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shannon.woods@transgaming.combdf2d802013-02-28 23:16:20 +00001#include "precompiled.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002//
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00003// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00004// Use of this source code is governed by a BSD-style license that can be
5// found in the LICENSE file.
6//
7
8// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
9
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
shannonwoods@chromium.orga2ecfcc2013-05-30 00:11:59 +000011#include "common/utilities.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000012#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000013#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000014#include "libGLESv2/Framebuffer.h"
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000015#include "libGLESv2/RenderBuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000016#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000017#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000018#include "libGLESv2/renderer/renderer11_utils.h"
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +000019#include "libGLESv2/renderer/formatutils11.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"
Geoff Langb86b9792013-06-04 16:32:05 -040031#include "libGLESv2/renderer/Blit11.h"
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +000032
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000033#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
shannonwoods@chromium.org98949842013-05-30 00:01:51 +000034#include "libGLESv2/renderer/shaders/compiled/clearsingle11ps.h"
35#include "libGLESv2/renderer/shaders/compiled/clearmultiple11ps.h"
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000036
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000037#include "libEGL/Display.h"
38
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +000039#ifdef _DEBUG
40// this flag enables suppressing some spurious warnings that pop up in certain WebGL samples
41// and conformance tests. to enable all warnings, remove this define.
42#define ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS 1
43#endif
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
Geoff Langb86b9792013-06-04 16:32:05 -040073 mBlit = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000074
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000075 mClearResourcesInitialized = false;
76 mClearVB = NULL;
77 mClearIL = NULL;
78 mClearVS = NULL;
shannonwoods@chromium.org98949842013-05-30 00:01:51 +000079 mClearSinglePS = NULL;
80 mClearMultiplePS = NULL;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000081 mClearScissorRS = NULL;
82 mClearNoScissorRS = NULL;
83
daniel@transgaming.combdf787f2013-02-01 03:20:36 +000084 mSyncQuery = NULL;
85
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000086 mD3d11Module = NULL;
87 mDxgiModule = NULL;
88
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000089 mDeviceLost = false;
90
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +000091 mMaxSupportedSamples = 0;
92
daniel@transgaming.com25072f62012-11-28 19:31:32 +000093 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000094 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000095 mDxgiAdapter = NULL;
96 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +000097
98 mDriverConstantBufferVS = NULL;
99 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000100
101 mBGRATextureSupport = false;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +0000102
103 mIsGeometryShaderActive = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000104}
105
106Renderer11::~Renderer11()
107{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000108 release();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000109}
110
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000111Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
112{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000113 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000114 return static_cast<rx::Renderer11*>(renderer);
115}
116
shannon.woods%transgaming.com@gtempaccount.comf9686c22013-04-13 03:33:45 +0000117#ifndef __d3d11_1_h__
118#define D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET ((D3D11_MESSAGE_ID)3146081)
119#endif
120
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000121EGLint Renderer11::initialize()
122{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000123 if (!initializeCompiler())
124 {
125 return EGL_NOT_INITIALIZED;
126 }
127
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000128 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
129 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000130
131 if (mD3d11Module == NULL || mDxgiModule == NULL)
132 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000133 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000134 return EGL_NOT_INITIALIZED;
135 }
136
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000137 // create the D3D11 device
138 ASSERT(mDevice == NULL);
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000139 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000140
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000141 if (D3D11CreateDevice == NULL)
142 {
143 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
144 return EGL_NOT_INITIALIZED;
145 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000146
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000147 D3D_FEATURE_LEVEL featureLevels[] =
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000148 {
149 D3D_FEATURE_LEVEL_11_0,
150 D3D_FEATURE_LEVEL_10_1,
151 D3D_FEATURE_LEVEL_10_0,
152 };
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000153
shannonwoods@chromium.orgc3419c12013-05-30 00:02:01 +0000154 HRESULT result = S_OK;
155
156#ifdef _DEBUG
157 result = D3D11CreateDevice(NULL,
158 D3D_DRIVER_TYPE_HARDWARE,
159 NULL,
160 D3D11_CREATE_DEVICE_DEBUG,
161 featureLevels,
162 ArraySize(featureLevels),
163 D3D11_SDK_VERSION,
164 &mDevice,
165 &mFeatureLevel,
166 &mDeviceContext);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000167
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000168 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000169 {
shannonwoods@chromium.orgc3419c12013-05-30 00:02:01 +0000170 ERR("Failed creating Debug D3D11 device - falling back to release runtime.\n");
171 }
172
173 if (!mDevice || FAILED(result))
174#endif
175 {
176 result = D3D11CreateDevice(NULL,
177 D3D_DRIVER_TYPE_HARDWARE,
178 NULL,
179 0,
180 featureLevels,
181 ArraySize(featureLevels),
182 D3D11_SDK_VERSION,
183 &mDevice,
184 &mFeatureLevel,
185 &mDeviceContext);
186
187 if (!mDevice || FAILED(result))
188 {
189 ERR("Could not create D3D11 device - aborting!\n");
190 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
191 }
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000192 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000193
194 IDXGIDevice *dxgiDevice = NULL;
195 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
196
197 if (FAILED(result))
198 {
199 ERR("Could not query DXGI device - aborting!\n");
200 return EGL_NOT_INITIALIZED;
201 }
202
203 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
204
205 if (FAILED(result))
206 {
207 ERR("Could not retrieve DXGI adapter - aborting!\n");
208 return EGL_NOT_INITIALIZED;
209 }
210
211 dxgiDevice->Release();
212
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000213 mDxgiAdapter->GetDesc(&mAdapterDescription);
214 memset(mDescription, 0, sizeof(mDescription));
215 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
216
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000217 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
218
219 if (!mDxgiFactory || FAILED(result))
220 {
221 ERR("Could not create DXGI factory - aborting!\n");
222 return EGL_NOT_INITIALIZED;
223 }
224
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000225 // Disable some spurious D3D11 debug warnings to prevent them from flooding the output log
226#if defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG)
227 ID3D11InfoQueue *infoQueue;
228 result = mDevice->QueryInterface(__uuidof(ID3D11InfoQueue), (void **)&infoQueue);
229
230 if (SUCCEEDED(result))
231 {
232 D3D11_MESSAGE_ID hideMessages[] =
233 {
234 D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETS_HAZARD,
shannon.woods%transgaming.com@gtempaccount.comf9686c22013-04-13 03:33:45 +0000235 D3D11_MESSAGE_ID_DEVICE_PSSETSHADERRESOURCES_HAZARD,
236 D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000237 };
238
239 D3D11_INFO_QUEUE_FILTER filter = {0};
240 filter.DenyList.NumIDs = ArraySize(hideMessages);
241 filter.DenyList.pIDList = hideMessages;
242
243 infoQueue->AddStorageFilterEntries(&filter);
244
245 infoQueue->Release();
246 }
247#endif
248
Geoff Lang61e49a52013-05-29 10:22:58 -0400249 mMaxSupportedSamples = 0;
250
251 const d3d11::DXGIFormatSet &dxgiFormats = d3d11::GetAllUsedDXGIFormats();
252 for (d3d11::DXGIFormatSet::const_iterator i = dxgiFormats.begin(); i != dxgiFormats.end(); ++i)
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000253 {
Geoff Lang61e49a52013-05-29 10:22:58 -0400254 MultisampleSupportInfo support = getMultisampleSupportInfo(*i);
255 mMultisampleSupportMap.insert(std::make_pair(*i, support));
256 mMaxSupportedSamples = std::max(mMaxSupportedSamples, support.maxSupportedSamples);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000257 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000258
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000259 initializeDevice();
260
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000261 // BGRA texture support is optional in feature levels 10 and 10_1
262 UINT formatSupport;
263 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
264 if (FAILED(result))
265 {
266 ERR("Error checking BGRA format support: 0x%08X", result);
267 }
268 else
269 {
270 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
271 mBGRATextureSupport = (formatSupport & flags) == flags;
272 }
273
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +0000274 // Check floating point texture support
275 static const unsigned int requiredTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE;
276 static const unsigned int requiredRenderableFlags = D3D11_FORMAT_SUPPORT_RENDER_TARGET;
277 static const unsigned int requiredFilterFlags = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
278
279 DXGI_FORMAT float16Formats[] =
280 {
281 DXGI_FORMAT_R16_FLOAT,
282 DXGI_FORMAT_R16G16_FLOAT,
283 DXGI_FORMAT_R16G16B16A16_FLOAT,
284 };
285
286 DXGI_FORMAT float32Formats[] =
287 {
288 DXGI_FORMAT_R32_FLOAT,
289 DXGI_FORMAT_R32G32_FLOAT,
290 DXGI_FORMAT_R32G32B32_FLOAT,
291 DXGI_FORMAT_R32G32B32A32_FLOAT,
292 };
293
294 mFloat16TextureSupport = true;
295 mFloat16FilterSupport = true;
296 mFloat16RenderSupport = true;
297 for (unsigned int i = 0; i < ArraySize(float16Formats); i++)
298 {
299 if (SUCCEEDED(mDevice->CheckFormatSupport(float16Formats[i], &formatSupport)))
300 {
301 mFloat16TextureSupport = mFloat16TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
302 mFloat16FilterSupport = mFloat16FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
303 mFloat16RenderSupport = mFloat16RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
304 }
305 else
306 {
307 mFloat16TextureSupport = false;
308 mFloat16RenderSupport = false;
309 mFloat16FilterSupport = false;
310 }
311 }
312
313 mFloat32TextureSupport = true;
314 mFloat32FilterSupport = true;
315 mFloat32RenderSupport = true;
316 for (unsigned int i = 0; i < ArraySize(float32Formats); i++)
317 {
318 if (SUCCEEDED(mDevice->CheckFormatSupport(float32Formats[i], &formatSupport)))
319 {
320 mFloat32TextureSupport = mFloat32TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
321 mFloat32FilterSupport = mFloat32FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
322 mFloat32RenderSupport = mFloat32RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
323 }
324 else
325 {
326 mFloat32TextureSupport = false;
327 mFloat32FilterSupport = false;
328 mFloat32RenderSupport = false;
329 }
330 }
331
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +0000332 // Check compressed texture support
333 const unsigned int requiredCompressedTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D;
334
335 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC1_UNORM, &formatSupport)))
336 {
337 mDXT1TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
338 }
339 else
340 {
341 mDXT1TextureSupport = false;
342 }
343
344 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC3_UNORM, &formatSupport)))
345 {
346 mDXT3TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
347 }
348 else
349 {
350 mDXT3TextureSupport = false;
351 }
352
353 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC5_UNORM, &formatSupport)))
354 {
355 mDXT5TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
356 }
357 else
358 {
359 mDXT5TextureSupport = false;
360 }
361
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +0000362 // Check depth texture support
363 DXGI_FORMAT depthTextureFormats[] =
364 {
365 DXGI_FORMAT_D16_UNORM,
366 DXGI_FORMAT_D24_UNORM_S8_UINT,
367 };
368
369 static const unsigned int requiredDepthTextureFlags = D3D11_FORMAT_SUPPORT_DEPTH_STENCIL |
370 D3D11_FORMAT_SUPPORT_TEXTURE2D;
371
372 mDepthTextureSupport = true;
373 for (unsigned int i = 0; i < ArraySize(depthTextureFormats); i++)
374 {
375 if (SUCCEEDED(mDevice->CheckFormatSupport(depthTextureFormats[i], &formatSupport)))
376 {
377 mDepthTextureSupport = mDepthTextureSupport && ((formatSupport & requiredDepthTextureFlags) == requiredDepthTextureFlags);
378 }
379 else
380 {
381 mDepthTextureSupport = false;
382 }
383 }
384
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000385 return EGL_SUCCESS;
386}
387
388// do any one-time device initialization
389// NOTE: this is also needed after a device lost/reset
390// to reset the scene status and ensure the default states are reset.
