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daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001//
2// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
8
9#include "common/debug.h"
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000013#include "libGLESv2/Program.h"
14#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000015#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000016#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000017#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000018#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000019
20#include "libEGL/Config.h"
21#include "libEGL/Display.h"
22
23namespace rx
24{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000025static const DXGI_FORMAT RenderTargetFormats[] =
26 {
27 DXGI_FORMAT_R8G8B8A8_UNORM
28 };
29
30static const DXGI_FORMAT DepthStencilFormats[] =
31 {
32 DXGI_FORMAT_D24_UNORM_S8_UINT
33 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000034
35Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
36{
37 mD3d11Module = NULL;
38 mDxgiModule = NULL;
39
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000040 mDeviceLost = false;
41
daniel@transgaming.com25072f62012-11-28 19:31:32 +000042 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000043 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000044 mDxgiAdapter = NULL;
45 mDxgiFactory = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000046}
47
48Renderer11::~Renderer11()
49{
50 releaseDeviceResources();
51
daniel@transgaming.com65e65372012-11-28 19:33:50 +000052 if (mDxgiFactory)
53 {
54 mDxgiFactory->Release();
55 mDxgiFactory = NULL;
56 }
57
58 if (mDxgiAdapter)
59 {
60 mDxgiAdapter->Release();
61 mDxgiAdapter = NULL;
62 }
63
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000064 if (mDeviceContext)
65 {
66 mDeviceContext->Release();
67 mDeviceContext = NULL;
68 }
69
daniel@transgaming.com25072f62012-11-28 19:31:32 +000070 if (mDevice)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000071 {
daniel@transgaming.com25072f62012-11-28 19:31:32 +000072 mDevice->Release();
73 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000074 }
75
76 if (mD3d11Module)
77 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000078 FreeLibrary(mD3d11Module);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000079 mD3d11Module = NULL;
80 }
81
82 if (mDxgiModule)
83 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000084 FreeLibrary(mDxgiModule);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000085 mDxgiModule = NULL;
86 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000087}
88
daniel@transgaming.comb64ed282012-11-28 20:54:02 +000089Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
90{
91 ASSERT(dynamic_cast<rx::Renderer11*>(renderer) != NULL);
92 return static_cast<rx::Renderer11*>(renderer);
93}
94
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000095EGLint Renderer11::initialize()
96{
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000097 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
98 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000099
100 if (mD3d11Module == NULL || mDxgiModule == NULL)
101 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000102 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000103 return EGL_NOT_INITIALIZED;
104 }
105
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000106 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000107
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000108 if (D3D11CreateDevice == NULL)
109 {
110 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
111 return EGL_NOT_INITIALIZED;
112 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000113
114 D3D_FEATURE_LEVEL featureLevel[] =
115 {
116 D3D_FEATURE_LEVEL_11_0,
117 D3D_FEATURE_LEVEL_10_1,
118 D3D_FEATURE_LEVEL_10_0,
119 };
120
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000121 HRESULT result = D3D11CreateDevice(NULL,
122 D3D_DRIVER_TYPE_HARDWARE,
123 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000124 #if defined(_DEBUG)
125 D3D11_CREATE_DEVICE_DEBUG,
126 #else
127 0,
128 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000129 featureLevel,
130 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000131 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000132 &mDevice,
133 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000134 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000135
136 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000137 {
138 ERR("Could not create D3D11 device - aborting!\n");
139 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
140 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000141
142 IDXGIDevice *dxgiDevice = NULL;
143 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
144
145 if (FAILED(result))
146 {
147 ERR("Could not query DXGI device - aborting!\n");
148 return EGL_NOT_INITIALIZED;
149 }
150
151 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
152
153 if (FAILED(result))
154 {
155 ERR("Could not retrieve DXGI adapter - aborting!\n");
156 return EGL_NOT_INITIALIZED;
157 }
158
159 dxgiDevice->Release();
160
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000161 mDxgiAdapter->GetDesc(&mAdapterDescription);
162 memset(mDescription, 0, sizeof(mDescription));
163 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
164
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000165 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
166
167 if (!mDxgiFactory || FAILED(result))
168 {
169 ERR("Could not create DXGI factory - aborting!\n");
170 return EGL_NOT_INITIALIZED;
171 }
172
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000173 initializeDevice();
174
175 return EGL_SUCCESS;
176}
177
178// do any one-time device initialization
179// NOTE: this is also needed after a device lost/reset
180// to reset the scene status and ensure the default states are reset.
