877 renderTargetWidth = depthStencil->getWidth();
878 renderTargetHeight = depthStencil->getHeight();
879 renderTargetFormat = depthStencil->getActualFormat();
880 }
881
882 depthSize = depthStencil->getDepthSize();
883 stencilSize = depthStencil->getStencilSize();
884 }
885
886 // Apply the render target and depth stencil
887 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
888 renderTargetSerial != mAppliedRenderTargetSerial ||
889 depthbufferSerial != mAppliedDepthbufferSerial ||
890 stencilbufferSerial != mAppliedStencilbufferSerial)
891 {
892 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
893
894 mRenderTargetDesc.width = renderTargetWidth;
895 mRenderTargetDesc.height = renderTargetHeight;
896 mRenderTargetDesc.format = renderTargetFormat;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000897 mForceSetViewport = true;
898 mForceSetScissor = true;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000899
900 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
901 {
902 mCurDepthSize = depthSize;
903 mForceSetRasterState = true;
904 }
905
906 mCurStencilSize = stencilSize;
907
908 mAppliedRenderTargetSerial = renderTargetSerial;
909 mAppliedDepthbufferSerial = depthbufferSerial;
910 mAppliedStencilbufferSerial = stencilbufferSerial;
911 mRenderTargetDescInitialized = true;
912 mDepthStencilInitialized = true;
913 }
914
915 if (framebufferRTV)
916 {
917 framebufferRTV->Release();
918 }
919 if (framebufferDSV)
920 {
921 framebufferDSV->Release();
922 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000923
924 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000925}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000926
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000927GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000928{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000929 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
930 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
931 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000932 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000933 return err;
934 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000935
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000936 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000937}
938
daniel@transgaming.com31240482012-11-28 21:06:41 +0000939GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000940{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000941 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000942
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000943 if (err == GL_NO_ERROR)
944 {
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +0000945 if (indexInfo->storage)
946 {
947 if (indexInfo->serial != mAppliedStorageIBSerial || indexInfo->startOffset != mAppliedIBOffset)
948 {
949 BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(indexInfo->storage);
950 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
951
952 mDeviceContext->IASetIndexBuffer(storage->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
953
954 mAppliedIBSerial = 0;
955 mAppliedStorageIBSerial = storage->getSerial();
956 mAppliedIBOffset = indexInfo->startOffset;
957 }
958 }
959 else if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000960 {
961 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
962
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000963 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +0000964
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000965 mAppliedIBSerial = indexInfo->serial;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +0000966 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000967 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000968 }
969 }
970
971 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000972}
973
974void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
975{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000976 if (mode == GL_LINE_LOOP)
977 {
978 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
979 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000980 else if (mode == GL_TRIANGLE_FAN)
981 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000982 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000983 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000984 else if (instances > 0)
985 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000986 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000987 }
988 else
989 {
990 mDeviceContext->Draw(count, 0);
991 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000992}
993
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000994void 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 +0000995{
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000996 if (mode == GL_LINE_LOOP)
997 {
998 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
999 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001000 else if (mode == GL_TRIANGLE_FAN)
1001 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001002 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
1003 }
1004 else if (instances > 0)
1005 {
1006 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001007 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001008 else
1009 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +00001010 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001011 }
1012}
1013
1014void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1015{
1016 // Get the raw indices for an indexed draw
1017 if (type != GL_NONE && elementArrayBuffer)
1018 {
1019 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001020 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001021 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001022 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001023 }
1024
1025 if (!mLineLoopIB)
1026 {
1027 mLineLoopIB = new StreamingIndexBufferInterface(this);
1028 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1029 {
1030 delete mLineLoopIB;
1031 mLineLoopIB = NULL;
1032
1033 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001034 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001035 }
1036 }
1037
1038 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
1039 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1040 {
1041 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001042 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001043 }
1044
1045 void* mappedMemory = NULL;
1046 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1047 if (offset == -1 || mappedMemory == NULL)
1048 {
1049 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001050 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001051 }
1052
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001053 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001054 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001055
1056 switch (type)
1057 {
1058 case GL_NONE: // Non-indexed draw
1059 for (int i = 0; i < count; i++)
1060 {
1061 data[i] = i;
1062 }
1063 data[count] = 0;
1064 break;
1065 case GL_UNSIGNED_BYTE:
1066 for (int i = 0; i < count; i++)
1067 {
1068 data[i] = static_cast<const GLubyte*>(indices)[i];
1069 }
1070 data[count] = static_cast<const GLubyte*>(indices)[0];
1071 break;
1072 case GL_UNSIGNED_SHORT:
1073 for (int i = 0; i < count; i++)
1074 {
1075 data[i] = static_cast<const GLushort*>(indices)[i];
1076 }
1077 data[count] = static_cast<const GLushort*>(indices)[0];
1078 break;
1079 case GL_UNSIGNED_INT:
1080 for (int i = 0; i < count; i++)
1081 {
1082 data[i] = static_cast<const GLuint*>(indices)[i];
1083 }
1084 data[count] = static_cast<const GLuint*>(indices)[0];
1085 break;
1086 default: UNREACHABLE();
1087 }
1088
1089 if (!mLineLoopIB->unmapBuffer())
1090 {
1091 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001092 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001093 }
1094
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001095 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001096 {
1097 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
1098
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001099 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001100 mAppliedIBSerial = mLineLoopIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001101 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001102 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001103 }
1104
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001105 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001106}
1107
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001108void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001109{
1110 // Get the raw indices for an indexed draw
1111 if (type != GL_NONE && elementArrayBuffer)
1112 {
1113 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001114 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001115 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001116 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001117 }
1118
1119 if (!mTriangleFanIB)
1120 {
1121 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1122 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1123 {
1124 delete mTriangleFanIB;
1125 mTriangleFanIB = NULL;
1126
1127 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001128 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001129 }
1130 }
1131
1132 const int numTris = count - 2;
1133 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
1134 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1135 {
1136 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001137 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001138 }
1139
1140 void* mappedMemory = NULL;
1141 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
1142 if (offset == -1 || mappedMemory == NULL)
1143 {
1144 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001145 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001146 }
1147
1148 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1149 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
1150
1151 switch (type)
1152 {
1153 case GL_NONE: // Non-indexed draw
1154 for (int i = 0; i < numTris; i++)
1155 {
1156 data[i*3 + 0] = 0;
1157 data[i*3 + 1] = i + 1;
1158 data[i*3 + 2] = i + 2;
1159 }
1160 break;
1161 case GL_UNSIGNED_BYTE:
1162 for (int i = 0; i < numTris; i++)
1163 {
1164 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1165 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1166 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1167 }
1168 break;
1169 case GL_UNSIGNED_SHORT:
1170 for (int i = 0; i < numTris; i++)
1171 {
1172 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1173 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1174 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1175 }
1176 break;
1177 case GL_UNSIGNED_INT:
1178 for (int i = 0; i < numTris; i++)
1179 {
1180 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1181 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1182 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1183 }
1184 break;
1185 default: UNREACHABLE();
1186 }
1187
1188 if (!mTriangleFanIB->unmapBuffer())
1189 {
1190 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001191 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001192 }
1193
1194 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1195 {
1196 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1197
1198 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1199 mAppliedIBSerial = mTriangleFanIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001200 mAppliedStorageIBSerial = 0;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001201 mAppliedIBOffset = indexBufferOffset;
1202 }
1203
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001204 if (instances > 0)
1205 {
1206 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1207 }
1208 else
1209 {
1210 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1211 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001212}
1213
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001214void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1215{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001216 unsigned int programBinarySerial = programBinary->getSerial();
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001217 const bool updateProgramState = (programBinarySerial != mAppliedProgramBinarySerial);
1218
1219 if (updateProgramState)
daniel@transgaming.come4991412012-12-20 20:55:34 +00001220 {
1221 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1222 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001223
daniel@transgaming.come4991412012-12-20 20:55:34 +00001224 ID3D11VertexShader *vertexShader = NULL;
1225 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001226