391void Renderer11::initializeDevice()
392{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000393 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000394 mInputLayoutCache.initialize(mDevice, mDeviceContext);
395
396 ASSERT(!mVertexDataManager && !mIndexDataManager);
397 mVertexDataManager = new VertexDataManager(this);
398 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000399
Geoff Langb86b9792013-06-04 16:32:05 -0400400 ASSERT(!mBlit);
401 mBlit = new Blit11(this);
402
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000403 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000404}
405
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000406int Renderer11::generateConfigs(ConfigDesc **configDescList)
407{
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000408 unsigned int numRenderFormats = ArraySize(RenderTargetFormats);
409 unsigned int numDepthFormats = ArraySize(DepthStencilFormats);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000410 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
411 int numConfigs = 0;
412
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000413 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000414 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000415 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000416 {
417 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
418
419 UINT formatSupport = 0;
420 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000421
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000422 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
423 {
424 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
425
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000426 bool depthStencilFormatOK = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000427
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000428 if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
429 {
430 UINT formatSupport = 0;
431 result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
432 depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
433 }
434
435 if (depthStencilFormatOK)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000436 {
Jamie Madilld6cb2442013-07-10 15:13:38 -0400437 // FIXME: parse types from context version
438 ASSERT(d3d11_gl::GetInternalFormat(renderTargetFormat, 2) == d3d11_gl::GetInternalFormat(renderTargetFormat, 3));
439 ASSERT(d3d11_gl::GetInternalFormat(depthStencilFormat, 2) == d3d11_gl::GetInternalFormat(depthStencilFormat, 3));
440
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000441 ConfigDesc newConfig;
Jamie Madilld6cb2442013-07-10 15:13:38 -0400442 newConfig.renderTargetFormat = d3d11_gl::GetInternalFormat(renderTargetFormat, getCurrentClientVersion());
443 newConfig.depthStencilFormat = d3d11_gl::GetInternalFormat(depthStencilFormat, getCurrentClientVersion());
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000444 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
445 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
shannon.woods%transgaming.com@gtempaccount.comdcf33d52013-04-13 03:33:11 +0000446 newConfig.es3Capable = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000447
448 (*configDescList)[numConfigs++] = newConfig;
449 }
450 }
451 }
452 }
453
454 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000455}
456
457void Renderer11::deleteConfigs(ConfigDesc *configDescList)
458{
459 delete [] (configDescList);
460}
461
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000462void Renderer11::sync(bool block)
463{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000464 if (block)
465 {
466 HRESULT result;
467
468 if (!mSyncQuery)
469 {
470 D3D11_QUERY_DESC queryDesc;
471 queryDesc.Query = D3D11_QUERY_EVENT;
472 queryDesc.MiscFlags = 0;
473
474 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
475 ASSERT(SUCCEEDED(result));
476 }
477
478 mDeviceContext->End(mSyncQuery);
479 mDeviceContext->Flush();
480
481 do
482 {
483 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
484
485 // Keep polling, but allow other threads to do something useful first
486 Sleep(0);
487
488 if (testDeviceLost(true))
489 {
490 return;
491 }
492 }
493 while (result == S_FALSE);
494 }
495 else
496 {
497 mDeviceContext->Flush();
498 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000499}
500
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000501SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
502{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000503 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000504}
505
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000506void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
507{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000508 if (type == gl::SAMPLER_PIXEL)
509 {
510 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
511 {
512 ERR("Pixel shader sampler index %i is not valid.", index);
513 return;
514 }
515
516 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
517 {
518 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
519
520 if (!dxSamplerState)
521 {
522 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
523 "sampler state for pixel shaders at slot %i.", index);
524 }
525
526 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
527
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000528 mCurPixelSamplerStates[index] = samplerState;
529 }
530
531 mForceSetPixelSamplerStates[index] = false;
532 }
533 else if (type == gl::SAMPLER_VERTEX)
534 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000535 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000536 {
537 ERR("Vertex shader sampler index %i is not valid.", index);
538 return;
539 }
540
541 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
542 {
543 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
544
545 if (!dxSamplerState)
546 {
547 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
548 "sampler state for vertex shaders at slot %i.", index);
549 }
550
551 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
552
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000553 mCurVertexSamplerStates[index] = samplerState;
554 }
555
556 mForceSetVertexSamplerStates[index] = false;
557 }
558 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000559}
560
561void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
562{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000563 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000564 unsigned int serial = 0;
565 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000566
567 if (texture)
568 {
569 TextureStorageInterface *texStorage = texture->getNativeTexture();
570 if (texStorage)
571 {
572 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
573 textureSRV = storage11->getSRV();
574 }
575
576 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
577 // missing the shader resource view
578 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000579
580 serial = texture->getTextureSerial();
581 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000582 }
583
584 if (type == gl::SAMPLER_PIXEL)
585 {
586 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
587 {
588 ERR("Pixel shader sampler index %i is not valid.", index);
589 return;
590 }
591
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000592 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
593 {
594 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
595 }
596
597 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000598 }
599 else if (type == gl::SAMPLER_VERTEX)
600 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000601 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000602 {
603 ERR("Vertex shader sampler index %i is not valid.", index);
604 return;
605 }
606
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000607 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
608 {
609 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
610 }
611
612 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000613 }
614 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000615}
616
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000617bool Renderer11::setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], const gl::Buffer *fragmentUniformBuffers[])
618{
619 // convert buffers to ID3D11Buffer*
620 ID3D11Buffer *vertexConstantBuffers[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS] = { NULL };
621 ID3D11Buffer *pixelConstantBuffers[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS] = { NULL };
622
623 for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; uniformBufferIndex++)
624 {
625 const gl::Buffer *uniformBuffer = vertexUniformBuffers[uniformBufferIndex];
626 if (uniformBuffer)
627 {
628 BufferStorage11 *bufferStorage = BufferStorage11::makeBufferStorage11(uniformBuffer->getStorage());
629 ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(GL_UNIFORM_BUFFER);
630
631 if (!constantBuffer)
632 {
633 return false;
634 }
635
Geoff Langc6354ee2013-07-22 10:40:07 -0400636 if (mCurrentConstantBufferVS[uniformBufferIndex] != bufferStorage->getSerial())
637 {
638 mDeviceContext->VSSetConstantBuffers(getReservedVertexUniformBuffers() + uniformBufferIndex,
639 1, &constantBuffer);
640 mCurrentConstantBufferVS[uniformBufferIndex] = bufferStorage->getSerial();
641 }
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000642 }
643 }
644
645 for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS; uniformBufferIndex++)
646 {
647 const gl::Buffer *uniformBuffer = fragmentUniformBuffers[uniformBufferIndex];
648 if (uniformBuffer)
649 {
650 BufferStorage11 *bufferStorage = BufferStorage11::makeBufferStorage11(uniformBuffer->getStorage());
651 ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(GL_UNIFORM_BUFFER);
652
653 if (!constantBuffer)
654 {
655 return false;
656 }
657
Geoff Langc6354ee2013-07-22 10:40:07 -0400658 if (mCurrentConstantBufferPS[uniformBufferIndex] != bufferStorage->getSerial())
659 {
660 mDeviceContext->PSSetConstantBuffers(getReservedFragmentUniformBuffers() + uniformBufferIndex,
661 1, &constantBuffer);
662 mCurrentConstantBufferPS[uniformBufferIndex] = bufferStorage->getSerial();
663 }
664
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000665 pixelConstantBuffers[uniformBufferIndex] = constantBuffer;
666 }
667 }
668
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000669 return true;
670}
671
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000672void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000673{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000674 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000675 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000676 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
677 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000678 if (!dxRasterState)
679 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000680 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000681 "rasterizer state.");
682 }
683
684 mDeviceContext->RSSetState(dxRasterState);
685
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000686 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000687 }
688
689 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000690}
691
Geoff Lang2a64ee42013-05-31 11:22:40 -0400692void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::ColorF &blendColor,
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000693 unsigned int sampleMask)
694{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000695 if (mForceSetBlendState ||
696 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
Geoff Lang2a64ee42013-05-31 11:22:40 -0400697 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::ColorF)) != 0 ||
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000698 sampleMask != mCurSampleMask)
699 {
700 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
701 if (!dxBlendState)
702 {
703 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
704 "blend state.");
705 }
706
shannonwoods@chromium.org568c82e2013-05-30 00:13:15 +0000707 float blendColors[4] = {0.0f};
708 if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
709 blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
710 {
711 blendColors[0] = blendColor.red;
712 blendColors[1] = blendColor.green;
713 blendColors[2] = blendColor.blue;
714 blendColors[3] = blendColor.alpha;
715 }
716 else
717 {
718 blendColors[0] = blendColor.alpha;
719 blendColors[1] = blendColor.alpha;
720 blendColors[2] = blendColor.alpha;
721 blendColors[3] = blendColor.alpha;
722 }
723
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000724 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
725
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000726 mCurBlendState = blendState;
727 mCurBlendColor = blendColor;
728 mCurSampleMask = sampleMask;
729 }
730
731 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000732}
733
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000734void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000735 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000736{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000737 if (mForceSetDepthStencilState ||
738 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
739 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
740 {
741 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
742 stencilRef != stencilBackRef ||
743 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
744 {
745 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
746 "invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000747 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000748 }
749
750 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
751 if (!dxDepthStencilState)
752 {
753 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
754 "setting the default depth stencil state.");
755 }
756
757 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
758
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000759 mCurDepthStencilState = depthStencilState;
760 mCurStencilRef = stencilRef;
761 mCurStencilBackRef = stencilBackRef;
762 }
763
764 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000765}
766
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000767void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000768{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000769 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
770 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000771 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000772 if (enabled)
773 {
774 D3D11_RECT rect;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000775 rect.left = std::max(0, scissor.x);
776 rect.top = std::max(0, scissor.y);
777 rect.right = scissor.x + std::max(0, scissor.width);
778 rect.bottom = scissor.y + std::max(0, scissor.height);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000779
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000780 mDeviceContext->RSSetScissorRects(1, &rect);
781 }
782
783 if (enabled != mScissorEnabled)
784 {
785 mForceSetRasterState = true;
786 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000787
788 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000789 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000790 }
791
792 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000793}
794
daniel@transgaming.com12985182012-12-20 20:56:31 +0000795bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000796 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000797{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000798 gl::Rectangle actualViewport = viewport;
799 float actualZNear = gl::clamp01(zNear);
800 float actualZFar = gl::clamp01(zFar);
801 if (ignoreViewport)
802 {
803 actualViewport.x = 0;
804 actualViewport.y = 0;
805 actualViewport.width = mRenderTargetDesc.width;
806 actualViewport.height = mRenderTargetDesc.height;
807 actualZNear = 0.0f;
808 actualZFar = 1.0f;
809 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000810
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000811 // Get D3D viewport bounds, which depends on the feature level
812 const Range& viewportBounds = getViewportBounds();
813
814 // 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 +0000815 D3D11_VIEWPORT dxViewport;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000816 dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end);
817 dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end);
818 dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension());
819 dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension());
820 dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX));
821 dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY));
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000822 dxViewport.MinDepth = actualZNear;
823 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000824
825 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
826 {
827 return false; // Nothing to render
828 }
829
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000830 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
831 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000832
daniel@transgaming.com53670042012-11-28 20:55:51 +0000833 if (viewportChanged)
834 {
835 mDeviceContext->RSSetViewports(1, &dxViewport);
836
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000837 mCurViewport = actualViewport;
838 mCurNear = actualZNear;
839 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000840
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +0000841 mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f;
842 mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f;
843 mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
844 mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000845
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000846 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
847 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000848
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000849 mVertexConstants.depthRange[0] = actualZNear;
850 mVertexConstants.depthRange[1] = actualZFar;
851 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000852
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000853 mPixelConstants.depthRange[0] = actualZNear;
854 mPixelConstants.depthRange[1] = actualZFar;
855 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000856 }
857
858 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000859 return true;
860}
861
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000862bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
863{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000864 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000865
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000866 switch (mode)
867 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000868 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
869 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000870 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000871 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
872 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
873 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000874 // emulate fans via rewriting index buffer
Shannon Woods5ab33c82013-06-26 15:31:09 -0400875 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000876 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000877 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000878 }
879
Geoff Lang4c095862013-07-22 10:43:36 -0400880 if (primitiveTopology != mCurrentPrimitiveTopology)
881 {
882 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
883 mCurrentPrimitiveTopology = primitiveTopology;
884 }
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000885
886 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000887}
888
889bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000890{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000891 // Get the color render buffer and serial
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000892 // Also extract the render target dimensions and view
893 unsigned int renderTargetWidth = 0;
894 unsigned int renderTargetHeight = 0;
895 GLenum renderTargetFormat = 0;
896 unsigned int renderTargetSerials[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {0};
897 ID3D11RenderTargetView* framebufferRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
898 bool missingColorRenderTarget = true;
899
900 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000901 {
shannon.woods%transgaming.com@gtempaccount.com4059a382013-04-13 03:31:16 +0000902 const GLenum drawBufferState = framebuffer->getDrawBufferState(colorAttachment);
903
904 if (framebuffer->getColorbufferType(colorAttachment) != GL_NONE && drawBufferState != GL_NONE)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000905 {
shannon.woods%transgaming.com@gtempaccount.com4059a382013-04-13 03:31:16 +0000906 // the draw buffer must be either "none", "back" for the default buffer or the same index as this color (in order)
907 ASSERT(drawBufferState == GL_BACK || drawBufferState == (GL_COLOR_ATTACHMENT0_EXT + colorAttachment));
908
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000909 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(colorAttachment);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000910
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000911 if (!colorbuffer)
912 {
913 ERR("render target pointer unexpectedly null.");
914 return false;
915 }
shannon.woods@transgaming.com3e3da582013-02-28 23:09:03 +0000916
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000917 // check for zero-sized default framebuffer, which is a special case.