181void Renderer11::initializeDevice()
182{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000183 mStateCache.initialize(mDevice);
184
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000185 markAllStateDirty();
186
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000187 // Permanent non-default states
188 // TODO
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000189 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000190}
191
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000192int Renderer11::generateConfigs(ConfigDesc **configDescList)
193{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000194 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
195 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000196 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
197 int numConfigs = 0;
198
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000199 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000200 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000201 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000202 {
203 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
204
205 UINT formatSupport = 0;
206 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
207
208 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
209 {
210 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
211
212 UINT formatSupport = 0;
213 HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
214
215 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL))
216 {
217 ConfigDesc newConfig;
218 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
219 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
220 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
221 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
222
223 (*configDescList)[numConfigs++] = newConfig;
224 }
225 }
226 }
227 }
228
229 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000230}
231
232void Renderer11::deleteConfigs(ConfigDesc *configDescList)
233{
234 delete [] (configDescList);
235}
236
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000237void Renderer11::sync(bool block)
238{
239 // TODO
240 UNIMPLEMENTED();
241}
242
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000243SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
244{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000245 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000246}
247
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000248void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
249{
250 // TODO
251 UNIMPLEMENTED();
252}
253
254void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
255{
256 // TODO
257 UNIMPLEMENTED();
258}
259
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000260void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000261{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000262 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000263 {
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000264 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000265 if (!dxRasterState)
266 {
267 ERR("NULL blend state returned by RenderStateCache::getRasterizerState, setting the "
268 "rasterizer state.");
269 }
270
271 mDeviceContext->RSSetState(dxRasterState);
272
273 if (dxRasterState)
274 {
275 dxRasterState->Release();
276 }
277 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000278 }
279
280 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000281}
282
283void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
284 unsigned int sampleMask)
285{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000286 if (mForceSetBlendState ||
287 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
288 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
289 sampleMask != mCurSampleMask)
290 {
291 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
292 if (!dxBlendState)
293 {
294 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
295 "blend state.");
296 }
297
298 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
299 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
300
301 if (dxBlendState)
302 {
303 dxBlendState->Release();
304 }
305 mCurBlendState = blendState;
306 mCurBlendColor = blendColor;
307 mCurSampleMask = sampleMask;
308 }
309
310 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000311}
312
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000313void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000314 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000315{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000316 if (mForceSetDepthStencilState ||
317 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
318 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
319 {
320 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
321 stencilRef != stencilBackRef ||
322 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
323 {
324 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
325 "invalid under WebGL.");
326 return error(GL_INVALID_OPERATION);
327 }
328
329 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
330 if (!dxDepthStencilState)
331 {
332 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
333 "setting the default depth stencil state.");
334 }
335
336 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
337
338 if (dxDepthStencilState)
339 {
340 dxDepthStencilState->Release();
341 }
342 mCurDepthStencilState = depthStencilState;
343 mCurStencilRef = stencilRef;
344 mCurStencilBackRef = stencilBackRef;
345 }
346
347 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000348}
349
daniel@transgaming.com04f1b332012-11-28 21:00:40 +0000350void Renderer11::setScissorRectangle(const gl::Rectangle &scissor)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000351{
daniel@transgaming.com04f1b332012-11-28 21:00:40 +0000352 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000353 {
354 D3D11_RECT rect;
daniel@transgaming.com04f1b332012-11-28 21:00:40 +0000355 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
356 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
357 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
358 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000359
360 mDeviceContext->RSSetScissorRects(1, &rect);
361
362 mCurScissor = scissor;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000363 }
364
365 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000366}
367