daniel@transgaming.come4991412012-12-20 20:55:34 +00001227 ID3D11PixelShader *pixelShader = NULL;
1228 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001229
daniel@transgaming.come4991412012-12-20 20:55:34 +00001230 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1231 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001232
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001233 programBinary->dirtyAllUniforms();
1234
1235 mAppliedProgramBinarySerial = programBinarySerial;
1236 }
1237
1238 // Only use the geometry shader currently for point sprite drawing
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001239 const bool usesGeometryShader = (programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode);
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001240
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001241 if (updateProgramState || usesGeometryShader != mIsGeometryShaderActive)
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001242 {
1243 if (usesGeometryShader)
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001244 {
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001245 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
1246 ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001247 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1248 }
1249 else
1250 {
1251 mDeviceContext->GSSetShader(NULL, NULL, 0);
1252 }
1253
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001254 mIsGeometryShaderActive = usesGeometryShader;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001255 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001256}
1257
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001258void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001259{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001260 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1261 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001262
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001263 unsigned int totalRegisterCountVS = 0;
1264 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001265
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001266 bool vertexUniformsDirty = false;
1267 bool pixelUniformsDirty = false;
1268
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001269 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1270 {
1271 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001272
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001273 if (uniform->vsRegisterIndex >= 0)
1274 {
1275 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001276 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001277 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001278
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001279 if (uniform->psRegisterIndex >= 0)
1280 {
1281 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001282 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001283 }
1284 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001285
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001286 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1287 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1288
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001289 float (*mapVS)[4] = NULL;
1290 float (*mapPS)[4] = NULL;
1291
1292 if (totalRegisterCountVS > 0 && vertexUniformsDirty)
1293 {
1294 D3D11_MAPPED_SUBRESOURCE map = {0};
1295 HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1296 ASSERT(SUCCEEDED(result));
1297 mapVS = (float(*)[4])map.pData;
1298 }
1299
1300 if (totalRegisterCountPS > 0 && pixelUniformsDirty)
1301 {
1302 D3D11_MAPPED_SUBRESOURCE map = {0};
1303 HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1304 ASSERT(SUCCEEDED(result));
1305 mapPS = (float(*)[4])map.pData;
1306 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001307
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001308 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001309 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001310 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001311
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001312 if (uniform->type != GL_SAMPLER_2D && uniform->type != GL_SAMPLER_CUBE)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001313 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001314 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001315 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001316 memcpy(mapVS + uniform->vsRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001317 }
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001318
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001319 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001320 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001321 memcpy(mapPS + uniform->psRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001322 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001323 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001324
1325 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001326 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001327
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001328 if (mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001329 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001330 mDeviceContext->Unmap(vertexConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001331 }
1332
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001333 if (mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001334 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001335 mDeviceContext->Unmap(pixelConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001336 }
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001337
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001338 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1339 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001340
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001341 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001342 if (!mDriverConstantBufferVS)
1343 {
1344 D3D11_BUFFER_DESC constantBufferDescription = {0};
1345 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1346 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1347 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1348 constantBufferDescription.CPUAccessFlags = 0;
1349 constantBufferDescription.MiscFlags = 0;
1350 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001351
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001352 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001353 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001354
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001355 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1356 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001357
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001358 if (!mDriverConstantBufferPS)
1359 {
1360 D3D11_BUFFER_DESC constantBufferDescription = {0};
1361 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1362 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1363 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1364 constantBufferDescription.CPUAccessFlags = 0;
1365 constantBufferDescription.MiscFlags = 0;
1366 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001367
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001368 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001369 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001370
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001371 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1372 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001373
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001374 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1375 {
1376 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1377 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1378 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001379
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001380 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1381 {
1382 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1383 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1384 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001385
1386 // needed for the point sprite geometry shader
1387 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001388}
1389
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001390void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001391{
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001392 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1393 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1394 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1395 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001396
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001397 unsigned int stencilUnmasked = 0x0;
1398 if (frameBuffer->hasStencil())
1399 {
1400 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1401 stencilUnmasked = (0x1 << stencilSize) - 1;
1402 }
1403 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1404 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001405
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001406 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1407 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1408 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001409
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001410 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1411 {
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001412 maskedClear(clearParams);
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001413 }
1414 else
1415 {
1416 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1417 {
1418 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
1419 if (renderbufferObject)
1420 {
1421 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1422 if (!renderTarget)
1423 {
1424 ERR("render target pointer unexpectedly null.");
1425 return;
1426 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001427
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001428 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1429 if (!framebufferRTV)
1430 {
1431 ERR("render target view pointer unexpectedly null.");
1432 return;
1433 }
1434
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001435 const float clearValues[4] = { clearParams.colorClearValue.red,
1436 clearParams.colorClearValue.green,
1437 clearParams.colorClearValue.blue,
1438 clearParams.colorClearValue.alpha };
1439 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001440
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001441 framebufferRTV->Release();
1442 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001443 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001444 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001445 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001446 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1447 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001448 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001449 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1450 if (!renderTarget)
1451 {
1452 ERR("render target pointer unexpectedly null.");
1453 return;
1454 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001455
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001456 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1457 if (!framebufferDSV)
1458 {
1459 ERR("depth stencil view pointer unexpectedly null.");
1460 return;
1461 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001462
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001463 UINT clearFlags = 0;
1464 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1465 {
1466 clearFlags |= D3D11_CLEAR_DEPTH;
1467 }
1468 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1469 {
1470 clearFlags |= D3D11_CLEAR_STENCIL;
1471 }
1472
1473 float depthClear = clearParams.depthClearValue;
1474 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1475
1476 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001477
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001478 framebufferDSV->Release();
1479 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001480 }
1481 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001482}
1483
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001484void Renderer11::maskedClear(const gl::ClearParameters &clearParams)
1485{
1486 HRESULT result;
1487
1488 if (!mClearResourcesInitialized)
1489 {
1490 ASSERT(!mClearVB && !mClearVS && !mClearPS && !mClearScissorRS && !mClearNoScissorRS);
1491
1492 D3D11_BUFFER_DESC vbDesc;
1493 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1494 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1495 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1496 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1497 vbDesc.MiscFlags = 0;