918 // in this case we do not wish to modify any state and just silently return false.
919 // this will not report any gl error but will cause the calling method to return.
920 if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0)
921 {
922 return false;
923 }
924
925 renderTargetSerials[colorAttachment] = colorbuffer->getSerial();
926
927 // Extract the render target dimensions and view
928 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
929 if (!renderTarget)
930 {
931 ERR("render target pointer unexpectedly null.");
932 return false;
933 }
934
935 framebufferRTVs[colorAttachment] = renderTarget->getRenderTargetView();
936 if (!framebufferRTVs[colorAttachment])
937 {
938 ERR("render target view pointer unexpectedly null.");
939 return false;
940 }
941
942 if (missingColorRenderTarget)
943 {
944 renderTargetWidth = colorbuffer->getWidth();
945 renderTargetHeight = colorbuffer->getHeight();
946 renderTargetFormat = colorbuffer->getActualFormat();
947 missingColorRenderTarget = false;
948 }
949 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000950 }
951
952 // Get the depth stencil render buffer and serials
953 gl::Renderbuffer *depthStencil = NULL;
954 unsigned int depthbufferSerial = 0;
955 unsigned int stencilbufferSerial = 0;
956 if (framebuffer->getDepthbufferType() != GL_NONE)
957 {
958 depthStencil = framebuffer->getDepthbuffer();
959 if (!depthStencil)
960 {
961 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000962 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000963 return false;
964 }
965
966 depthbufferSerial = depthStencil->getSerial();
967 }
968 else if (framebuffer->getStencilbufferType() != GL_NONE)
969 {
970 depthStencil = framebuffer->getStencilbuffer();
971 if (!depthStencil)
972 {
973 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000974 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000975 return false;
976 }
977
978 stencilbufferSerial = depthStencil->getSerial();
979 }
980
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000981 // Extract the depth stencil sizes and view
982 unsigned int depthSize = 0;
983 unsigned int stencilSize = 0;
984 ID3D11DepthStencilView* framebufferDSV = NULL;
985 if (depthStencil)
986 {
987 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
988 if (!depthStencilRenderTarget)
989 {
990 ERR("render target pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000991 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000992 return false;
993 }
994
995 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
996 if (!framebufferDSV)
997 {
998 ERR("depth stencil view pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000999 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001000 return false;
1001 }
1002
1003 // If there is no render buffer, the width, height and format values come from
1004 // the depth stencil
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001005 if (missingColorRenderTarget)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001006 {
1007 renderTargetWidth = depthStencil->getWidth();
1008 renderTargetHeight = depthStencil->getHeight();
1009 renderTargetFormat = depthStencil->getActualFormat();
1010 }
1011
1012 depthSize = depthStencil->getDepthSize();
1013 stencilSize = depthStencil->getStencilSize();
1014 }
1015
1016 // Apply the render target and depth stencil
1017 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001018 memcmp(renderTargetSerials, mAppliedRenderTargetSerials, sizeof(renderTargetSerials)) != 0 ||
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001019 depthbufferSerial != mAppliedDepthbufferSerial ||
1020 stencilbufferSerial != mAppliedStencilbufferSerial)
1021 {
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001022 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), framebufferRTVs, framebufferDSV);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001023
1024 mRenderTargetDesc.width = renderTargetWidth;
1025 mRenderTargetDesc.height = renderTargetHeight;
1026 mRenderTargetDesc.format = renderTargetFormat;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00001027 mForceSetViewport = true;
1028 mForceSetScissor = true;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001029
1030 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
1031 {
1032 mCurDepthSize = depthSize;
1033 mForceSetRasterState = true;
1034 }
1035
1036 mCurStencilSize = stencilSize;
1037
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001038 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
1039 {
1040 mAppliedRenderTargetSerials[rtIndex] = renderTargetSerials[rtIndex];
1041 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001042 mAppliedDepthbufferSerial = depthbufferSerial;
1043 mAppliedStencilbufferSerial = stencilbufferSerial;
1044 mRenderTargetDescInitialized = true;
1045 mDepthStencilInitialized = true;
1046 }
1047
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001048 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001049}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001050
Jamie Madill57a89722013-07-02 11:57:03 -04001051GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, const gl::VertexAttribute vertexAttributes[], gl::VertexAttribCurrentValueData currentValues[],
Jamie Madilla857c362013-07-02 11:57:02 -04001052 GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +00001053{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001054 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
Jamie Madilla857c362013-07-02 11:57:02 -04001055 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, currentValues, programBinary, first, count, attributes, instances);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001056 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +00001057 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001058 return err;
1059 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +00001060
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001061 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +00001062}
1063
daniel@transgaming.com31240482012-11-28 21:06:41 +00001064GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001065{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001066 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001067
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001068 if (err == GL_NO_ERROR)
1069 {
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001070 if (indexInfo->storage)
1071 {
1072 if (indexInfo->serial != mAppliedStorageIBSerial || indexInfo->startOffset != mAppliedIBOffset)
1073 {
1074 BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(indexInfo->storage);
1075 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1076
shannonwoods@chromium.org675526e2013-05-30 00:04:49 +00001077 mDeviceContext->IASetIndexBuffer(storage->getBuffer(GL_ELEMENT_ARRAY_BUFFER), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001078
1079 mAppliedIBSerial = 0;
1080 mAppliedStorageIBSerial = storage->getSerial();
1081 mAppliedIBOffset = indexInfo->startOffset;
1082 }
1083 }
1084 else if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001085 {
1086 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1087
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +00001088 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001089
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001090 mAppliedIBSerial = indexInfo->serial;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001091 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001092 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001093 }
1094 }
1095
1096 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001097}
1098
1099void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
1100{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001101 if (mode == GL_LINE_LOOP)
1102 {
1103 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1104 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001105 else if (mode == GL_TRIANGLE_FAN)
1106 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001107 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001108 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001109 else if (instances > 0)
1110 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001111 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001112 }
1113 else
1114 {
1115 mDeviceContext->Draw(count, 0);
1116 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001117}
1118
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001119void 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 +00001120{
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001121 if (mode == GL_LINE_LOOP)
1122 {
1123 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
1124 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001125 else if (mode == GL_TRIANGLE_FAN)
1126 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001127 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
1128 }
1129 else if (instances > 0)
1130 {
1131 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001132 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001133 else
1134 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +00001135 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001136 }
1137}
1138
1139void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1140{
1141 // Get the raw indices for an indexed draw
1142 if (type != GL_NONE && elementArrayBuffer)
1143 {
1144 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001145 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001146 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001147 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001148 }
1149
1150 if (!mLineLoopIB)
1151 {
1152 mLineLoopIB = new StreamingIndexBufferInterface(this);
1153 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1154 {
1155 delete mLineLoopIB;
1156 mLineLoopIB = NULL;
1157
1158 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001159 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001160 }
1161 }
1162
Geoff Langeadfd572013-07-09 15:55:07 -04001163 if (static_cast<unsigned int>(count + 1) > (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int)))
1164 {
1165 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP, too many indices required.");
1166 return gl::error(GL_OUT_OF_MEMORY);
1167 }
1168
1169 const unsigned int spaceNeeded = (count + 1) * sizeof(unsigned int);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001170 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1171 {
1172 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001173 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001174 }
1175
1176 void* mappedMemory = NULL;
1177 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1178 if (offset == -1 || mappedMemory == NULL)
1179 {
1180 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001181 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001182 }
1183
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001184 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001185 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001186
1187 switch (type)
1188 {
1189 case GL_NONE: // Non-indexed draw
1190 for (int i = 0; i < count; i++)
1191 {
1192 data[i] = i;
1193 }
1194 data[count] = 0;
1195 break;
1196 case GL_UNSIGNED_BYTE:
1197 for (int i = 0; i < count; i++)
1198 {
1199 data[i] = static_cast<const GLubyte*>(indices)[i];
1200 }
1201 data[count] = static_cast<const GLubyte*>(indices)[0];
1202 break;
1203 case GL_UNSIGNED_SHORT:
1204 for (int i = 0; i < count; i++)
1205 {
1206 data[i] = static_cast<const GLushort*>(indices)[i];
1207 }
1208 data[count] = static_cast<const GLushort*>(indices)[0];
1209 break;
1210 case GL_UNSIGNED_INT:
1211 for (int i = 0; i < count; i++)
1212 {
1213 data[i] = static_cast<const GLuint*>(indices)[i];
1214 }
1215 data[count] = static_cast<const GLuint*>(indices)[0];
1216 break;
1217 default: UNREACHABLE();
1218 }
1219
1220 if (!mLineLoopIB->unmapBuffer())
1221 {
1222 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001223 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001224 }
1225
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001226 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001227 {
1228 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
1229
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001230 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001231 mAppliedIBSerial = mLineLoopIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001232 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001233 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001234 }
1235
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001236 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001237}
1238
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001239void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001240{
1241 // Get the raw indices for an indexed draw
1242 if (type != GL_NONE && elementArrayBuffer)
1243 {
1244 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001245 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001246 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001247 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001248 }
1249
1250 if (!mTriangleFanIB)
1251 {
1252 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1253 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1254 {
1255 delete mTriangleFanIB;
1256 mTriangleFanIB = NULL;
1257
1258 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001259 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001260 }
1261 }
1262
Geoff Langeadfd572013-07-09 15:55:07 -04001263 const unsigned int numTris = count - 2;
1264
1265 if (numTris * 3 > (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int)))
1266 {
1267 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN, too many indices required.");
1268 return gl::error(GL_OUT_OF_MEMORY);
1269 }
1270
1271 const unsigned int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001272 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1273 {
1274 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001275 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001276 }
1277
1278 void* mappedMemory = NULL;
1279 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
1280 if (offset == -1 || mappedMemory == NULL)
1281 {
1282 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001283 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001284 }
1285
1286 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1287 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
1288
1289 switch (type)
1290 {
1291 case GL_NONE: // Non-indexed draw
Geoff Langeadfd572013-07-09 15:55:07 -04001292 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001293 {
1294 data[i*3 + 0] = 0;
1295 data[i*3 + 1] = i + 1;
1296 data[i*3 + 2] = i + 2;
1297 }
1298 break;
1299 case GL_UNSIGNED_BYTE:
Geoff Langeadfd572013-07-09 15:55:07 -04001300 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001301 {
1302 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1303 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1304 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1305 }
1306 break;
1307 case GL_UNSIGNED_SHORT:
Geoff Langeadfd572013-07-09 15:55:07 -04001308 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001309 {
1310 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1311 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1312 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1313 }
1314 break;
1315 case GL_UNSIGNED_INT:
Geoff Langeadfd572013-07-09 15:55:07 -04001316 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001317 {
1318 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1319 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1320 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1321 }
1322 break;
1323 default: UNREACHABLE();
1324 }
1325
1326 if (!mTriangleFanIB->unmapBuffer())
1327 {
1328 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001329 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001330 }
1331
1332 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1333 {
1334 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1335
1336 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1337 mAppliedIBSerial = mTriangleFanIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001338 mAppliedStorageIBSerial = 0;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001339 mAppliedIBOffset = indexBufferOffset;
1340 }
1341
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001342 if (instances > 0)
1343 {
1344 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1345 }
1346 else
1347 {
1348 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1349 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001350}
1351
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001352void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1353{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001354 unsigned int programBinarySerial = programBinary->getSerial();
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001355 const bool updateProgramState = (programBinarySerial != mAppliedProgramBinarySerial);
1356
1357 if (updateProgramState)
daniel@transgaming.come4991412012-12-20 20:55:34 +00001358 {
1359 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1360 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001361
daniel@transgaming.come4991412012-12-20 20:55:34 +00001362 ID3D11VertexShader *vertexShader = NULL;
1363 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001364
daniel@transgaming.come4991412012-12-20 20:55:34 +00001365 ID3D11PixelShader *pixelShader = NULL;
1366 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001367
daniel@transgaming.come4991412012-12-20 20:55:34 +00001368 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1369 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001370
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001371 programBinary->dirtyAllUniforms();
1372
1373 mAppliedProgramBinarySerial = programBinarySerial;
1374 }
1375
1376 // Only use the geometry shader currently for point sprite drawing
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001377 const bool usesGeometryShader = (programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode);
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001378
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001379 if (updateProgramState || usesGeometryShader != mIsGeometryShaderActive)
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001380 {
1381 if (usesGeometryShader)
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001382 {
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001383 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
1384 ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001385 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1386 }
1387 else
1388 {
1389 mDeviceContext->GSSetShader(NULL, NULL, 0);
1390 }
1391
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001392 mIsGeometryShaderActive = usesGeometryShader;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001393 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001394}
1395
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001396void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001397{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001398 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1399 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001400
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001401 unsigned int totalRegisterCountVS = 0;
1402 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001403
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001404 bool vertexUniformsDirty = false;
1405 bool pixelUniformsDirty = false;
1406
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001407 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1408 {
1409 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001410
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001411 if (uniform->isReferencedByVertexShader())
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001412 {
1413 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001414 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001415 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001416
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001417 if (uniform->isReferencedByFragmentShader())
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001418 {
1419 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001420 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001421 }
1422 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001423
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001424 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1425 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1426
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001427 float (*mapVS)[4] = NULL;
1428 float (*mapPS)[4] = NULL;
1429
Shannon Woods5ab33c82013-06-26 15:31:09 -04001430 if (totalRegisterCountVS > 0 && vertexUniformsDirty)
1431 {
1432 D3D11_MAPPED_SUBRESOURCE map = {0};
1433 HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1434 ASSERT(SUCCEEDED(result));
1435 mapVS = (float(*)[4])map.pData;
1436 }
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001437
Shannon Woods5ab33c82013-06-26 15:31:09 -04001438 if (totalRegisterCountPS > 0 && pixelUniformsDirty)
1439 {
1440 D3D11_MAPPED_SUBRESOURCE map = {0};
1441 HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1442 ASSERT(SUCCEEDED(result));
1443 mapPS = (float(*)[4])map.pData;
1444 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001445
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001446 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001447 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001448 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001449
Nicolas Capense6050882013-07-08 10:43:10 -04001450 if (!gl::IsSampler(uniform->type))