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000368bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, bool ignoreViewport,
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000369 gl::ProgramBinary *currentProgram, bool forceSetUniforms)
370{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000371 gl::Rectangle actualViewport = viewport;
372 float actualZNear = gl::clamp01(zNear);
373 float actualZFar = gl::clamp01(zFar);
374 if (ignoreViewport)
375 {
376 actualViewport.x = 0;
377 actualViewport.y = 0;
378 actualViewport.width = mRenderTargetDesc.width;
379 actualViewport.height = mRenderTargetDesc.height;
380 actualZNear = 0.0f;
381 actualZFar = 1.0f;
382 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000383
384 D3D11_VIEWPORT dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000385 dxViewport.TopLeftX = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
386 dxViewport.TopLeftY = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
387 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.TopLeftX));
388 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.TopLeftY));
389 dxViewport.MinDepth = actualZNear;
390 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000391
392 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
393 {
394 return false; // Nothing to render
395 }
396
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000397 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
398 actualZNear != mCurNear || actualZFar != mCurFar;
399
daniel@transgaming.com53670042012-11-28 20:55:51 +0000400 if (viewportChanged)
401 {
402 mDeviceContext->RSSetViewports(1, &dxViewport);
403
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000404 mCurViewport = actualViewport;
405 mCurNear = actualZNear;
406 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000407 }
408
409 if (currentProgram && (viewportChanged || forceSetUniforms))
410 {
411 GLint halfPixelSize = currentProgram->getDxHalfPixelSizeLocation();
412 GLfloat xy[2] = { 0.0f, 0.0f };
413 currentProgram->setUniform2fv(halfPixelSize, 1, xy);
414
415 // These values are used for computing gl_FragCoord in Program::linkVaryings().
416 GLint coord = currentProgram->getDxCoordLocation();
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000417 GLfloat whxy[4] = { actualViewport.width * 0.5f,
418 actualViewport.height * 0.5f,
419 actualViewport.x + (actualViewport.width * 0.5f),
420 actualViewport.y + (actualViewport.height * 0.5f) };
daniel@transgaming.com53670042012-11-28 20:55:51 +0000421 currentProgram->setUniform4fv(coord, 1, whxy);
422
423 GLint depth = currentProgram->getDxDepthLocation();
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000424 GLfloat dz[2] = { (actualZFar - actualZNear) * 0.5f, (actualZNear + actualZFar) * 0.5f };
daniel@transgaming.com53670042012-11-28 20:55:51 +0000425 currentProgram->setUniform2fv(depth, 1, dz);
426
427 GLint depthRange = currentProgram->getDxDepthRangeLocation();
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000428 GLfloat nearFarDiff[3] = { actualZNear, actualZFar, actualZFar - actualZNear };
daniel@transgaming.com53670042012-11-28 20:55:51 +0000429 currentProgram->setUniform3fv(depthRange, 1, nearFarDiff);
430 }
431
432 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000433 return true;
434}
435
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000436bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
437{
438 // TODO
439 UNIMPLEMENTED();
440
441 return false;
442}
443
444bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000445{
446 // TODO
447 UNIMPLEMENTED();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000448
449 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000450 mForceSetViewport = true;
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000451
452 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000453}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000454
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000455GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000456{
457 // TODO
458 UNIMPLEMENTED();
459
460 return GL_OUT_OF_MEMORY;
461}
462
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000463GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, gl::TranslatedIndexData *indexInfo)
464{
465 // TODO
466 UNIMPLEMENTED();
467
468 return GL_OUT_OF_MEMORY;
469}
470
471void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
472{
473 // TODO
474 UNIMPLEMENTED();
475}
476
daniel@transgaming.com97400dd2012-11-28 20:57:00 +0000477void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const gl::TranslatedIndexData &indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000478{
479 // TODO
480 UNIMPLEMENTED();
481}
482
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +0000483void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
484{
485 // TODO
486 UNIMPLEMENTED();
487}
488
daniel@transgaming.com084a2572012-11-28 20:55:17 +0000489void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +0000490{
491 // TODO
492 UNIMPLEMENTED();
493}
494
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000495void Renderer11::markAllStateDirty()
496{
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +0000497 mDepthStencilInitialized = false;
498 mRenderTargetDescInitialized = false;
499
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000500 mForceSetBlendState = true;
501 mForceSetRasterState = true;
502 mForceSetDepthStencilState = true;
503 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000504 mForceSetViewport = true;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000505}
506
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000507void Renderer11::releaseDeviceResources()
508{
509 // TODO
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000510 // UNIMPLEMENTED();
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000511 mStateCache.clear();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000512}
513
514void Renderer11::markDeviceLost()
515{
516 mDeviceLost = true;
517}
518
519bool Renderer11::isDeviceLost()
520{
521 return mDeviceLost;
522}
523
524// set notify to true to broadcast a message to all contexts of the device loss
525bool Renderer11::testDeviceLost(bool notify)
526{
527 bool isLost = false;
528
529 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000530 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000531
532 if (isLost)
533 {
534 // ensure we note the device loss --
535 // we'll probably get this done again by markDeviceLost
536 // but best to remember it!