1498 vbDesc.StructureByteStride = 0;
1499
1500 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1501 ASSERT(SUCCEEDED(result));
1502 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1503
1504 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1505 {
1506 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1507 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1508 };
1509
1510 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1511 ASSERT(SUCCEEDED(result));
1512 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1513
1514 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1515 ASSERT(SUCCEEDED(result));
1516 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1517
1518 result = mDevice->CreatePixelShader(g_PS_Clear, sizeof(g_PS_Clear), NULL, &mClearPS);
1519 ASSERT(SUCCEEDED(result));
1520 d3d11::SetDebugName(mClearPS, "Renderer11 masked clear pixel shader");
1521
1522 D3D11_RASTERIZER_DESC rsScissorDesc;
1523 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1524 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1525 rsScissorDesc.FrontCounterClockwise = FALSE;
1526 rsScissorDesc.DepthBias = 0;
1527 rsScissorDesc.DepthBiasClamp = 0.0f;
1528 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1529 rsScissorDesc.DepthClipEnable = FALSE;
1530 rsScissorDesc.ScissorEnable = TRUE;
1531 rsScissorDesc.MultisampleEnable = FALSE;
1532 rsScissorDesc.AntialiasedLineEnable = FALSE;
1533
1534 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1535 ASSERT(SUCCEEDED(result));
1536 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1537
1538 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1539 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1540 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1541 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1542 rsNoScissorDesc.DepthBias = 0;
1543 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1544 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1545 rsNoScissorDesc.DepthClipEnable = FALSE;
1546 rsNoScissorDesc.ScissorEnable = FALSE;
1547 rsNoScissorDesc.MultisampleEnable = FALSE;
1548 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1549
1550 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1551 ASSERT(SUCCEEDED(result));
1552 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1553
1554 mClearResourcesInitialized = true;
1555 }
1556
1557 // Prepare the depth stencil state to write depth values if the depth should be cleared
1558 // and stencil values if the stencil should be cleared
1559 gl::DepthStencilState glDSState;
1560 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1561 glDSState.depthFunc = GL_ALWAYS;
1562 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1563 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1564 glDSState.stencilFunc = GL_ALWAYS;
1565 glDSState.stencilMask = 0;
1566 glDSState.stencilFail = GL_REPLACE;
1567 glDSState.stencilPassDepthFail = GL_REPLACE;
1568 glDSState.stencilPassDepthPass = GL_REPLACE;
1569 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1570 glDSState.stencilBackFunc = GL_ALWAYS;
1571 glDSState.stencilBackMask = 0;
1572 glDSState.stencilBackFail = GL_REPLACE;
1573 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1574 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1575 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1576
1577 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1578
1579 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1580
1581 // Prepare the blend state to use a write mask if the color buffer should be cleared
1582 gl::BlendState glBlendState;
1583 glBlendState.blend = false;
1584 glBlendState.sourceBlendRGB = GL_ONE;
1585 glBlendState.destBlendRGB = GL_ZERO;
1586 glBlendState.sourceBlendAlpha = GL_ONE;
1587 glBlendState.destBlendAlpha = GL_ZERO;
1588 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1589 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1590 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1591 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1592 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
shannon.woods@transgaming.com50ea9932013-02-28 23:13:40 +00001593 glBlendState.colorMaskAlpha = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskAlpha : false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001594 glBlendState.sampleAlphaToCoverage = false;
1595 glBlendState.dither = false;
1596
1597 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1598 static const UINT sampleMask = 0xFFFFFFFF;
1599
1600 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1601
1602 // Set the vertices
1603 D3D11_MAPPED_SUBRESOURCE mappedResource;
1604 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1605 if (FAILED(result))
1606 {
1607 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1608 return;
1609 }
1610
1611 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1612
1613 float depthClear = gl::clamp01(clearParams.depthClearValue);
1614 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1615 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1616 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1617 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1618
1619 mDeviceContext->Unmap(mClearVB, 0);
1620
1621 // Apply state
1622 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1623 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1624 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1625
1626 // Apply shaders
1627 mDeviceContext->IASetInputLayout(mClearIL);
1628 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
1629 mDeviceContext->PSSetShader(mClearPS, NULL, 0);
shannon.woods@transgaming.com2c53e472013-02-28 23:13:56 +00001630 mDeviceContext->GSSetShader(NULL, NULL, 0);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001631
1632 // Apply vertex buffer
1633 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1634 static UINT startIdx = 0;
1635 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1636 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1637
1638 // Draw the clear quad
1639 mDeviceContext->Draw(4, 0);
1640
1641 // Clean up
1642 markAllStateDirty();
1643}
1644
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001645void Renderer11::markAllStateDirty()
1646{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001647 mAppliedRenderTargetSerial = 0;
1648 mAppliedDepthbufferSerial = 0;
1649 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001650 mDepthStencilInitialized = false;
1651 mRenderTargetDescInitialized = false;
1652
shannon.woods@transgaming.comcb4cc5a2013-02-28 23:15:21 +00001653 bool clearVertexTextureResources = false;
1654
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001655 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001656 {
shannon.woods@transgaming.comcb4cc5a2013-02-28 23:15:21 +00001657 if (mCurVertexTextureSerials[i] != 0)
1658 {
1659 clearVertexTextureResources = true;
1660 }
1661
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001662 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001663 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001664 }
shannon.woods@transgaming.comcb4cc5a2013-02-28 23:15:21 +00001665
1666 if (clearVertexTextureResources && mDeviceContext)
1667 {
1668 ID3D11ShaderResourceView *nullSRVs[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS] = {0};
1669 mDeviceContext->VSSetShaderResources(0, getMaxVertexTextureImageUnits(), nullSRVs);
1670 }
1671
1672 bool clearPixelTextureResources = false;
1673
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001674 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1675 {
shannon.woods@transgaming.comcb4cc5a2013-02-28 23:15:21 +00001676 if (mCurPixelTextureSerials[i] != 0)
1677 {
1678 clearPixelTextureResources = true;
1679 }
1680
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001681 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001682 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001683 }
1684
shannon.woods@transgaming.comcb4cc5a2013-02-28 23:15:21 +00001685 if (clearPixelTextureResources && mDeviceContext)
1686 {
1687 ID3D11ShaderResourceView *nullSRVs[gl::MAX_TEXTURE_IMAGE_UNITS] = {0};
1688 mDeviceContext->PSSetShaderResources(0, gl::MAX_TEXTURE_IMAGE_UNITS, nullSRVs);
1689 }
1690
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001691 mForceSetBlendState = true;
1692 mForceSetRasterState = true;
1693 mForceSetDepthStencilState = true;
1694 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001695 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001696
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001697 mAppliedIBSerial = 0;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001698 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001699 mAppliedIBOffset = 0;
1700
daniel@transgaming.come4991412012-12-20 20:55:34 +00001701 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001702 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1703 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001704}
1705
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001706void Renderer11::releaseDeviceResources()
1707{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001708 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001709 mInputLayoutCache.clear();
1710
1711 delete mVertexDataManager;
1712 mVertexDataManager = NULL;
1713
1714 delete mIndexDataManager;
1715 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001716
1717 delete mLineLoopIB;
1718 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001719
1720 delete mTriangleFanIB;
1721 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001722
1723 if (mCopyVB)
1724 {
1725 mCopyVB->Release();
1726 mCopyVB = NULL;
1727 }
1728
1729 if (mCopySampler)
1730 {
1731 mCopySampler->Release();
1732 mCopySampler = NULL;
1733 }
1734
1735 if (mCopyIL)
1736 {
1737 mCopyIL->Release();
1738 mCopyIL = NULL;
1739 }
1740
1741 if (mCopyVS)
1742 {
1743 mCopyVS->Release();
1744 mCopyVS = NULL;
1745 }
1746
1747 if (mCopyRGBAPS)
1748 {
1749 mCopyRGBAPS->Release();
1750 mCopyRGBAPS = NULL;
1751 }
1752
1753 if (mCopyRGBPS)
1754 {
1755 mCopyRGBPS->Release();
1756 mCopyRGBPS = NULL;
1757 }
1758
1759 if (mCopyLumPS)
1760 {
1761 mCopyLumPS->Release();
1762 mCopyLumPS = NULL;
1763 }
1764
1765 if (mCopyLumAlphaPS)
1766 {
1767 mCopyLumAlphaPS->Release();
1768 mCopyLumAlphaPS = NULL;
1769 }
1770
1771 mCopyResourcesInitialized = false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001772
1773 if (mClearVB)
1774 {
1775 mClearVB->Release();
1776 mClearVB = NULL;
1777 }
1778
1779 if (mClearIL)
1780 {
1781 mClearIL->Release();
1782 mClearIL = NULL;
1783 }
1784
1785 if (mClearVS)
1786 {
1787 mClearVS->Release();
1788 mClearVS = NULL;
1789 }
1790
1791 if (mClearPS)
1792 {
1793 mClearPS->Release();
1794 mClearPS = NULL;
1795 }
1796
1797 if (mClearScissorRS)
1798 {
1799 mClearScissorRS->Release();
1800 mClearScissorRS = NULL;
1801 }
1802
1803 if (mClearNoScissorRS)
1804 {
1805 mClearNoScissorRS->Release();
1806 mClearNoScissorRS = NULL;
1807 }
1808
1809 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001810
1811 if (mDriverConstantBufferVS)
1812 {
1813 mDriverConstantBufferVS->Release();
1814 mDriverConstantBufferVS = NULL;
1815 }
1816
1817 if (mDriverConstantBufferPS)
1818 {
1819 mDriverConstantBufferPS->Release();
1820 mDriverConstantBufferPS = NULL;
1821 }
daniel@transgaming.combdf787f2013-02-01 03:20:36 +00001822
1823 if (mSyncQuery)
1824 {
1825 mSyncQuery->Release();
1826 mSyncQuery = NULL;
1827 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001828}
1829
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001830void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001831{
1832 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001833 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001834}
1835
1836bool Renderer11::isDeviceLost()
1837{
1838 return mDeviceLost;
1839}
1840
1841// set notify to true to broadcast a message to all contexts of the device loss
1842bool Renderer11::testDeviceLost(bool notify)
1843{
1844 bool isLost = false;
1845
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001846 // GetRemovedReason is used to test if the device is removed
1847 HRESULT result = mDevice->GetDeviceRemovedReason();
1848 isLost = d3d11::isDeviceLostError(result);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001849
1850 if (isLost)
1851 {
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001852 // Log error if this is a new device lost event
1853 if (mDeviceLost == false)
1854 {
1855 ERR("The D3D11 device was removed: 0x%08X", result);
1856 }
1857
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001858 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001859 // we'll probably get this done again by notifyDeviceLost
1860 // but best to remember it!