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001451 {
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001452 if (uniform->isReferencedByVertexShader() && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001453 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001454 memcpy(mapVS + uniform->vsRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001455 }
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001456
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001457 if (uniform->isReferencedByFragmentShader() && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001458 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001459 memcpy(mapPS + uniform->psRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001460 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001461 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001462
1463 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001464 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001465
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001466 if (mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001467 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001468 mDeviceContext->Unmap(vertexConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001469 }
1470
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001471 if (mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001472 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001473 mDeviceContext->Unmap(pixelConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001474 }
Geoff Langc6354ee2013-07-22 10:40:07 -04001475
1476 if (mCurrentVertexConstantBuffer != vertexConstantBuffer)
1477 {
1478 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1479 mCurrentVertexConstantBuffer = vertexConstantBuffer;
1480 }
1481
1482 if (mCurrentPixelConstantBuffer != pixelConstantBuffer)
1483 {
1484 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
1485 mCurrentPixelConstantBuffer = pixelConstantBuffer;
1486 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001487
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001488 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001489 if (!mDriverConstantBufferVS)
1490 {
1491 D3D11_BUFFER_DESC constantBufferDescription = {0};
1492 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1493 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1494 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1495 constantBufferDescription.CPUAccessFlags = 0;
1496 constantBufferDescription.MiscFlags = 0;
1497 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001498
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001499 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001500 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001501
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001502 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1503 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001504
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001505 if (!mDriverConstantBufferPS)
1506 {
1507 D3D11_BUFFER_DESC constantBufferDescription = {0};
1508 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1509 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1510 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1511 constantBufferDescription.CPUAccessFlags = 0;
1512 constantBufferDescription.MiscFlags = 0;
1513 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001514
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001515 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001516 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001517
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001518 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1519 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001520
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001521 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1522 {
1523 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1524 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1525 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001526
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001527 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1528 {
1529 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1530 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1531 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001532
1533 // needed for the point sprite geometry shader
Geoff Langc6354ee2013-07-22 10:40:07 -04001534 if (mCurrentGeometryConstantBuffer != mDriverConstantBufferPS)
1535 {
1536 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
1537 mCurrentGeometryConstantBuffer = mDriverConstantBufferPS;
1538 }
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001539}
1540
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001541void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001542{
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +00001543 bool alphaUnmasked = gl::GetAlphaBits(mRenderTargetDesc.format, getCurrentClientVersion()) == 0 ||
1544 clearParams.colorMaskAlpha;
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001545 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1546 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1547 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001548
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001549 unsigned int stencilUnmasked = 0x0;
1550 if (frameBuffer->hasStencil())
1551 {
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +00001552 unsigned int stencilSize = gl::GetStencilBits(frameBuffer->getStencilbuffer()->getActualFormat(),
1553 getCurrentClientVersion());
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001554 stencilUnmasked = (0x1 << stencilSize) - 1;
1555 }
1556 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1557 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001558
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001559 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1560 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1561 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001562
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001563 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1564 {
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001565 maskedClear(clearParams, frameBuffer->usingExtendedDrawBuffers());
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001566 }
1567 else
1568 {
1569 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1570 {
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001571 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001572 {
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001573 if (frameBuffer->isEnabledColorAttachment(colorAttachment))
1574 {
1575 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer(colorAttachment);
1576 if (renderbufferObject)
1577 {
1578 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1579 if (!renderTarget)
1580 {
1581 ERR("render target pointer unexpectedly null.");
1582 return;
1583 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001584
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001585 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1586 if (!framebufferRTV)
1587 {
1588 ERR("render target view pointer unexpectedly null.");
1589 return;
1590 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001591
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001592 const float clearValues[4] = { clearParams.colorClearValue.red,
1593 clearParams.colorClearValue.green,
1594 clearParams.colorClearValue.blue,
1595 clearParams.colorClearValue.alpha };
1596 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001597 }
1598 }
1599 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001600 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001601 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001602 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001603 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1604 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001605 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001606 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1607 if (!renderTarget)
1608 {
1609 ERR("render target pointer unexpectedly null.");
1610 return;
1611 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001612
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001613 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1614 if (!framebufferDSV)
1615 {
1616 ERR("depth stencil view pointer unexpectedly null.");
1617 return;
1618 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001619
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001620 UINT clearFlags = 0;
1621 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1622 {
1623 clearFlags |= D3D11_CLEAR_DEPTH;
1624 }
1625 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1626 {
1627 clearFlags |= D3D11_CLEAR_STENCIL;
1628 }
1629
shannon.woods@transgaming.combe211b32013-02-28 23:17:16 +00001630 float depthClear = gl::clamp01(clearParams.depthClearValue);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001631 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1632
1633 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001634 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001635 }
1636 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001637}
1638
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001639void Renderer11::maskedClear(const gl::ClearParameters &clearParams, bool usingExtendedDrawBuffers)
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001640{
1641 HRESULT result;
1642
1643 if (!mClearResourcesInitialized)
1644 {
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001645 ASSERT(!mClearVB && !mClearVS && !mClearSinglePS && !mClearMultiplePS && !mClearScissorRS && !mClearNoScissorRS);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001646
1647 D3D11_BUFFER_DESC vbDesc;
1648 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1649 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1650 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1651 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1652 vbDesc.MiscFlags = 0;
1653 vbDesc.StructureByteStride = 0;
1654
1655 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1656 ASSERT(SUCCEEDED(result));
1657 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1658
1659 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1660 {
1661 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1662 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1663 };
1664
1665 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1666 ASSERT(SUCCEEDED(result));
1667 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1668
1669 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1670 ASSERT(SUCCEEDED(result));
1671 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1672
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001673 result = mDevice->CreatePixelShader(g_PS_ClearSingle, sizeof(g_PS_ClearSingle), NULL, &mClearSinglePS);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001674 ASSERT(SUCCEEDED(result));
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001675 d3d11::SetDebugName(mClearSinglePS, "Renderer11 masked clear pixel shader (1 RT)");
1676
1677 result = mDevice->CreatePixelShader(g_PS_ClearMultiple, sizeof(g_PS_ClearMultiple), NULL, &mClearMultiplePS);
1678 ASSERT(SUCCEEDED(result));
1679 d3d11::SetDebugName(mClearMultiplePS, "Renderer11 masked clear pixel shader (MRT)");
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001680
1681 D3D11_RASTERIZER_DESC rsScissorDesc;
1682 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1683 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1684 rsScissorDesc.FrontCounterClockwise = FALSE;
1685 rsScissorDesc.DepthBias = 0;
1686 rsScissorDesc.DepthBiasClamp = 0.0f;
1687 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1688 rsScissorDesc.DepthClipEnable = FALSE;
1689 rsScissorDesc.ScissorEnable = TRUE;
1690 rsScissorDesc.MultisampleEnable = FALSE;
1691 rsScissorDesc.AntialiasedLineEnable = FALSE;
1692
1693 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1694 ASSERT(SUCCEEDED(result));
1695 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1696
1697 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1698 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1699 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1700 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1701 rsNoScissorDesc.DepthBias = 0;
1702 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1703 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1704 rsNoScissorDesc.DepthClipEnable = FALSE;
1705 rsNoScissorDesc.ScissorEnable = FALSE;
1706 rsNoScissorDesc.MultisampleEnable = FALSE;
1707 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1708
1709 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1710 ASSERT(SUCCEEDED(result));
1711 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1712
1713 mClearResourcesInitialized = true;
1714 }
1715
1716 // Prepare the depth stencil state to write depth values if the depth should be cleared
1717 // and stencil values if the stencil should be cleared
1718 gl::DepthStencilState glDSState;
1719 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1720 glDSState.depthFunc = GL_ALWAYS;
1721 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1722 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1723 glDSState.stencilFunc = GL_ALWAYS;
1724 glDSState.stencilMask = 0;
1725 glDSState.stencilFail = GL_REPLACE;
1726 glDSState.stencilPassDepthFail = GL_REPLACE;
1727 glDSState.stencilPassDepthPass = GL_REPLACE;
1728 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1729 glDSState.stencilBackFunc = GL_ALWAYS;
1730 glDSState.stencilBackMask = 0;
1731 glDSState.stencilBackFail = GL_REPLACE;
1732 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1733 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1734 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1735
1736 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1737
1738 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1739
1740 // Prepare the blend state to use a write mask if the color buffer should be cleared
1741 gl::BlendState glBlendState;
1742 glBlendState.blend = false;
1743 glBlendState.sourceBlendRGB = GL_ONE;
1744 glBlendState.destBlendRGB = GL_ZERO;
1745 glBlendState.sourceBlendAlpha = GL_ONE;
1746 glBlendState.destBlendAlpha = GL_ZERO;
1747 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1748 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1749 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1750 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1751 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
shannon.woods@transgaming.com50ea9932013-02-28 23:13:40 +00001752 glBlendState.colorMaskAlpha = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskAlpha : false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001753 glBlendState.sampleAlphaToCoverage = false;
1754 glBlendState.dither = false;
1755
1756 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1757 static const UINT sampleMask = 0xFFFFFFFF;
1758
1759 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1760
1761 // Set the vertices
1762 D3D11_MAPPED_SUBRESOURCE mappedResource;
1763 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1764 if (FAILED(result))
1765 {
1766 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1767 return;
1768 }
1769
1770 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1771
1772 float depthClear = gl::clamp01(clearParams.depthClearValue);
1773 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1774 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1775 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1776 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1777
1778 mDeviceContext->Unmap(mClearVB, 0);
1779
1780 // Apply state
1781 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1782 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1783 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1784
1785 // Apply shaders
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001786 ID3D11PixelShader *pixelShader = usingExtendedDrawBuffers ? mClearMultiplePS : mClearSinglePS;
1787
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001788 mDeviceContext->IASetInputLayout(mClearIL);
1789 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001790 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
shannon.woods@transgaming.com2c53e472013-02-28 23:13:56 +00001791 mDeviceContext->GSSetShader(NULL, NULL, 0);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001792
1793 // Apply vertex buffer
1794 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1795 static UINT startIdx = 0;
1796 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1797 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1798
1799 // Draw the clear quad
1800 mDeviceContext->Draw(4, 0);
1801
1802 // Clean up
1803 markAllStateDirty();
1804}
1805
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001806void Renderer11::markAllStateDirty()
1807{
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001808 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
1809 {
1810 mAppliedRenderTargetSerials[rtIndex] = 0;
1811 }
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001812 mAppliedDepthbufferSerial = 0;
1813 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001814 mDepthStencilInitialized = false;
1815 mRenderTargetDescInitialized = false;
1816
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001817 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001818 {
1819 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001820 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001821 }
1822 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1823 {
1824 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001825 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001826 }
1827
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001828 mForceSetBlendState = true;
1829 mForceSetRasterState = true;
1830 mForceSetDepthStencilState = true;
1831 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001832 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001833
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001834 mAppliedIBSerial = 0;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001835 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001836 mAppliedIBOffset = 0;
1837
daniel@transgaming.come4991412012-12-20 20:55:34 +00001838 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001839 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1840 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
Geoff Lang1f53cab2013-07-22 10:37:22 -04001841
1842 mInputLayoutCache.markDirty();
Geoff Langc6354ee2013-07-22 10:40:07 -04001843
1844 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; i++)
1845 {
1846 mCurrentConstantBufferVS[i] = -1;
1847 mCurrentConstantBufferPS[i] = -1;
1848 }
1849
1850 mCurrentVertexConstantBuffer = NULL;
1851 mCurrentPixelConstantBuffer = NULL;
1852 mCurrentGeometryConstantBuffer = NULL;
Geoff Lang4c095862013-07-22 10:43:36 -04001853
1854 mCurrentPrimitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001855}
1856
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001857void Renderer11::releaseDeviceResources()
1858{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001859 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001860 mInputLayoutCache.clear();
1861
1862 delete mVertexDataManager;
1863 mVertexDataManager = NULL;
1864
1865 delete mIndexDataManager;
1866 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001867
1868 delete mLineLoopIB;
1869 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001870
1871 delete mTriangleFanIB;
1872 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001873
Geoff Langb86b9792013-06-04 16:32:05 -04001874 delete mBlit;
1875 mBlit = NULL;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001876
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001877 SafeRelease(mClearVB);
1878 SafeRelease(mClearIL);
1879 SafeRelease(mClearVS);
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001880 SafeRelease(mClearSinglePS);
1881 SafeRelease(mClearMultiplePS);
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001882 SafeRelease(mClearScissorRS);
1883 SafeRelease(mClearNoScissorRS);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001884
1885 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001886
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001887 SafeRelease(mDriverConstantBufferVS);
1888 SafeRelease(mDriverConstantBufferPS);
1889 SafeRelease(mSyncQuery);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001890}
1891
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001892void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001893{
1894 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001895 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001896}
1897
1898bool Renderer11::isDeviceLost()
1899{
1900 return mDeviceLost;
1901}
1902
1903// set notify to true to broadcast a message to all contexts of the device loss
1904bool Renderer11::testDeviceLost(bool notify)
1905{
1906 bool isLost = false;
1907
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001908 // GetRemovedReason is used to test if the device is removed
1909 HRESULT result = mDevice->GetDeviceRemovedReason();
1910 isLost = d3d11::isDeviceLostError(result);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001911
1912 if (isLost)
1913 {
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001914 // Log error if this is a new device lost event
1915 if (mDeviceLost == false)
1916 {
1917 ERR("The D3D11 device was removed: 0x%08X", result);
1918 }
1919
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001920 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001921 // we'll probably get this done again by notifyDeviceLost
1922 // but best to remember it!