537 // Note that we don't want to clear the device loss status here
538 // -- this needs to be done by resetDevice
539 mDeviceLost = true;
540 if (notify)
541 {
542 mDisplay->notifyDeviceLost();
543 }
544 }
545
546 return isLost;
547}
548
549bool Renderer11::testDeviceResettable()
550{
551 HRESULT status = D3D_OK;
552
553 // TODO
554 UNIMPLEMENTED();
555
556 switch (status)
557 {
558 case D3DERR_DEVICENOTRESET:
559 case D3DERR_DEVICEHUNG:
560 return true;
561 default:
562 return false;
563 }
564}
565
566bool Renderer11::resetDevice()
567{
568 releaseDeviceResources();
569
570 // TODO
571 UNIMPLEMENTED();
572
573 // reset device defaults
574 initializeDevice();
575 mDeviceLost = false;
576
577 return true;
578}
579
580DWORD Renderer11::getAdapterVendor() const
581{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000582 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000583}
584
585const char *Renderer11::getAdapterDescription() const
586{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000587 return mDescription;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000588}
589
590GUID Renderer11::getAdapterIdentifier() const
591{
592 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000593 // UNIMPLEMENTED();
594 GUID foo = {0};
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000595 return foo;
596}
597
598bool Renderer11::getDXT1TextureSupport()
599{
600 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000601 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000602 return false;
603}
604
605bool Renderer11::getDXT3TextureSupport()
606{
607 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000608 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000609 return false;
610}
611
612bool Renderer11::getDXT5TextureSupport()
613{
614 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000615 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000616 return false;
617}
618
619bool Renderer11::getDepthTextureSupport() const
620{
621 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000622 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000623 return false;
624}
625
626bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
627{
628 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000629 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000630
631 *filtering = false;
632 *renderable = false;
633 return false;
634}
635
636bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
637{
638 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000639 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000640
641 *filtering = false;
642 *renderable = false;
643 return false;
644}
645
646bool Renderer11::getLuminanceTextureSupport()
647{
648 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000649 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000650 return false;
651}
652
653bool Renderer11::getLuminanceAlphaTextureSupport()
654{
655 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000656 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000657 return false;
658}
659
660bool Renderer11::getTextureFilterAnisotropySupport() const
661{
662 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000663 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000664 return false;
665}
666
667float Renderer11::getTextureMaxAnisotropy() const
668{
669 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000670 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000671 return 1.0f;
672}
673
674bool Renderer11::getEventQuerySupport()
675{
676 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000677 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000678 return false;
679}
680
681bool Renderer11::getVertexTextureSupport() const
682{
683 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000684 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000685 return false;
686}
687
688bool Renderer11::getNonPower2TextureSupport() const
689{
690 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000691 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000692 return false;
693}
694
695bool Renderer11::getOcclusionQuerySupport() const
696{
697 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000698 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000699 return false;
700}
701
702bool Renderer11::getInstancingSupport() const
703{
704 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000705 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000706 return false;
707}
708
709bool Renderer11::getShareHandleSupport() const
710{
711 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000712 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000713
714 // PIX doesn't seem to support using share handles, so disable them.