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001861 // Note that we don't want to clear the device loss status here
1862 // -- this needs to be done by resetDevice
1863 mDeviceLost = true;
1864 if (notify)
1865 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001866 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001867 }
1868 }
1869
1870 return isLost;
1871}
1872
1873bool Renderer11::testDeviceResettable()
1874{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001875 // determine if the device is resettable by creating a dummy device
1876 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001877
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001878 if (D3D11CreateDevice == NULL)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001879 {
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001880 return false;
1881 }
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001882
1883 D3D_FEATURE_LEVEL featureLevel[] =
1884 {
1885 D3D_FEATURE_LEVEL_11_0,
1886 D3D_FEATURE_LEVEL_10_1,
1887 D3D_FEATURE_LEVEL_10_0,
1888 };
1889
1890 ID3D11Device* dummyDevice;
1891 D3D_FEATURE_LEVEL dummyFeatureLevel;
1892 ID3D11DeviceContext* dummyContext;
1893
1894 HRESULT result = D3D11CreateDevice(NULL,
1895 D3D_DRIVER_TYPE_HARDWARE,
1896 NULL,
1897 #if defined(_DEBUG)
1898 D3D11_CREATE_DEVICE_DEBUG,
1899 #else
1900 0,
1901 #endif
1902 featureLevel,
1903 sizeof(featureLevel)/sizeof(featureLevel[0]),
1904 D3D11_SDK_VERSION,
1905 &dummyDevice,
1906 &dummyFeatureLevel,
1907 &dummyContext);
1908
1909 if (!mDevice || FAILED(result))
1910 {
1911 return false;
1912 }
1913
1914 dummyContext->Release();
1915 dummyDevice->Release();
1916
1917 return true;
1918}
1919
1920void Renderer11::release()
1921{
1922 releaseDeviceResources();
1923
1924 if (mDxgiFactory)
1925 {
1926 mDxgiFactory->Release();
1927 mDxgiFactory = NULL;
1928 }
1929
1930 if (mDxgiAdapter)
1931 {
1932 mDxgiAdapter->Release();
1933 mDxgiAdapter = NULL;
1934 }
1935
1936 if (mDeviceContext)
1937 {
1938 mDeviceContext->ClearState();
1939 mDeviceContext->Flush();
1940 mDeviceContext->Release();
1941 mDeviceContext = NULL;
1942 }
1943
1944 if (mDevice)
1945 {
1946 mDevice->Release();
1947 mDevice = NULL;
1948 }
1949
1950 if (mD3d11Module)
1951 {
1952 FreeLibrary(mD3d11Module);
1953 mD3d11Module = NULL;
1954 }
1955
1956 if (mDxgiModule)
1957 {
1958 FreeLibrary(mDxgiModule);
1959 mDxgiModule = NULL;
1960 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001961}
1962
1963bool Renderer11::resetDevice()
1964{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001965 // recreate everything
1966 release();
1967 EGLint result = initialize();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001968
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001969 if (result != EGL_SUCCESS)
1970 {
1971 ERR("Could not reinitialize D3D11 device: %08X", result);
1972 return false;
1973 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001974
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001975 mDeviceLost = false;
1976
1977 return true;
1978}
1979
1980DWORD Renderer11::getAdapterVendor() const
1981{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001982 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001983}
1984
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001985std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001986{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001987 std::ostringstream rendererString;
1988
1989 rendererString << mDescription;
1990 rendererString << " Direct3D11";
1991
1992 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1993 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1994
1995 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001996}
1997
1998GUID Renderer11::getAdapterIdentifier() const
1999{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00002000 // Use the adapter LUID as our adapter ID
2001 // This number is local to a machine is only guaranteed to be unique between restarts
2002 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
2003 GUID adapterId = {0};
2004 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
2005 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002006}
2007
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00002008bool Renderer11::getBGRATextureSupport() const
2009{
2010 return mBGRATextureSupport;
2011}
2012
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002013bool Renderer11::getDXT1TextureSupport()
2014{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002015 return mDXT1TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002016}
2017
2018bool Renderer11::getDXT3TextureSupport()
2019{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002020 return mDXT3TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002021}
2022
2023bool Renderer11::getDXT5TextureSupport()
2024{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002025 return mDXT5TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002026}
2027
2028bool Renderer11::getDepthTextureSupport() const
2029{
2030 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002031 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002032 return false;
2033}
2034
2035bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
2036{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002037 *renderable = mFloat32RenderSupport;
2038 *filtering = mFloat32FilterSupport;
2039 return mFloat32TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002040}
2041
2042bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
2043{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002044 *renderable = mFloat16RenderSupport;
2045 *filtering = mFloat16FilterSupport;
2046 return mFloat16TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002047}
2048
2049bool Renderer11::getLuminanceTextureSupport()
2050{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002051 return false;
2052}
2053
2054bool Renderer11::getLuminanceAlphaTextureSupport()
2055{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002056 return false;
2057}
2058
2059bool Renderer11::getTextureFilterAnisotropySupport() const
2060{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002061 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002062}
2063
2064float Renderer11::getTextureMaxAnisotropy() const
2065{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002066 switch (mFeatureLevel)
2067 {
2068 case D3D_FEATURE_LEVEL_11_0:
2069 return D3D11_MAX_MAXANISOTROPY;
2070 case D3D_FEATURE_LEVEL_10_1:
2071 case D3D_FEATURE_LEVEL_10_0:
2072 return D3D10_MAX_MAXANISOTROPY;
2073 default: UNREACHABLE();
2074 return 0;
2075 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002076}
2077
2078bool Renderer11::getEventQuerySupport()
2079{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002080 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002081}
2082
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002083Range Renderer11::getViewportBounds() const
2084{
2085 switch (mFeatureLevel)
2086 {
2087 case D3D_FEATURE_LEVEL_11_0:
2088 return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
2089 case D3D_FEATURE_LEVEL_10_1:
2090 case D3D_FEATURE_LEVEL_10_0:
2091 return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
2092 default: UNREACHABLE();
2093 return Range(0, 0);
2094 }
2095}
2096
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002097unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002098{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002099 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2100 switch (mFeatureLevel)
2101 {
2102 case D3D_FEATURE_LEVEL_11_0:
2103 case D3D_FEATURE_LEVEL_10_1:
2104 case D3D_FEATURE_LEVEL_10_0:
2105 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
2106 default: UNREACHABLE();
2107 return 0;
2108 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002109}
2110
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002111unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
2112{
2113 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2114}
2115
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002116unsigned int Renderer11::getReservedVertexUniformVectors() const
2117{
2118 return 0; // Driver uniforms are stored in a separate constant buffer
2119}
2120
2121unsigned int Renderer11::getReservedFragmentUniformVectors() const
2122{
2123 return 0; // Driver uniforms are stored in a separate constant buffer
2124}
2125
2126unsigned int Renderer11::getMaxVertexUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002127{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002128 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2129 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2130 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002131}
2132
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002133unsigned int Renderer11::getMaxFragmentUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002134{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002135 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2136 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2137 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002138}
2139
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002140unsigned int Renderer11::getMaxVaryingVectors() const
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002141{
2142 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
2143 switch (mFeatureLevel)
2144 {
2145 case D3D_FEATURE_LEVEL_11_0:
2146 return D3D11_VS_OUTPUT_REGISTER_COUNT;
2147 case D3D_FEATURE_LEVEL_10_1:
2148 case D3D_FEATURE_LEVEL_10_0:
2149 return D3D10_VS_OUTPUT_REGISTER_COUNT;
2150 default: UNREACHABLE();
2151 return 0;
2152 }
2153}
2154
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002155bool Renderer11::getNonPower2TextureSupport() const
2156{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00002157 switch (mFeatureLevel)
2158 {
2159 case D3D_FEATURE_LEVEL_11_0:
2160 case D3D_FEATURE_LEVEL_10_1:
2161 case D3D_FEATURE_LEVEL_10_0:
2162 return true;
2163 default: UNREACHABLE();
2164 return false;
2165 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002166}
2167
2168bool Renderer11::getOcclusionQuerySupport() const
2169{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002170 switch (mFeatureLevel)
2171 {
2172 case D3D_FEATURE_LEVEL_11_0:
2173 case D3D_FEATURE_LEVEL_10_1:
2174 case D3D_FEATURE_LEVEL_10_0:
2175 return true;
2176 default: UNREACHABLE();
2177 return false;
2178 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002179}
2180
2181bool Renderer11::getInstancingSupport() const
2182{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002183 switch (mFeatureLevel)
2184 {
2185 case D3D_FEATURE_LEVEL_11_0:
2186 case D3D_FEATURE_LEVEL_10_1:
2187 case D3D_FEATURE_LEVEL_10_0:
2188 return true;
2189 default: UNREACHABLE();
2190 return false;
2191 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002192}
2193
2194bool Renderer11::getShareHandleSupport() const
2195{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002196 // We only currently support share handles with BGRA surfaces, because
2197 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002198 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002199 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002200}
2201
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002202bool Renderer11::getDerivativeInstructionSupport() const
2203{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002204 switch (mFeatureLevel)
2205 {
2206 case D3D_FEATURE_LEVEL_11_0:
2207 case D3D_FEATURE_LEVEL_10_1:
2208 case D3D_FEATURE_LEVEL_10_0:
2209 return true;
2210 default: UNREACHABLE();
2211 return false;
2212 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002213}
2214
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002215bool Renderer11::getPostSubBufferSupport() const
2216{
2217 // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2.