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001923 // Note that we don't want to clear the device loss status here
1924 // -- this needs to be done by resetDevice
1925 mDeviceLost = true;
1926 if (notify)
1927 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001928 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001929 }
1930 }
1931
1932 return isLost;
1933}
1934
1935bool Renderer11::testDeviceResettable()
1936{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001937 // determine if the device is resettable by creating a dummy device
1938 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001939
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001940 if (D3D11CreateDevice == NULL)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001941 {
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001942 return false;
1943 }
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001944
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001945 D3D_FEATURE_LEVEL featureLevels[] =
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001946 {
1947 D3D_FEATURE_LEVEL_11_0,
1948 D3D_FEATURE_LEVEL_10_1,
1949 D3D_FEATURE_LEVEL_10_0,
1950 };
1951
1952 ID3D11Device* dummyDevice;
1953 D3D_FEATURE_LEVEL dummyFeatureLevel;
1954 ID3D11DeviceContext* dummyContext;
1955
1956 HRESULT result = D3D11CreateDevice(NULL,
1957 D3D_DRIVER_TYPE_HARDWARE,
1958 NULL,
1959 #if defined(_DEBUG)
1960 D3D11_CREATE_DEVICE_DEBUG,
1961 #else
1962 0,
1963 #endif
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001964 featureLevels,
1965 ArraySize(featureLevels),
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001966 D3D11_SDK_VERSION,
1967 &dummyDevice,
1968 &dummyFeatureLevel,
1969 &dummyContext);
1970
1971 if (!mDevice || FAILED(result))
1972 {
1973 return false;
1974 }
1975
1976 dummyContext->Release();
1977 dummyDevice->Release();
1978
1979 return true;
1980}
1981
1982void Renderer11::release()
1983{
1984 releaseDeviceResources();
1985
1986 if (mDxgiFactory)
1987 {
1988 mDxgiFactory->Release();
1989 mDxgiFactory = NULL;
1990 }
1991
1992 if (mDxgiAdapter)
1993 {
1994 mDxgiAdapter->Release();
1995 mDxgiAdapter = NULL;
1996 }
1997
1998 if (mDeviceContext)
1999 {
2000 mDeviceContext->ClearState();
2001 mDeviceContext->Flush();
2002 mDeviceContext->Release();
2003 mDeviceContext = NULL;
2004 }
2005
2006 if (mDevice)
2007 {
2008 mDevice->Release();
2009 mDevice = NULL;
2010 }
2011
2012 if (mD3d11Module)
2013 {
2014 FreeLibrary(mD3d11Module);
2015 mD3d11Module = NULL;
2016 }
2017
2018 if (mDxgiModule)
2019 {
2020 FreeLibrary(mDxgiModule);
2021 mDxgiModule = NULL;
2022 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002023}
2024
2025bool Renderer11::resetDevice()
2026{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00002027 // recreate everything
2028 release();
2029 EGLint result = initialize();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002030
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00002031 if (result != EGL_SUCCESS)
2032 {
2033 ERR("Could not reinitialize D3D11 device: %08X", result);
2034 return false;
2035 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002036
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002037 mDeviceLost = false;
2038
2039 return true;
2040}
2041
2042DWORD Renderer11::getAdapterVendor() const
2043{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002044 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002045}
2046
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002047std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002048{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002049 std::ostringstream rendererString;
2050
2051 rendererString << mDescription;
2052 rendererString << " Direct3D11";
2053
2054 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
2055 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
2056
2057 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002058}
2059
2060GUID Renderer11::getAdapterIdentifier() const
2061{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00002062 // Use the adapter LUID as our adapter ID
2063 // This number is local to a machine is only guaranteed to be unique between restarts
2064 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
2065 GUID adapterId = {0};
2066 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
2067 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002068}
2069
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00002070bool Renderer11::getBGRATextureSupport() const
2071{
2072 return mBGRATextureSupport;
2073}
2074
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002075bool Renderer11::getDXT1TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002076{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002077 return mDXT1TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002078}
2079
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002080bool Renderer11::getDXT3TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002081{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002082 return mDXT3TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002083}
2084
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002085bool Renderer11::getDXT5TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002086{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002087 return mDXT5TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002088}
2089
2090bool Renderer11::getDepthTextureSupport() const
2091{
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +00002092 return mDepthTextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002093}
2094
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002095bool Renderer11::getFloat32TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002096{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002097 return mFloat32TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002098}
2099
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002100bool Renderer11::getFloat32TextureFilteringSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002101{
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002102 return mFloat32FilterSupport;
2103}
2104
2105bool Renderer11::getFloat32TextureRenderingSupport() const
2106{
2107 return mFloat32RenderSupport;
2108}
2109
2110bool Renderer11::getFloat16TextureSupport() const
2111{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002112 return mFloat16TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002113}
2114
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002115bool Renderer11::getFloat16TextureFilteringSupport() const
2116{
2117 return mFloat16FilterSupport;
2118}
2119
2120bool Renderer11::getFloat16TextureRenderingSupport() const
2121{
2122 return mFloat16RenderSupport;
2123}
2124
Geoff Langd42cf4e2013-06-05 16:09:17 -04002125bool Renderer11::getRGB565TextureSupport() const
2126{
2127 return false;
2128}
2129
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002130bool Renderer11::getLuminanceTextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002131{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002132 return false;
2133}
2134
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002135bool Renderer11::getLuminanceAlphaTextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002136{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002137 return false;
2138}
2139
2140bool Renderer11::getTextureFilterAnisotropySupport() const
2141{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002142 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002143}
2144
2145float Renderer11::getTextureMaxAnisotropy() const
2146{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002147 switch (mFeatureLevel)
2148 {
2149 case D3D_FEATURE_LEVEL_11_0:
2150 return D3D11_MAX_MAXANISOTROPY;
2151 case D3D_FEATURE_LEVEL_10_1:
2152 case D3D_FEATURE_LEVEL_10_0:
2153 return D3D10_MAX_MAXANISOTROPY;
2154 default: UNREACHABLE();
2155 return 0;
2156 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002157}
2158
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002159bool Renderer11::getEventQuerySupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002160{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002161 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002162}
2163
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002164Range Renderer11::getViewportBounds() const
2165{
2166 switch (mFeatureLevel)
2167 {
2168 case D3D_FEATURE_LEVEL_11_0:
2169 return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
2170 case D3D_FEATURE_LEVEL_10_1:
2171 case D3D_FEATURE_LEVEL_10_0:
2172 return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
2173 default: UNREACHABLE();
2174 return Range(0, 0);
2175 }
2176}
2177
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002178unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002179{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002180 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2181 switch (mFeatureLevel)
2182 {
2183 case D3D_FEATURE_LEVEL_11_0:
2184 case D3D_FEATURE_LEVEL_10_1:
2185 case D3D_FEATURE_LEVEL_10_0:
2186 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
2187 default: UNREACHABLE();
2188 return 0;
2189 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002190}
2191
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002192unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
2193{
2194 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2195}
2196
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002197unsigned int Renderer11::getReservedVertexUniformVectors() const
2198{
Shannon Woods5ab33c82013-06-26 15:31:09 -04002199 return 0; // Driver uniforms are stored in a separate constant buffer
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002200}
2201
2202unsigned int Renderer11::getReservedFragmentUniformVectors() const
2203{
Shannon Woods5ab33c82013-06-26 15:31:09 -04002204 return 0; // Driver uniforms are stored in a separate constant buffer
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002205}
2206
2207unsigned int Renderer11::getMaxVertexUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002208{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002209 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2210 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2211 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002212}
2213
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002214unsigned int Renderer11::getMaxFragmentUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002215{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002216 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2217 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2218 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002219}
2220
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002221unsigned int Renderer11::getMaxVaryingVectors() const
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002222{
2223 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
shannonwoods@chromium.org74b86cf2013-05-30 00:02:58 +00002224 META_ASSERT(D3D11_VS_OUTPUT_REGISTER_COUNT <= D3D11_PS_INPUT_REGISTER_COUNT);
2225 META_ASSERT(D3D10_VS_OUTPUT_REGISTER_COUNT <= D3D10_PS_INPUT_REGISTER_COUNT);
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002226 switch (mFeatureLevel)
2227 {
2228 case D3D_FEATURE_LEVEL_11_0:
2229 return D3D11_VS_OUTPUT_REGISTER_COUNT;
2230 case D3D_FEATURE_LEVEL_10_1:
2231 case D3D_FEATURE_LEVEL_10_0:
2232 return D3D10_VS_OUTPUT_REGISTER_COUNT;
2233 default: UNREACHABLE();
2234 return 0;
2235 }
2236}
2237
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002238unsigned int Renderer11::getMaxVertexShaderUniformBuffers() const
2239{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002240 META_ASSERT(gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
2241 gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
2242
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002243 switch (mFeatureLevel)
2244 {
2245 case D3D_FEATURE_LEVEL_11_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002246 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedVertexUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002247 case D3D_FEATURE_LEVEL_10_1:
2248 case D3D_FEATURE_LEVEL_10_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002249 return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedVertexUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002250 default: UNREACHABLE();
2251 return 0;
2252 }
2253}
2254
2255unsigned int Renderer11::getMaxFragmentShaderUniformBuffers() const
2256{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002257 META_ASSERT(gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
2258 gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
2259
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002260 switch (mFeatureLevel)
2261 {
2262 case D3D_FEATURE_LEVEL_11_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002263 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedFragmentUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002264 case D3D_FEATURE_LEVEL_10_1:
2265 case D3D_FEATURE_LEVEL_10_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002266 return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedFragmentUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002267 default: UNREACHABLE();
2268 return 0;
2269 }
2270}
2271
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002272unsigned int Renderer11::getReservedVertexUniformBuffers() const
2273{
2274 // we reserve one buffer for the application uniforms, and one for driver uniforms
2275 return 2;
2276}
2277
2278unsigned int Renderer11::getReservedFragmentUniformBuffers() const
2279{
2280 // we reserve one buffer for the application uniforms, and one for driver uniforms
2281 return 2;
2282}
2283
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002284unsigned int Renderer11::getMaxTransformFeedbackBuffers() const
2285{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002286 META_ASSERT(gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D11_SO_BUFFER_SLOT_COUNT &&
2287 gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D10_SO_BUFFER_SLOT_COUNT);
2288
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002289 switch (mFeatureLevel)
2290 {
2291 case D3D_FEATURE_LEVEL_11_0:
2292 return D3D11_SO_BUFFER_SLOT_COUNT;
2293 case D3D_FEATURE_LEVEL_10_1:
2294 case D3D_FEATURE_LEVEL_10_0:
2295 return D3D10_SO_BUFFER_SLOT_COUNT;
2296 default: UNREACHABLE();
2297 return 0;
2298 }
2299}
2300
shannonwoods@chromium.org33e798f2013-05-30 00:05:05 +00002301unsigned int Renderer11::getMaxUniformBufferSize() const
2302{
2303 // Each component is a 4-element vector of 4-byte units (floats)
2304 const unsigned int bytesPerComponent = 4 * sizeof(float);
2305
2306 switch (mFeatureLevel)
2307 {
2308 case D3D_FEATURE_LEVEL_11_0:
2309 return D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
2310 case D3D_FEATURE_LEVEL_10_1:
2311 case D3D_FEATURE_LEVEL_10_0:
2312 return D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
2313 default: UNREACHABLE();
2314 return 0;
2315 }
2316}
2317
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002318bool Renderer11::getNonPower2TextureSupport() const
2319{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00002320 switch (mFeatureLevel)
2321 {
2322 case D3D_FEATURE_LEVEL_11_0:
2323 case D3D_FEATURE_LEVEL_10_1:
2324 case D3D_FEATURE_LEVEL_10_0:
2325 return true;
2326 default: UNREACHABLE();
2327 return false;
2328 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002329}
2330
2331bool Renderer11::getOcclusionQuerySupport() const
2332{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002333 switch (mFeatureLevel)
2334 {
2335 case D3D_FEATURE_LEVEL_11_0:
2336 case D3D_FEATURE_LEVEL_10_1:
2337 case D3D_FEATURE_LEVEL_10_0:
2338 return true;
2339 default: UNREACHABLE();
2340 return false;
2341 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002342}
2343
2344bool Renderer11::getInstancingSupport() const
2345{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002346 switch (mFeatureLevel)
2347 {
2348 case D3D_FEATURE_LEVEL_11_0:
2349 case D3D_FEATURE_LEVEL_10_1:
2350 case D3D_FEATURE_LEVEL_10_0:
2351 return true;
2352 default: UNREACHABLE();
2353 return false;
2354 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002355}
2356
2357bool Renderer11::getShareHandleSupport() const
2358{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002359 // We only currently support share handles with BGRA surfaces, because
2360 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002361 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002362 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002363}
2364
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002365bool Renderer11::getDerivativeInstructionSupport() const
2366{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002367 switch (mFeatureLevel)
2368 {
2369 case D3D_FEATURE_LEVEL_11_0:
2370 case D3D_FEATURE_LEVEL_10_1:
2371 case D3D_FEATURE_LEVEL_10_0:
2372 return true;
2373 default: UNREACHABLE();
2374 return false;
2375 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002376}
2377
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002378bool Renderer11::getPostSubBufferSupport() const
2379{
2380 // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2.