715 return false && !gl::perfActive();
716}
717
daniel@transgaming.com9549bea2012-11-28 20:57:23 +0000718int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000719{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +0000720 switch (mFeatureLevel)
721 {
722 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
723 case D3D_FEATURE_LEVEL_10_1:
724 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
725 default: UNREACHABLE(); return 0;
726 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000727}
728
729float Renderer11::getMaxPointSize() const
730{
731 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000732 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000733 return 1.0f;
734}
735
736int Renderer11::getMaxTextureWidth() const
737{
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000738 switch (mFeatureLevel)
739 {
740 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
741 case D3D_FEATURE_LEVEL_10_1:
742 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
743 default: UNREACHABLE(); return 0;
744 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000745}
746
747int Renderer11::getMaxTextureHeight() const
748{
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000749 switch (mFeatureLevel)
750 {
751 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
752 case D3D_FEATURE_LEVEL_10_1:
753 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
754 default: UNREACHABLE(); return 0;
755 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000756}
757
758bool Renderer11::get32BitIndexSupport() const
759{
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000760 switch (mFeatureLevel)
761 {
762 case D3D_FEATURE_LEVEL_11_0:
763 case D3D_FEATURE_LEVEL_10_1:
764 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
765 default: UNREACHABLE(); return false;
766 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000767}
768
769int Renderer11::getMinSwapInterval() const
770{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +0000771 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000772}
773
774int Renderer11::getMaxSwapInterval() const
775{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +0000776 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000777}
778
779int Renderer11::getMaxSupportedSamples() const
780{
781 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000782 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000783 return 1;
784}
785
daniel@transgaming.com31b13e12012-11-28 19:34:30 +0000786bool Renderer11::copyToRenderTarget(TextureStorage2D *dest, TextureStorage2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +0000787{
788 // TODO
789 UNIMPLEMENTED();
790 return false;
791}
792
daniel@transgaming.com31b13e12012-11-28 19:34:30 +0000793bool Renderer11::copyToRenderTarget(TextureStorageCubeMap *dest, TextureStorageCubeMap *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +0000794{
795 // TODO
796 UNIMPLEMENTED();
797 return false;
798}
799
daniel@transgaming.com38380882012-11-28 19:36:39 +0000800bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
801 GLint xoffset, GLint yoffset, TextureStorage2D *storage, GLint level)
802{
803 // TODO
804 UNIMPLEMENTED();
805 return false;
806}
807
808bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
809 GLint xoffset, GLint yoffset, TextureStorageCubeMap *storage, GLenum target, GLint level)
810{
811 // TODO
812 UNIMPLEMENTED();
813 return false;
814}
815
daniel@transgaming.comf2423652012-11-28 20:53:50 +0000816RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
817{
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +0000818 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
819 RenderTarget11 *renderTarget = NULL;
820 if (depth)
821 {
822 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), swapChain11->getWidth(), swapChain11->getHeight());
823 }
824 else
825 {
826 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(), swapChain11->getWidth(), swapChain11->getHeight());
827 }
828 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +0000829}
830
831RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
832{
833 // TODO
834 UNIMPLEMENTED();
835 return NULL;
836}
837
daniel@transgaming.com55318902012-11-28 20:58:58 +0000838ShaderExecutable *Renderer11::loadExecutable(const DWORD *function, size_t length, GLenum type, void *data)
839{
840 // TODO
841 UNIMPLEMENTED();
842 return NULL;
843}
844
daniel@transgaming.coma9c71422012-11-28 20:58:45 +0000845ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type)
846{
847 // TODO
848 UNIMPLEMENTED();
849 return NULL;
850}
851
daniel@transgaming.com6c872172012-11-28 19:39:33 +0000852bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
853 bool blitRenderTarget, bool blitDepthStencil)
854{
855 // TODO
856 UNIMPLEMENTED();
857 return false;
858}
859
860void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
861 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
862{
863 // TODO
864 UNIMPLEMENTED();
865 return;
866}
867
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000868}