2218 return false;
2219}
2220
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002221int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002222{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002223 switch (mFeatureLevel)
2224 {
2225 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002226 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002227 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2228 default: UNREACHABLE(); return 0;
2229 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002230}
2231
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002232int Renderer11::getMinorShaderModel() const
2233{
2234 switch (mFeatureLevel)
2235 {
2236 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2237 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2238 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2239 default: UNREACHABLE(); return 0;
2240 }
2241}
2242
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002243float Renderer11::getMaxPointSize() const
2244{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002245 // choose a reasonable maximum. we enforce this in the shader.
2246 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2247 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002248}
2249
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002250int Renderer11::getMaxViewportDimension() const
2251{
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002252 // Maximum viewport size must be at least as large as the largest render buffer (or larger).
2253 // In our case return the maximum texture size, which is the maximum render buffer size.
2254 META_ASSERT(D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D11_VIEWPORT_BOUNDS_MAX);
2255 META_ASSERT(D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D10_VIEWPORT_BOUNDS_MAX);
2256
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002257 switch (mFeatureLevel)
2258 {
2259 case D3D_FEATURE_LEVEL_11_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002260 return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002261 case D3D_FEATURE_LEVEL_10_1:
2262 case D3D_FEATURE_LEVEL_10_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002263 return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002264 default: UNREACHABLE();
2265 return 0;
2266 }
2267}
2268
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002269int Renderer11::getMaxTextureWidth() const
2270{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002271 switch (mFeatureLevel)
2272 {
2273 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2274 case D3D_FEATURE_LEVEL_10_1:
2275 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2276 default: UNREACHABLE(); return 0;
2277 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002278}
2279
2280int Renderer11::getMaxTextureHeight() const
2281{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002282 switch (mFeatureLevel)
2283 {
2284 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2285 case D3D_FEATURE_LEVEL_10_1:
2286 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2287 default: UNREACHABLE(); return 0;
2288 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002289}
2290
2291bool Renderer11::get32BitIndexSupport() const
2292{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002293 switch (mFeatureLevel)
2294 {
2295 case D3D_FEATURE_LEVEL_11_0:
2296 case D3D_FEATURE_LEVEL_10_1:
2297 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2298 default: UNREACHABLE(); return false;
2299 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002300}
2301
2302int Renderer11::getMinSwapInterval() const
2303{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002304 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002305}
2306
2307int Renderer11::getMaxSwapInterval() const
2308{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002309 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002310}
2311
2312int Renderer11::getMaxSupportedSamples() const
2313{
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +00002314 return mMaxSupportedSamples;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002315}
2316
shannon.woods@transgaming.com88fbd0f2013-02-28 23:05:46 +00002317int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
2318{
2319 if (requested == 0)
2320 {
2321 return 0;
2322 }
2323
2324 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2325 if (iter != mMultisampleSupportMap.end())
2326 {
2327 const MultisampleSupportInfo& info = iter->second;
2328 for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2329 {
2330 if (info.qualityLevels[i] > 0)
2331 {
2332 return i + 1;
2333 }
2334 }
2335 }
2336
2337 return -1;
2338}
2339
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002340bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002341{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002342 if (source && dest)
2343 {
2344 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2345 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2346
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002347 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002348 return true;
2349 }
2350
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002351 return false;
2352}
2353
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002354bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002355{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002356 if (source && dest)
2357 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002358 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2359 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002360
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002361 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002362 return true;
2363 }
2364
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002365 return false;
2366}
2367
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002368bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002369 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002370{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002371 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2372 if (!colorbuffer)
2373 {
2374 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002375 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002376 }
2377
2378 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2379 if (!sourceRenderTarget)
2380 {
2381 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002382 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002383 }
2384
2385 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2386 if (!source)
2387 {
2388 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002389 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002390 }
2391
2392 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2393 if (!storage11)
2394 {
2395 source->Release();
2396 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002397 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002398 }
2399
2400 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2401 if (!destRenderTarget)
2402 {
2403 source->Release();
2404 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002405 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002406 }
2407
2408 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2409 if (!dest)
2410 {
2411 source->Release();
2412 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002413 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002414 }
2415
2416 gl::Rectangle destRect;
2417 destRect.x = xoffset;
2418 destRect.y = yoffset;
2419 destRect.width = sourceRect.width;
2420 destRect.height = sourceRect.height;
2421
2422 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2423 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2424
2425 source->Release();
2426 dest->Release();
2427
2428 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002429}
2430
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002431bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002432 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002433{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002434 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2435 if (!colorbuffer)
2436 {
2437 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002438 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002439 }
2440
2441 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2442 if (!sourceRenderTarget)
2443 {
2444 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002445 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002446 }
2447
2448 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2449 if (!source)
2450 {
2451 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002452 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002453 }
2454
2455 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2456 if (!storage11)
2457 {
2458 source->Release();
2459 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002460 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002461 }
2462
2463 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
2464 if (!destRenderTarget)
2465 {
2466 source->Release();
2467 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002468 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002469 }
2470
2471 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2472 if (!dest)
2473 {
2474 source->Release();
2475 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002476 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002477 }
2478
2479 gl::Rectangle destRect;
2480 destRect.x = xoffset;
2481 destRect.y = yoffset;
2482 destRect.width = sourceRect.width;
2483 destRect.height = sourceRect.height;
2484
2485 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2486 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2487
2488 source->Release();
2489 dest->Release();
2490
2491 return ret;
2492}
2493
2494bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight,
2495 ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat)
2496{
2497 HRESULT result;
2498
2499 if (!mCopyResourcesInitialized)
2500 {
2501 ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS);
2502
2503 D3D11_BUFFER_DESC vbDesc;
2504 vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
2505 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
2506 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
2507 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2508 vbDesc.MiscFlags = 0;
2509 vbDesc.StructureByteStride = 0;
2510
2511 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
2512 ASSERT(SUCCEEDED(result));
2513 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
2514
2515 D3D11_SAMPLER_DESC samplerDesc;