2381 return false;
2382}
2383
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002384int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002385{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002386 switch (mFeatureLevel)
2387 {
2388 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002389 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002390 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2391 default: UNREACHABLE(); return 0;
2392 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002393}
2394
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002395int Renderer11::getMinorShaderModel() const
2396{
2397 switch (mFeatureLevel)
2398 {
2399 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2400 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2401 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2402 default: UNREACHABLE(); return 0;
2403 }
2404}
2405
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002406float Renderer11::getMaxPointSize() const
2407{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002408 // choose a reasonable maximum. we enforce this in the shader.
2409 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2410 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002411}
2412
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002413int Renderer11::getMaxViewportDimension() const
2414{
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002415 // Maximum viewport size must be at least as large as the largest render buffer (or larger).
2416 // In our case return the maximum texture size, which is the maximum render buffer size.
2417 META_ASSERT(D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D11_VIEWPORT_BOUNDS_MAX);
2418 META_ASSERT(D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D10_VIEWPORT_BOUNDS_MAX);
2419
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002420 switch (mFeatureLevel)
2421 {
2422 case D3D_FEATURE_LEVEL_11_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002423 return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002424 case D3D_FEATURE_LEVEL_10_1:
2425 case D3D_FEATURE_LEVEL_10_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002426 return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002427 default: UNREACHABLE();
2428 return 0;
2429 }
2430}
2431
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002432int Renderer11::getMaxTextureWidth() const
2433{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002434 switch (mFeatureLevel)
2435 {
2436 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2437 case D3D_FEATURE_LEVEL_10_1:
2438 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2439 default: UNREACHABLE(); return 0;
2440 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002441}
2442
2443int Renderer11::getMaxTextureHeight() const
2444{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002445 switch (mFeatureLevel)
2446 {
2447 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2448 case D3D_FEATURE_LEVEL_10_1:
2449 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2450 default: UNREACHABLE(); return 0;
2451 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002452}
2453
shannon.woods%transgaming.com@gtempaccount.comc1fdf6b2013-04-13 03:44:41 +00002454int Renderer11::getMaxTextureDepth() const
2455{
2456 switch (mFeatureLevel)
2457 {
2458 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; // 2048
2459 case D3D_FEATURE_LEVEL_10_1:
2460 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; // 2048
2461 default: UNREACHABLE(); return 0;
2462 }
2463}
2464
shannon.woods%transgaming.com@gtempaccount.coma98a8112013-04-13 03:45:57 +00002465int Renderer11::getMaxTextureArrayLayers() const
2466{
2467 switch (mFeatureLevel)
2468 {
2469 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; // 2048
2470 case D3D_FEATURE_LEVEL_10_1:
2471 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; // 512
2472 default: UNREACHABLE(); return 0;
2473 }
2474}
2475
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002476bool Renderer11::get32BitIndexSupport() const
2477{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002478 switch (mFeatureLevel)
2479 {
2480 case D3D_FEATURE_LEVEL_11_0:
2481 case D3D_FEATURE_LEVEL_10_1:
2482 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2483 default: UNREACHABLE(); return false;
2484 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002485}
2486
2487int Renderer11::getMinSwapInterval() const
2488{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002489 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002490}
2491
2492int Renderer11::getMaxSwapInterval() const
2493{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002494 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002495}
2496
2497int Renderer11::getMaxSupportedSamples() const
2498{
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +00002499 return mMaxSupportedSamples;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002500}
2501
Geoff Lang0e120e32013-05-29 10:23:55 -04002502GLsizei Renderer11::getMaxSupportedFormatSamples(GLint internalFormat) const
2503{
Shannon Woodsdd4674f2013-07-08 10:32:15 -04002504 DXGI_FORMAT format = gl_d3d11::GetRenderableFormat(internalFormat, getCurrentClientVersion());
Geoff Lang0e120e32013-05-29 10:23:55 -04002505 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2506 return (iter != mMultisampleSupportMap.end()) ? iter->second.maxSupportedSamples : 0;
2507}
2508
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002509GLsizei Renderer11::getNumSampleCounts(GLint internalFormat) const
2510{
2511 unsigned int numCounts = 0;
2512
2513 // D3D11 supports multisampling for signed and unsigned format, but ES 3.0 does not
2514 if (!gl::IsIntegerFormat(internalFormat, getCurrentClientVersion()))
2515 {
2516 DXGI_FORMAT format = gl_d3d11::GetRenderableFormat(internalFormat, getCurrentClientVersion());
2517 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2518
2519 if (iter != mMultisampleSupportMap.end())
2520 {
2521 const MultisampleSupportInfo& info = iter->second;
2522 for (int i = 0; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2523 {
2524 if (info.qualityLevels[i] > 0)
2525 {
2526 numCounts++;
2527 }
2528 }
2529 }
2530 }
2531
2532 return numCounts;
2533}
2534
2535void Renderer11::getSampleCounts(GLint internalFormat, GLsizei bufSize, GLint *params) const
2536{
2537 // D3D11 supports multisampling for signed and unsigned format, but ES 3.0 does not
2538 if (gl::IsIntegerFormat(internalFormat, getCurrentClientVersion()))
2539 return;
2540
2541 DXGI_FORMAT format = gl_d3d11::GetRenderableFormat(internalFormat, getCurrentClientVersion());
2542 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2543
2544 if (iter != mMultisampleSupportMap.end())
2545 {
2546 const MultisampleSupportInfo& info = iter->second;
2547 int bufPos = 0;
2548 for (int i = D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT - 1; i >= 0 && bufPos < bufSize; i--)
2549 {
2550 if (info.qualityLevels[i] > 0)
2551 {
2552 params[bufPos++] = i + 1;
2553 }
2554 }
2555 }
2556}
2557
shannon.woods@transgaming.com88fbd0f2013-02-28 23:05:46 +00002558int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
2559{
2560 if (requested == 0)
2561 {
2562 return 0;
2563 }
2564
2565 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2566 if (iter != mMultisampleSupportMap.end())
2567 {
2568 const MultisampleSupportInfo& info = iter->second;
2569 for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2570 {
2571 if (info.qualityLevels[i] > 0)
2572 {
2573 return i + 1;
2574 }
2575 }
2576 }
2577
2578 return -1;
2579}
2580
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002581unsigned int Renderer11::getMaxRenderTargets() const
2582{
shannon.woods%transgaming.com@gtempaccount.comf30ccc22013-04-13 03:28:36 +00002583 META_ASSERT(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2584 META_ASSERT(D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2585
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002586 switch (mFeatureLevel)
2587 {
2588 case D3D_FEATURE_LEVEL_11_0:
2589 return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2590 case D3D_FEATURE_LEVEL_10_1:
2591 case D3D_FEATURE_LEVEL_10_0:
2592 return D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2593 default:
2594 UNREACHABLE();
2595 return 1;
2596 }
2597}
2598
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002599bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002600{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002601 if (source && dest)
2602 {
2603 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2604 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2605
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002606 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002607 return true;
2608 }
2609
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002610 return false;
2611}
2612
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002613bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002614{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002615 if (source && dest)
2616 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002617 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2618 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002619
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002620 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002621 return true;
2622 }
2623
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002624 return false;
2625}
2626
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002627bool Renderer11::copyToRenderTarget(TextureStorageInterface3D *dest, TextureStorageInterface3D *source)
2628{
2629 if (source && dest)
2630 {
2631 TextureStorage11_3D *source11 = TextureStorage11_3D::makeTextureStorage11_3D(source->getStorageInstance());
2632 TextureStorage11_3D *dest11 = TextureStorage11_3D::makeTextureStorage11_3D(dest->getStorageInstance());
2633
2634 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
2635 return true;
2636 }
2637
2638 return false;
2639}
2640
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002641bool Renderer11::copyToRenderTarget(TextureStorageInterface2DArray *dest, TextureStorageInterface2DArray *source)
2642{
2643 if (source && dest)
2644 {
2645 TextureStorage11_2DArray *source11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(source->getStorageInstance());
2646 TextureStorage11_2DArray *dest11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(dest->getStorageInstance());
2647
2648 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
2649 return true;
2650 }
2651
2652 return false;
2653}
2654
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002655bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002656 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002657{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002658 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002659 if (!colorbuffer)
2660 {
2661 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002662 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002663 }
2664
2665 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2666 if (!sourceRenderTarget)
2667 {
2668 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002669 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002670 }
2671
2672 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2673 if (!source)
2674 {
2675 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002676 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002677 }
2678
2679 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2680 if (!storage11)
2681 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002682 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002683 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002684 }
2685
2686 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2687 if (!destRenderTarget)
2688 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002689 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002690 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002691 }
2692
2693 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2694 if (!dest)
2695 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002696 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002697 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002698 }
2699
Geoff Langb86b9792013-06-04 16:32:05 -04002700 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2701 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002702
Geoff Langb86b9792013-06-04 16:32:05 -04002703 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2704 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002705
Geoff Langb86b9792013-06-04 16:32:05 -04002706 // Use nearest filtering because source and destination are the same size for the direct
2707 // copy
2708 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize,
2709 destFormat, GL_NEAREST);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002710
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002711 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002712}
2713
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002714bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002715 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002716{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002717 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002718 if (!colorbuffer)
2719 {
2720 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002721 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002722 }
2723
2724 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2725 if (!sourceRenderTarget)
2726 {
2727 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002728 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002729 }
2730
2731 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2732 if (!source)
2733 {
2734 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002735 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002736 }
2737
2738 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2739 if (!storage11)
2740 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002741 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002742 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002743 }
2744
Nicolas Capensb13f8662013-06-04 13:30:19 -04002745 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetFace(target, level));
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002746 if (!destRenderTarget)
2747 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002748 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002749 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002750 }
2751
2752 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2753 if (!dest)
2754 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002755 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002756 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002757 }
2758
Geoff Langb86b9792013-06-04 16:32:05 -04002759 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2760 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002761
Geoff Langb86b9792013-06-04 16:32:05 -04002762 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2763 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002764
Geoff Langb86b9792013-06-04 16:32:05 -04002765 // Use nearest filtering because source and destination are the same size for the direct
2766 // copy
2767 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize,
2768 destFormat, GL_NEAREST);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002769
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002770 return ret;
2771}
2772
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002773bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2774 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface3D *storage, GLint level)
2775{
2776 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2777 if (!colorbuffer)
2778 {
2779 ERR("Failed to retrieve the color buffer from the frame buffer.");
2780 return gl::error(GL_OUT_OF_MEMORY, false);
2781 }
2782
2783 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2784 if (!sourceRenderTarget)
2785 {
2786 ERR("Failed to retrieve the render target from the frame buffer.");
2787 return gl::error(GL_OUT_OF_MEMORY, false);
2788 }
2789
2790 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2791 if (!source)
2792 {
2793 ERR("Failed to retrieve the render target view from the render target.");
2794 return gl::error(GL_OUT_OF_MEMORY, false);
2795 }
2796
2797 TextureStorage11_3D *storage11 = TextureStorage11_3D::makeTextureStorage11_3D(storage->getStorageInstance());
2798 if (!storage11)
2799 {
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002800 ERR("Failed to retrieve the texture storage from the destination.");
2801 return gl::error(GL_OUT_OF_MEMORY, false);
2802 }
2803
2804 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
2805 if (!destRenderTarget)
2806 {
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002807 ERR("Failed to retrieve the render target from the destination storage.");
2808 return gl::error(GL_OUT_OF_MEMORY, false);
2809 }
2810
2811 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2812 if (!dest)
2813 {
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002814 ERR("Failed to retrieve the render target view from the destination render target.");
2815 return gl::error(GL_OUT_OF_MEMORY, false);
2816 }
2817
Geoff Langb86b9792013-06-04 16:32:05 -04002818 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2819 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002820
Geoff Langb86b9792013-06-04 16:32:05 -04002821 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2822 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002823
Geoff Langb86b9792013-06-04 16:32:05 -04002824 // Use nearest filtering because source and destination are the same size for the direct
2825 // copy
2826 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize,
2827 destFormat, GL_NEAREST);
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002828
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002829 return ret;
2830}
2831
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002832bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2833 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface2DArray *storage, GLint level)
2834{
2835 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2836 if (!colorbuffer)
2837 {
2838 ERR("Failed to retrieve the color buffer from the frame buffer.");
2839 return gl::error(GL_OUT_OF_MEMORY, false);
2840 }
2841
2842 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2843 if (!sourceRenderTarget)
2844 {
2845 ERR("Failed to retrieve the render target from the frame buffer.");
2846 return gl::error(GL_OUT_OF_MEMORY, false);
2847 }
2848
2849 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2850 if (!source)
2851 {
2852 ERR("Failed to retrieve the render target view from the render target.");
2853 return gl::error(GL_OUT_OF_MEMORY, false);
2854 }
2855
2856 TextureStorage11_2DArray *storage11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(storage->getStorageInstance());
2857 if (!storage11)
2858 {
2859 source->Release();
2860 ERR("Failed to retrieve the texture storage from the destination.");
2861 return gl::error(GL_OUT_OF_MEMORY, false);
2862 }
2863
2864 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
2865 if (!destRenderTarget)
2866 {
2867 source->Release();
2868 ERR("Failed to retrieve the render target from the destination storage.");
2869 return gl::error(GL_OUT_OF_MEMORY, false);
2870 }
2871
2872 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2873 if (!dest)
2874 {
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002875 ERR("Failed to retrieve the render target view from the destination render target.");
2876 return gl::error(GL_OUT_OF_MEMORY, false);
2877 }
2878
Geoff Langb86b9792013-06-04 16:32:05 -04002879 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2880 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002881
Geoff Langb86b9792013-06-04 16:32:05 -04002882 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2883 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002884
Geoff Langb86b9792013-06-04 16:32:05 -04002885 // Use nearest filtering because source and destination are the same size for the direct
2886 // copy
2887 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize,
2888 destFormat, GL_NEAREST);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002889
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002890 return ret;
2891}
2892
shannon.woods%transgaming.com@gtempaccount.comba2744f2013-04-13 03:33:38 +00002893void Renderer11::unapplyRenderTargets()
2894{
2895 setOneTimeRenderTarget(NULL);
2896}
2897
2898void Renderer11::setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView)
2899{
2900 ID3D11RenderTargetView *rtvArray[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
2901
2902 rtvArray[0] = renderTargetView;
2903
2904 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), rtvArray, NULL);
2905
2906 // Do not preserve the serial for this one-time-use render target
2907 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
2908 {
2909 mAppliedRenderTargetSerials[rtIndex] = 0;
2910 }
2911}
2912
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002913RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2914{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002915 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002916 RenderTarget11 *renderTarget = NULL;
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002917
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002918 if (depth)
2919 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002920 // Note: depth stencil may be NULL for 0 sized surfaces
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002921 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
2922 swapChain11->getDepthStencilTexture(), NULL,
shannonwoods@chromium.org7faf3ec2013-05-30 00:03:45 +00002923 swapChain11->getWidth(), swapChain11->getHeight(), 1);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002924 }
2925 else
2926 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002927 // Note: render target may be NULL for 0 sized surfaces
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002928 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002929 swapChain11->getOffscreenTexture(),
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002930 swapChain11->getRenderTargetShaderResource(),
shannonwoods@chromium.org7faf3ec2013-05-30 00:03:45 +00002931 swapChain11->getWidth(), swapChain11->getHeight(), 1);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002932 }
2933 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002934}
2935
Geoff Langa2d97f12013-06-11 11:44:02 -04002936RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples)
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002937{
Geoff Langa2d97f12013-06-11 11:44:02 -04002938 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples);
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002939 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002940}
2941
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002942ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002943{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002944 ShaderExecutable11 *executable = NULL;
2945
2946 switch (type)
2947 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002948 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002949 {
2950 ID3D11VertexShader *vshader = NULL;
2951 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2952 ASSERT(SUCCEEDED(result));
2953
2954 if (vshader)
2955 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002956 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002957 }
2958 }
2959 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002960 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002961 {
2962 ID3D11PixelShader *pshader = NULL;
2963 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2964 ASSERT(SUCCEEDED(result));
2965
2966 if (pshader)
2967 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002968 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002969 }
2970 }
2971 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002972 case rx::SHADER_GEOMETRY:
2973 {
2974 ID3D11GeometryShader *gshader = NULL;
2975 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
2976 ASSERT(SUCCEEDED(result));
2977
2978 if (gshader)
2979 {
2980 executable = new ShaderExecutable11(function, length, gshader);
2981 }
2982 }
2983 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002984 default:
2985 UNREACHABLE();
2986 break;
2987 }
2988
2989 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002990}
2991
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002992ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002993{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002994 const char *profile = NULL;
2995
2996 switch (type)
2997 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002998 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002999 profile = "vs_4_0";
3000 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003001 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003002 profile = "ps_4_0";
3003 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00003004 case rx::SHADER_GEOMETRY:
3005 profile = "gs_4_0";
3006 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003007 default:
3008 UNREACHABLE();
3009 return NULL;
3010 }
3011
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +00003012 ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, D3DCOMPILE_OPTIMIZATION_LEVEL0, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003013 if (!binary)
3014 return NULL;
3015
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003016 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003017 binary->Release();
3018
3019 return executable;
3020}
3021
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00003022VertexBuffer *Renderer11::createVertexBuffer()
3023{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00003024 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00003025}
3026
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00003027IndexBuffer *Renderer11::createIndexBuffer()
3028{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00003029 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003030}
3031
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +00003032BufferStorage *Renderer11::createBufferStorage()
3033{
3034 return new BufferStorage11(this);
3035}
3036
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003037QueryImpl *Renderer11::createQuery(GLenum type)
3038{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00003039 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003040}
3041
3042FenceImpl *Renderer11::createFence()
3043{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00003044 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00003045}
3046
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003047bool Renderer11::getRenderTargetResource(gl::Renderbuffer *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003048{
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003049 ASSERT(colorbuffer != NULL);
3050
3051 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
3052 if (renderTarget)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003053 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003054 *subresourceIndex = renderTarget->getSubresourceIndex();
3055
3056 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
3057 if (colorBufferRTV)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003058 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003059 ID3D11Resource *textureResource = NULL;
3060 colorBufferRTV->GetResource(&textureResource);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003061
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003062 if (textureResource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003063 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003064 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
3065 textureResource->Release();
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003066
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003067 if (SUCCEEDED(result))
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003068 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003069 return true;
3070 }
3071 else
3072 {
3073 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
3074 "HRESULT: 0x%X.", result);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003075 }
3076 }
3077 }
3078 }
3079
3080 return false;
3081}
3082
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003083bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
Geoff Lang685806d2013-06-12 11:16:36 -04003084 bool blitRenderTarget, bool blitDepth, bool blitStencil, GLenum filter)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003085{
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003086 if (blitRenderTarget)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003087 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003088 gl::Renderbuffer *readBuffer = readTarget->getReadColorbuffer();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003089
3090 if (!readBuffer)
3091 {
3092 ERR("Failed to retrieve the read buffer from the read framebuffer.");
3093 return gl::error(GL_OUT_OF_MEMORY, false);
3094 }
3095
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003096 RenderTarget *readRenderTarget = readBuffer->getRenderTarget();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003097
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003098 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003099 {
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003100 if (drawTarget->isEnabledColorAttachment(colorAttachment))
3101 {
3102 gl::Renderbuffer *drawBuffer = drawTarget->getColorbuffer(colorAttachment);
3103
3104 if (!drawBuffer)
3105 {
3106 ERR("Failed to retrieve the draw buffer from the draw framebuffer.");
3107 return gl::error(GL_OUT_OF_MEMORY, false);
3108 }
3109
3110 RenderTarget *drawRenderTarget = drawBuffer->getRenderTarget();
3111
Geoff Lang685806d2013-06-12 11:16:36 -04003112 if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, filter,
3113 blitRenderTarget, false, false))
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003114 {
3115 return false;
3116 }
3117 }
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003118 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003119 }
3120
Geoff Lang685806d2013-06-12 11:16:36 -04003121 if (blitDepth || blitStencil)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003122 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003123 gl::Renderbuffer *readBuffer = readTarget->getDepthOrStencilbuffer();
3124 gl::Renderbuffer *drawBuffer = drawTarget->getDepthOrStencilbuffer();
3125
3126 if (!readBuffer)
3127 {
3128 ERR("Failed to retrieve the read depth-stencil buffer from the read framebuffer.");
3129 return gl::error(GL_OUT_OF_MEMORY, false);
3130 }
3131
3132 if (!drawBuffer)
3133 {
3134 ERR("Failed to retrieve the draw depth-stencil buffer from the draw framebuffer.");
3135 return gl::error(GL_OUT_OF_MEMORY, false);
3136 }
3137