2516 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
2517 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
2518 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
2519 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
2520 samplerDesc.MipLODBias = 0.0f;
2521 samplerDesc.MaxAnisotropy = 0;
2522 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
2523 samplerDesc.BorderColor[0] = 0.0f;
2524 samplerDesc.BorderColor[1] = 0.0f;
2525 samplerDesc.BorderColor[2] = 0.0f;
2526 samplerDesc.BorderColor[3] = 0.0f;
2527 samplerDesc.MinLOD = 0.0f;
2528 samplerDesc.MaxLOD = 0.0f;
2529
2530 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
2531 ASSERT(SUCCEEDED(result));
2532 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
2533
2534 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
2535 {
2536 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2537 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2538 };
2539
2540 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL);
2541 ASSERT(SUCCEEDED(result));
2542 d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout");
2543
2544 result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS);
2545 ASSERT(SUCCEEDED(result));
2546 d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader");
2547
2548 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS);
2549 ASSERT(SUCCEEDED(result));
2550 d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader");
2551
2552 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS);
2553 ASSERT(SUCCEEDED(result));
2554 d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader");
2555
2556 result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS);
2557 ASSERT(SUCCEEDED(result));
2558 d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader");
2559
2560 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS);
2561 ASSERT(SUCCEEDED(result));
2562 d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader");
2563
2564 mCopyResourcesInitialized = true;
2565 }
2566
2567 // Verify the source and destination area sizes
2568 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
2569 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
2570 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
2571 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight))
2572 {
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002573 return gl::error(GL_INVALID_VALUE, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002574 }
2575
2576 // Set vertices
2577 D3D11_MAPPED_SUBRESOURCE mappedResource;
2578 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
2579 if (FAILED(result))
2580 {
2581 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002582 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002583 }
2584
2585 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
2586
2587 // Create a quad in homogeneous coordinates
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002588 float x1 = (destArea.x / float(destWidth)) * 2.0f - 1.0f;
shannon.woods@transgaming.comcfdfd462013-02-28 23:13:01 +00002589 float y1 = ((destHeight - destArea.y - destArea.height) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002590 float x2 = ((destArea.x + destArea.width) / float(destWidth)) * 2.0f - 1.0f;
shannon.woods@transgaming.comcfdfd462013-02-28 23:13:01 +00002591 float y2 = ((destHeight - destArea.y) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002592
2593 float u1 = sourceArea.x / float(sourceWidth);
2594 float v1 = sourceArea.y / float(sourceHeight);
2595 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
2596 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
2597
2598 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
2599 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
2600 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
2601 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
2602
2603 mDeviceContext->Unmap(mCopyVB, 0);
2604
2605 static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
2606 static UINT startIdx = 0;
2607 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
2608
2609 // Apply state
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002610 mDeviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002611 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
2612 mDeviceContext->RSSetState(NULL);
2613
2614 // Apply shaders
2615 mDeviceContext->IASetInputLayout(mCopyIL);
2616 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
2617 mDeviceContext->VSSetShader(mCopyVS, NULL, 0);
2618
2619 ID3D11PixelShader *ps = NULL;
2620 switch(destFormat)
2621 {
2622 case GL_RGBA: ps = mCopyRGBAPS; break;
2623 case GL_RGB: ps = mCopyRGBPS; break;
2624 case GL_ALPHA: ps = mCopyRGBAPS; break;
2625 case GL_BGRA_EXT: ps = mCopyRGBAPS; break;
2626 case GL_LUMINANCE: ps = mCopyLumPS; break;
2627 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break;
2628 default: UNREACHABLE(); ps = NULL; break;
2629 }
2630
2631 mDeviceContext->PSSetShader(ps, NULL, 0);
shannon.woods@transgaming.com28e7ba02013-02-28 23:09:28 +00002632 mDeviceContext->GSSetShader(NULL, NULL, 0);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002633
2634 // Unset the currently bound shader resource to avoid conflicts
2635 static ID3D11ShaderResourceView *const nullSRV = NULL;
2636 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2637
2638 // Apply render targets
2639 mDeviceContext->OMSetRenderTargets(1, &dest, NULL);
2640
2641 // Set the viewport
2642 D3D11_VIEWPORT viewport;
2643 viewport.TopLeftX = 0;
2644 viewport.TopLeftY = 0;
2645 viewport.Width = destWidth;
2646 viewport.Height = destHeight;
2647 viewport.MinDepth = 0.0f;
2648 viewport.MaxDepth = 1.0f;
2649 mDeviceContext->RSSetViewports(1, &viewport);
2650
2651 // Apply textures
2652 mDeviceContext->PSSetShaderResources(0, 1, &source);
2653 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
2654
2655 // Draw the quad
2656 mDeviceContext->Draw(4, 0);
2657
2658 // Unbind textures and render targets and vertex buffer
2659 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2660
2661 static ID3D11RenderTargetView *const nullRTV = NULL;
2662 mDeviceContext->OMSetRenderTargets(1, &nullRTV, NULL);
2663
2664 static UINT zero = 0;
2665 static ID3D11Buffer *const nullBuffer = NULL;
2666 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
2667
2668 markAllStateDirty();
2669
2670 return true;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002671}
2672
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002673RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2674{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002675 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002676 RenderTarget11 *renderTarget = NULL;
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002677
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002678 if (depth)
2679 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002680 // Note: depth stencil may be NULL for 0 sized surfaces
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002681 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
2682 swapChain11->getDepthStencilTexture(), NULL,
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002683 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002684 }
2685 else
2686 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002687 // Note: render target may be NULL for 0 sized surfaces
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002688 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002689 swapChain11->getOffscreenTexture(),
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002690 swapChain11->getRenderTargetShaderResource(),
2691 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002692 }
2693 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002694}
2695
2696RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2697{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002698 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
2699 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002700}
2701
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002702ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002703{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002704 ShaderExecutable11 *executable = NULL;
2705
2706 switch (type)
2707 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002708 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002709 {
2710 ID3D11VertexShader *vshader = NULL;
2711 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2712 ASSERT(SUCCEEDED(result));
2713
2714 if (vshader)
2715 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002716 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002717 }
2718 }
2719 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002720 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002721 {
2722 ID3D11PixelShader *pshader = NULL;
2723 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2724 ASSERT(SUCCEEDED(result));
2725
2726 if (pshader)
2727 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002728 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002729 }
2730 }
2731 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002732 case rx::SHADER_GEOMETRY:
2733 {
2734 ID3D11GeometryShader *gshader = NULL;
2735 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
2736 ASSERT(SUCCEEDED(result));
2737
2738 if (gshader)
2739 {
2740 executable = new ShaderExecutable11(function, length, gshader);
2741 }
2742 }
2743 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002744 default:
2745 UNREACHABLE();
2746 break;
2747 }
2748
2749 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002750}
2751
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002752ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002753{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002754 const char *profile = NULL;
2755
2756 switch (type)
2757 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002758 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002759 profile = "vs_4_0";
2760 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002761 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002762 profile = "ps_4_0";
2763 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002764 case rx::SHADER_GEOMETRY:
2765 profile = "gs_4_0";
2766 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002767 default:
2768 UNREACHABLE();
2769 return NULL;
2770 }
2771
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +00002772 ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, D3DCOMPILE_OPTIMIZATION_LEVEL0, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002773 if (!binary)
2774 return NULL;
2775
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002776 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002777 binary->Release();
2778
2779 return executable;
2780}
2781
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002782VertexBuffer *Renderer11::createVertexBuffer()
2783{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00002784 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002785}
2786
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002787IndexBuffer *Renderer11::createIndexBuffer()
2788{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00002789 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002790}
2791
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +00002792BufferStorage *Renderer11::createBufferStorage()
2793{
2794 return new BufferStorage11(this);
2795}
2796
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002797QueryImpl *Renderer11::createQuery(GLenum type)
2798{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002799 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002800}
2801
2802FenceImpl *Renderer11::createFence()
2803{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002804 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002805}
2806
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002807bool Renderer11::getRenderTargetResource(gl::Framebuffer *framebuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
2808{
2809 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2810 if (colorbuffer)
2811 {
2812 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2813 if (renderTarget)
2814 {
2815 *subresourceIndex = renderTarget->getSubresourceIndex();
2816
2817 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
2818 if (colorBufferRTV)
2819 {
2820 ID3D11Resource *textureResource = NULL;
2821 colorBufferRTV->GetResource(&textureResource);
2822 colorBufferRTV->Release();
2823
2824 if (textureResource)
2825 {
2826 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
2827 textureResource->Release();
2828
2829 if (SUCCEEDED(result))
2830 {
2831 return true;
2832 }
2833 else
2834 {
2835 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
2836 "HRESULT: 0x%X.", result);
2837 }
2838 }
2839 }
2840 }
2841 }
2842
2843 return false;
2844}
2845
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002846bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002847 bool blitRenderTarget, bool blitDepthStencil)
2848{
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002849 if (blitRenderTarget && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_RENDERTARGET))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002850 {
2851 return false;
2852 }
2853
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002854 if (blitDepthStencil && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_DEPTHSTENCIL))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002855 {
2856 return false;
2857 }
2858
2859 return true;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002860}
2861
2862void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2863 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2864{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002865 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002866 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002867
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002868 if (getRenderTargetResource(framebuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002869 {
2870 gl::Rectangle area;
2871 area.x = x;
2872 area.y = y;
2873 area.width = width;
2874 area.height = height;
2875
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002876 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
2877 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002878
2879 colorBufferTexture->Release();
2880 colorBufferTexture = NULL;
2881 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002882}
2883
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002884Image *Renderer11::createImage()
2885{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00002886 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002887}
2888
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002889void Renderer11::generateMipmap(Image *dest, Image *src)
2890{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00002891 Image11 *dest11 = Image11::makeImage11(dest);
2892 Image11 *src11 = Image11::makeImage11(src);
2893 Image11::generateMipmap(dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002894}
2895
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002896TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
2897{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002898 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
2899 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002900}
2901
2902TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
2903{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002904 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002905}
2906
2907TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
2908{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002909 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002910}
2911
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002912static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
2913{
2914 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
2915 destFormat == GL_ALPHA &&
2916 destType == GL_UNSIGNED_BYTE)
2917 {
2918 return 1;
2919 }
2920 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
2921 destFormat == GL_RGBA &&
2922 destType == GL_UNSIGNED_BYTE)
2923 {
2924 return 4;
2925 }
2926 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
2927 destFormat == GL_BGRA_EXT &&
2928 destType == GL_UNSIGNED_BYTE)
2929 {
2930 return 4;
2931 }
2932 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
2933 destFormat == GL_RGBA &&
2934 destType == GL_HALF_FLOAT_OES)
2935 {
2936 return 8;
2937 }
2938 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
2939 destFormat == GL_RGB &&
2940 destType == GL_FLOAT)
2941 {
2942 return 12;
2943 }
2944 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
2945 destFormat == GL_RGBA &&
2946 destType == GL_FLOAT)
2947 {
2948 return 16;
2949 }
2950 else
2951 {
2952 return 0;
2953 }
2954}
2955
2956static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
2957 unsigned int y, int inputPitch, gl::Color *outColor)
2958{
2959 switch (format)
2960 {
2961 case DXGI_FORMAT_R8G8B8A8_UNORM:
2962 {
2963 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00002964 outColor->red = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
2965 outColor->green = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
2966 outColor->blue = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
2967 outColor->alpha = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002968 }
2969 break;
2970
2971 case DXGI_FORMAT_A8_UNORM:
2972 {
2973 outColor->red = 0.0f;
2974 outColor->green = 0.0f;
2975 outColor->blue = 0.0f;
2976 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
2977 }
2978 break;
2979
2980 case DXGI_FORMAT_R32G32B32A32_FLOAT:
2981 {
2982 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
2983 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
2984 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
2985 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
2986 }
2987 break;
2988
2989 case DXGI_FORMAT_R32G32B32_FLOAT:
2990 {
2991 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
2992 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
2993 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
2994 outColor->alpha = 1.0f;
2995 }
2996 break;
2997
2998 case DXGI_FORMAT_R16G16B16A16_FLOAT:
2999 {
3000 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
3001 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
3002 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
3003 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
3004 }
3005 break;
3006
3007 case DXGI_FORMAT_B8G8R8A8_UNORM:
3008 {
3009 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00003010 outColor->red = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
3011 outColor->blue = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
3012 outColor->green = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
3013 outColor->alpha = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003014 }
3015 break;
3016
3017 case DXGI_FORMAT_R8_UNORM:
3018 {
3019 outColor->red = *(data + x + y * inputPitch) / 255.0f;
3020 outColor->green = 0.0f;
3021 outColor->blue = 0.0f;
3022 outColor->alpha = 1.0f;
3023 }
3024 break;
3025
3026 case DXGI_FORMAT_R8G8_UNORM:
3027 {
3028 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
3029
3030 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
3031 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
3032 outColor->blue = 0.0f;
3033 outColor->alpha = 1.0f;
3034 }
3035 break;
3036
3037 case DXGI_FORMAT_R16_FLOAT:
3038 {
3039 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
3040 outColor->green = 0.0f;
3041 outColor->blue = 0.0f;
3042 outColor->alpha = 1.0f;
3043 }
3044 break;
3045
3046 case DXGI_FORMAT_R16G16_FLOAT:
3047 {
3048 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
3049 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
3050 outColor->blue = 0.0f;
3051 outColor->alpha = 1.0f;
3052 }
3053 break;
3054
3055 default:
3056 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
3057 UNIMPLEMENTED();
3058 break;
3059 }
3060}
3061
3062static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
3063 unsigned int y, int outputPitch, void *outData)
3064{
3065 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
3066 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
3067
3068 switch (format)
3069 {
3070 case GL_RGBA:
3071 switch (type)
3072 {
3073 case GL_UNSIGNED_BYTE:
3074 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3075 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3076 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3077 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3078 break;
3079
3080 default:
3081 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
3082 UNIMPLEMENTED();
3083 break;
3084 }
3085 break;
3086
3087 case GL_BGRA_EXT:
3088 switch (type)
3089 {
3090 case GL_UNSIGNED_BYTE:
3091 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3092 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3093 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
3094 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3095 break;
3096
3097 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
3098 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3099 // this type is packed as follows:
3100 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3101 // --------------------------------------------------------------------------------
3102 // | 4th | 3rd | 2nd | 1st component |
3103 // --------------------------------------------------------------------------------
3104 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3105 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3106 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
3107 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
3108 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
3109 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
3110 break;
3111
3112 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
3113 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3114 // this type is packed as follows:
3115 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3116 // --------------------------------------------------------------------------------
3117 // | 4th | 3rd | 2nd | 1st component |
3118 // --------------------------------------------------------------------------------
3119 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3120 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3121 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
3122 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
3123 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
3124 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
3125 break;
3126
3127 default:
3128 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
3129 UNIMPLEMENTED();
3130 break;
3131 }
3132 break;
3133
3134 case GL_RGB:
3135 switch (type)
3136 {
3137 case GL_UNSIGNED_SHORT_5_6_5:
3138 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3139 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
3140 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
3141 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
3142 break;
3143
3144 case GL_UNSIGNED_BYTE:
3145 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3146 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3147 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3148 break;
3149
3150 default:
3151 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
3152 UNIMPLEMENTED();
3153 break;
3154 }
3155 break;
3156
3157 default:
3158 ERR("WritePixelColor not implemented for format 0x%X.", format);
3159 UNIMPLEMENTED();
3160 break;
3161 }
3162}
3163
3164void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
3165 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
3166 GLint packAlignment, void *pixels)
3167{
3168 D3D11_TEXTURE2D_DESC textureDesc;
3169 texture->GetDesc(&textureDesc);
3170
3171 D3D11_TEXTURE2D_DESC stagingDesc;
3172 stagingDesc.Width = area.width;
3173 stagingDesc.Height = area.height;
3174 stagingDesc.MipLevels = 1;
3175 stagingDesc.ArraySize = 1;
3176 stagingDesc.Format = textureDesc.Format;
3177 stagingDesc.SampleDesc.Count = 1;
3178 stagingDesc.SampleDesc.Quality = 0;
3179 stagingDesc.Usage = D3D11_USAGE_STAGING;
3180 stagingDesc.BindFlags = 0;
3181 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
3182 stagingDesc.MiscFlags = 0;
3183
3184 ID3D11Texture2D* stagingTex = NULL;
3185 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
3186 if (FAILED(result))
3187 {
3188 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
3189 return;
3190 }
3191
3192 ID3D11Texture2D* srcTex = NULL;
3193 if (textureDesc.SampleDesc.Count > 1)
3194 {
3195 D3D11_TEXTURE2D_DESC resolveDesc;
3196 resolveDesc.Width = textureDesc.Width;
3197 resolveDesc.Height = textureDesc.Height;
3198 resolveDesc.MipLevels = 1;
3199 resolveDesc.ArraySize = 1;
3200 resolveDesc.Format = textureDesc.Format;
3201 resolveDesc.SampleDesc.Count = 1;
3202 resolveDesc.SampleDesc.Quality = 0;
3203 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
3204 resolveDesc.BindFlags = 0;
3205 resolveDesc.CPUAccessFlags = 0;
3206 resolveDesc.MiscFlags = 0;
3207
3208 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
3209 if (FAILED(result))
3210 {
3211 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
3212 stagingTex->Release();
3213 return;
3214 }
3215
3216 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
3217 subResource = 0;
3218 }
3219 else
3220 {
3221 srcTex = texture;
3222 srcTex->AddRef();
3223 }
3224
3225 D3D11_BOX srcBox;
3226 srcBox.left = area.x;
3227 srcBox.right = area.x + area.width;
3228 srcBox.top = area.y;
3229 srcBox.bottom = area.y + area.height;
3230 srcBox.front = 0;
3231 srcBox.back = 1;
3232
3233 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
3234
3235 srcTex->Release();
3236 srcTex = NULL;
3237
3238 D3D11_MAPPED_SUBRESOURCE mapping;
3239 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
3240
3241 unsigned char *source;
3242 int inputPitch;
3243 if (packReverseRowOrder)
3244 {
3245 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
3246 inputPitch = -static_cast<int>(mapping.RowPitch);
3247 }
3248 else
3249 {
3250 source = static_cast<unsigned char*>(mapping.pData);
3251 inputPitch = static_cast<int>(mapping.RowPitch);
3252 }
3253
3254 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
3255 if (fastPixelSize != 0)
3256 {
3257 unsigned char *dest = static_cast<unsigned char*>(pixels);
3258 for (int j = 0; j < area.height; j++)
3259 {
3260 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
3261 }
3262 }
3263 else
3264 {
3265 gl::Color pixelColor;
3266 for (int j = 0; j < area.height; j++)
3267 {
3268 for (int i = 0; i < area.width; i++)
3269 {
3270 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
3271 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
3272 }
3273 }
3274 }
3275
3276 mDeviceContext->Unmap(stagingTex, 0);
3277
3278 stagingTex->Release();
3279 stagingTex = NULL;
3280}
3281
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003282bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget,
3283 const gl::Rectangle &drawRect, BlitTarget target)
3284{
3285 ASSERT(readRect.width == drawRect.width && readRect.height == drawRect.height);
3286
3287 gl::Renderbuffer *readBuffer = NULL;
3288 switch (target)
3289 {
3290 case BLIT_RENDERTARGET:
3291 readBuffer = readTarget->getColorbuffer();
3292 break;
3293 case BLIT_DEPTHSTENCIL:
3294 readBuffer = readTarget->getDepthOrStencilbuffer();
3295 break;
3296 default: UNREACHABLE();
3297 }
3298 if (!readBuffer)
3299 {
3300 ERR("Failed to retrieve the color buffer from the read target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003301 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003302 }
3303
3304 RenderTarget11 *sourceRenderTarget = NULL;
3305 switch (target)
3306 {
3307 case BLIT_RENDERTARGET:
3308 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getRenderTarget());
3309 break;
3310 case BLIT_DEPTHSTENCIL:
3311 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getDepthStencil());
3312 break;
3313 default: UNREACHABLE();
3314 }
3315 if (!sourceRenderTarget)
3316 {
3317 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003318 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003319 }
3320
3321 ID3D11Texture2D *source = NULL;
3322 unsigned int sourceSubresource = 0;
3323 if (sourceRenderTarget->getSamples() > 0)
3324 {
3325 ID3D11Texture2D *unresolvedTexture = sourceRenderTarget->getTexture();
3326
3327 source = resolveMultisampledTexture(unresolvedTexture, sourceRenderTarget->getSubresourceIndex());
3328 sourceSubresource = 0;
3329
3330 unresolvedTexture->Release();
3331 }
3332 else
3333 {
3334 source = sourceRenderTarget->getTexture();
3335 sourceSubresource = sourceRenderTarget->getSubresourceIndex();
3336 }
3337
3338 if (!source)
3339 {
3340 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003341 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003342 }
3343
3344
3345 gl::Renderbuffer *drawBuffer = NULL;
3346 switch (target)
3347 {
3348 case BLIT_RENDERTARGET:
3349 drawBuffer = drawTarget->getColorbuffer();
3350 break;
3351 case BLIT_DEPTHSTENCIL:
3352 drawBuffer = drawTarget->getDepthOrStencilbuffer();
3353 break;
3354 default: UNREACHABLE();
3355 }
3356 if (!drawBuffer)
3357 {
3358 source->Release();
3359 ERR("Failed to retrieve the color buffer from the draw buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003360 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003361 }
3362
3363 RenderTarget11 *drawRenderTarget = NULL;
3364 switch (target)
3365 {
3366 case BLIT_RENDERTARGET:
3367 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getRenderTarget());
3368 break;
3369 case BLIT_DEPTHSTENCIL:
3370 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getDepthStencil());
3371 break;
3372 default: UNREACHABLE();
3373 }
3374 if (!drawRenderTarget)
3375 {
3376 source->Release();
3377 ERR("Failed to retrieve the render target from the render buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003378 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003379 }
3380
3381 ID3D11Texture2D *dest = drawRenderTarget->getTexture();
3382 unsigned int destSubresource = drawRenderTarget->getSubresourceIndex();
3383
3384 D3D11_BOX srcBox;
3385 srcBox.left = readRect.x;
3386 srcBox.right = readRect.x + readRect.width;
3387 srcBox.top = readRect.y;
3388 srcBox.bottom = readRect.y + readRect.height;
3389 srcBox.front = 0;
3390 srcBox.back = 1;
3391
3392 mDeviceContext->CopySubresourceRegion(dest, destSubresource, drawRect.x, drawRect.y, 0,
3393 source, sourceSubresource, &srcBox);
3394
3395 source->Release();
3396 dest->Release();
3397
3398 return true;
3399}
3400
shannon.woods@transgaming.comd67f9ce2013-02-28 23:06:09 +00003401ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
3402{
3403 D3D11_TEXTURE2D_DESC textureDesc;
3404 source->GetDesc(&textureDesc);
3405
3406 if (textureDesc.SampleDesc.Count > 1)
3407 {
3408 D3D11_TEXTURE2D_DESC resolveDesc;
3409 resolveDesc.Width = textureDesc.Width;
3410 resolveDesc.Height = textureDesc.Height;
3411 resolveDesc.MipLevels = 1;
3412 resolveDesc.ArraySize = 1;
3413 resolveDesc.Format = textureDesc.Format;
3414 resolveDesc.SampleDesc.Count = 1;
3415 resolveDesc.SampleDesc.Quality = 0;
3416 resolveDesc.Usage = textureDesc.Usage;
3417 resolveDesc.BindFlags = textureDesc.BindFlags;
3418 resolveDesc.CPUAccessFlags = 0;
3419 resolveDesc.MiscFlags = 0;
3420
3421 ID3D11Texture2D *resolveTexture = NULL;
3422 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
3423 if (FAILED(result))
3424 {
3425 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
3426 return NULL;
3427 }
3428
3429 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
3430 return resolveTexture;
3431 }
3432 else
3433 {
3434 source->AddRef();
3435 return source;
3436 }
3437}
3438
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003439}