3138 RenderTarget *readRenderTarget = readBuffer->getDepthStencil();
3139 RenderTarget *drawRenderTarget = drawBuffer->getDepthStencil();
3140
Geoff Lang685806d2013-06-12 11:16:36 -04003141 if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, filter,
3142 false, blitDepth, blitStencil))
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003143 {
3144 return false;
3145 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003146 }
3147
3148 return true;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003149}
3150
3151void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
3152 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
3153{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003154 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00003155 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003156
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003157 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
3158
3159 if (colorbuffer && getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003160 {
3161 gl::Rectangle area;
3162 area.x = x;
3163 area.y = y;
3164 area.width = width;
3165 area.height = height;
3166
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00003167 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
3168 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003169
3170 colorBufferTexture->Release();
3171 colorBufferTexture = NULL;
3172 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003173}
3174
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003175Image *Renderer11::createImage()
3176{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00003177 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003178}
3179
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003180void Renderer11::generateMipmap(Image *dest, Image *src)
3181{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00003182 Image11 *dest11 = Image11::makeImage11(dest);
3183 Image11 *src11 = Image11::makeImage11(src);
Jamie Madilld6cb2442013-07-10 15:13:38 -04003184 Image11::generateMipmap(getCurrentClientVersion(), dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003185}
3186
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003187TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
3188{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00003189 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
3190 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003191}
3192
3193TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
3194{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00003195 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003196}
3197
3198TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
3199{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00003200 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003201}
3202
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +00003203TextureStorage *Renderer11::createTextureStorage3D(int levels, GLenum internalformat, GLenum usage, GLsizei width, GLsizei height, GLsizei depth)
3204{
3205 return new TextureStorage11_3D(this, levels, internalformat, usage, width, height, depth);
3206}
3207
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00003208TextureStorage *Renderer11::createTextureStorage2DArray(int levels, GLenum internalformat, GLenum usage, GLsizei width, GLsizei height, GLsizei depth)
3209{
3210 return new TextureStorage11_2DArray(this, levels, internalformat, usage, width, height, depth);
3211}
3212
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003213void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
3214 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
3215 GLint packAlignment, void *pixels)
3216{
3217 D3D11_TEXTURE2D_DESC textureDesc;
3218 texture->GetDesc(&textureDesc);
3219
3220 D3D11_TEXTURE2D_DESC stagingDesc;
3221 stagingDesc.Width = area.width;
3222 stagingDesc.Height = area.height;
3223 stagingDesc.MipLevels = 1;
3224 stagingDesc.ArraySize = 1;
3225 stagingDesc.Format = textureDesc.Format;
3226 stagingDesc.SampleDesc.Count = 1;
3227 stagingDesc.SampleDesc.Quality = 0;
3228 stagingDesc.Usage = D3D11_USAGE_STAGING;
3229 stagingDesc.BindFlags = 0;
3230 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
3231 stagingDesc.MiscFlags = 0;
3232
3233 ID3D11Texture2D* stagingTex = NULL;
3234 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
3235 if (FAILED(result))
3236 {
3237 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
3238 return;
3239 }
3240
3241 ID3D11Texture2D* srcTex = NULL;
3242 if (textureDesc.SampleDesc.Count > 1)
3243 {
3244 D3D11_TEXTURE2D_DESC resolveDesc;
3245 resolveDesc.Width = textureDesc.Width;
3246 resolveDesc.Height = textureDesc.Height;
3247 resolveDesc.MipLevels = 1;
3248 resolveDesc.ArraySize = 1;
3249 resolveDesc.Format = textureDesc.Format;
3250 resolveDesc.SampleDesc.Count = 1;
3251 resolveDesc.SampleDesc.Quality = 0;
3252 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
3253 resolveDesc.BindFlags = 0;
3254 resolveDesc.CPUAccessFlags = 0;
3255 resolveDesc.MiscFlags = 0;
3256
3257 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
3258 if (FAILED(result))
3259 {
3260 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
3261 stagingTex->Release();
3262 return;
3263 }
3264
3265 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
3266 subResource = 0;
3267 }
3268 else
3269 {
3270 srcTex = texture;
3271 srcTex->AddRef();
3272 }
3273
3274 D3D11_BOX srcBox;
3275 srcBox.left = area.x;
3276 srcBox.right = area.x + area.width;
3277 srcBox.top = area.y;
3278 srcBox.bottom = area.y + area.height;
3279 srcBox.front = 0;
3280 srcBox.back = 1;
3281
3282 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
3283
3284 srcTex->Release();
3285 srcTex = NULL;
3286
3287 D3D11_MAPPED_SUBRESOURCE mapping;
3288 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
3289
3290 unsigned char *source;
3291 int inputPitch;
3292 if (packReverseRowOrder)
3293 {
3294 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
3295 inputPitch = -static_cast<int>(mapping.RowPitch);
3296 }
3297 else
3298 {
3299 source = static_cast<unsigned char*>(mapping.pData);
3300 inputPitch = static_cast<int>(mapping.RowPitch);
3301 }
3302
Geoff Lang697ad3e2013-06-04 10:11:28 -04003303 GLuint clientVersion = getCurrentClientVersion();
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003304
Jamie Madilld6cb2442013-07-10 15:13:38 -04003305 GLint sourceInternalFormat = d3d11_gl::GetInternalFormat(textureDesc.Format, clientVersion);
Geoff Lang697ad3e2013-06-04 10:11:28 -04003306 GLenum sourceFormat = gl::GetFormat(sourceInternalFormat, clientVersion);
3307 GLenum sourceType = gl::GetType(sourceInternalFormat, clientVersion);
3308
3309 GLuint sourcePixelSize = gl::GetPixelBytes(sourceInternalFormat, clientVersion);
3310
3311 if (sourceFormat == format && sourceType == type)
3312 {
3313 // Direct copy possible
3314 unsigned char *dest = static_cast<unsigned char*>(pixels);
3315 for (int y = 0; y < area.height; y++)
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003316 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003317 memcpy(dest + y * outputPitch, source + y * inputPitch, area.width * sourcePixelSize);
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003318 }
3319 }
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003320 else
3321 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003322 GLint destInternalFormat = gl::GetSizedInternalFormat(format, type, clientVersion);
3323 GLuint destPixelSize = gl::GetPixelBytes(destInternalFormat, clientVersion);
3324
3325 ColorCopyFunction fastCopyFunc = d3d11::GetFastCopyFunction(textureDesc.Format, format, type, getCurrentClientVersion());
3326 if (fastCopyFunc)
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003327 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003328 // Fast copy is possible through some special function
3329 for (int y = 0; y < area.height; y++)
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003330 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003331 for (int x = 0; x < area.width; x++)
3332 {
3333 void *dest = static_cast<unsigned char*>(pixels) + y * outputPitch + x * destPixelSize;
3334 void *src = static_cast<unsigned char*>(source) + y * inputPitch + x * sourcePixelSize;
3335
3336 fastCopyFunc(src, dest);
3337 }
3338 }
3339 }
3340 else
3341 {
Jamie Madilld6cb2442013-07-10 15:13:38 -04003342 ColorReadFunction readFunc = d3d11::GetColorReadFunction(textureDesc.Format, clientVersion);
Geoff Lang697ad3e2013-06-04 10:11:28 -04003343 ColorWriteFunction writeFunc = gl::GetColorWriteFunction(format, type, clientVersion);
3344
3345 unsigned char temp[16]; // Maximum size of any Color<T> type used.
3346 META_ASSERT(sizeof(temp) >= sizeof(gl::ColorF) &&
3347 sizeof(temp) >= sizeof(gl::ColorUI) &&
3348 sizeof(temp) >= sizeof(gl::ColorI));
3349
3350 for (int y = 0; y < area.height; y++)
3351 {
3352 for (int x = 0; x < area.width; x++)
3353 {
3354 void *dest = static_cast<unsigned char*>(pixels) + y * outputPitch + x * destPixelSize;
3355 void *src = static_cast<unsigned char*>(source) + y * inputPitch + x * sourcePixelSize;
3356
3357 // readFunc and writeFunc will be using the same type of color, CopyTexImage
3358 // will not allow the copy otherwise.
3359 readFunc(src, temp);
3360 writeFunc(temp, dest);
3361 }
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003362 }
3363 }
3364 }
3365
3366 mDeviceContext->Unmap(stagingTex, 0);
3367
3368 stagingTex->Release();
3369 stagingTex = NULL;
3370}
3371
Geoff Lang758d5b22013-06-11 11:42:50 -04003372bool Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget,
Geoff Lang685806d2013-06-12 11:16:36 -04003373 RenderTarget *drawRenderTarget, GLenum filter, bool colorBlit, bool depthBlit, bool stencilBlit)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003374{
Geoff Lang975af372013-06-12 11:19:22 -04003375 // Since blitRenderbufferRect is called for each render buffer that needs to be blitted,
3376 // it should never be the case that both color and depth/stencil need to be blitted at
3377 // at the same time.
3378 ASSERT(colorBlit != (depthBlit || stencilBlit));
3379
Geoff Langc1f51be2013-06-11 11:49:14 -04003380 bool result = true;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003381
Geoff Lang4d782732013-07-22 10:44:18 -04003382 RenderTarget11 *drawRenderTarget11 = RenderTarget11::makeRenderTarget11(drawRenderTarget);
3383 if (!drawRenderTarget)
3384 {
3385 ERR("Failed to retrieve the draw render target from the draw framebuffer.");
3386 return gl::error(GL_OUT_OF_MEMORY, false);
3387 }
3388
3389 ID3D11Resource *drawTexture = drawRenderTarget11->getTexture();
3390 unsigned int drawSubresource = drawRenderTarget11->getSubresourceIndex();
3391 ID3D11RenderTargetView *drawRTV = drawRenderTarget11->getRenderTargetView();
3392 ID3D11DepthStencilView *drawDSV = drawRenderTarget11->getDepthStencilView();
3393
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003394 RenderTarget11 *readRenderTarget11 = RenderTarget11::makeRenderTarget11(readRenderTarget);
3395 if (!readRenderTarget)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003396 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003397 ERR("Failed to retrieve the read render target from the read framebuffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003398 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003399 }
3400
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003401 ID3D11Resource *readTexture = NULL;
Geoff Langc1f51be2013-06-11 11:49:14 -04003402 ID3D11ShaderResourceView *readSRV = NULL;
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003403 unsigned int readSubresource = 0;
3404 if (readRenderTarget->getSamples() > 0)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003405 {
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003406 ID3D11Resource *unresolvedResource = readRenderTarget11->getTexture();
3407 ID3D11Texture2D *unresolvedTexture = d3d11::DynamicCastComObject<ID3D11Texture2D>(unresolvedResource);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003408
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003409 if (unresolvedTexture)
3410 {
3411 readTexture = resolveMultisampledTexture(unresolvedTexture, readRenderTarget11->getSubresourceIndex());
3412 readSubresource = 0;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003413
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003414 unresolvedTexture->Release();
Geoff Langc1f51be2013-06-11 11:49:14 -04003415
3416 HRESULT result = mDevice->CreateShaderResourceView(readTexture, NULL, &readSRV);
3417 if (FAILED(result))
3418 {
3419 readTexture->Release();
3420 return gl::error(GL_OUT_OF_MEMORY, false);
3421 }
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003422 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003423 }
3424 else
3425 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003426 readTexture = readRenderTarget11->getTexture();
Geoff Lang4d782732013-07-22 10:44:18 -04003427 readTexture->AddRef();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003428 readSubresource = readRenderTarget11->getSubresourceIndex();
Geoff Langc1f51be2013-06-11 11:49:14 -04003429 readSRV = readRenderTarget11->getShaderResourceView();
Geoff Lang4d782732013-07-22 10:44:18 -04003430 readSRV->AddRef();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003431 }
3432
Geoff Lang4d782732013-07-22 10:44:18 -04003433 if (!readTexture || !readSRV)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003434 {
Geoff Lang4d782732013-07-22 10:44:18 -04003435 SafeRelease(readTexture);
3436 SafeRelease(readSRV);
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003437 ERR("Failed to retrieve the read render target view from the read render target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003438 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003439 }
3440
Geoff Langc1f51be2013-06-11 11:49:14 -04003441 bool wholeBufferCopy = readRect.x == 0 && readRect.width == readRenderTarget11->getWidth() &&
3442 readRect.y == 0 && readRect.height == readRenderTarget11->getHeight() &&
3443 drawRect.x == 0 && drawRect.width == drawRenderTarget->getWidth() &&
3444 drawRect.y == 0 && drawRect.height == drawRenderTarget->getHeight();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003445
Geoff Langc1f51be2013-06-11 11:49:14 -04003446 bool stretchRequired = readRect.width != drawRect.width || readRect.height != drawRect.height;
Geoff Lang758d5b22013-06-11 11:42:50 -04003447
Geoff Langc1f51be2013-06-11 11:49:14 -04003448 if (readRenderTarget11->getActualFormat() == drawRenderTarget->getActualFormat() &&
Geoff Lang685806d2013-06-12 11:16:36 -04003449 !stretchRequired && (!(depthBlit || stencilBlit) || wholeBufferCopy))
Geoff Langc1f51be2013-06-11 11:49:14 -04003450 {
3451 D3D11_BOX readBox;
3452 readBox.left = readRect.x;
3453 readBox.right = readRect.x + readRect.width;
3454 readBox.top = readRect.y;
3455 readBox.bottom = readRect.y + readRect.height;
3456 readBox.front = 0;
3457 readBox.back = 1;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003458
Geoff Langc1f51be2013-06-11 11:49:14 -04003459 // D3D11 needs depth-stencil CopySubresourceRegions to have a NULL pSrcBox
3460 // We also require complete framebuffer copies for depth-stencil blit.
3461 D3D11_BOX *pSrcBox = wholeBufferCopy ? NULL : &readBox;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003462
Geoff Langc1f51be2013-06-11 11:49:14 -04003463 mDeviceContext->CopySubresourceRegion(drawTexture, drawSubresource, drawRect.x, drawRect.y, 0,
3464 readTexture, readSubresource, pSrcBox);
3465 result = true;
3466 }
3467 else
3468 {
3469 gl::Box readArea(readRect.x, readRect.y, 0, readRect.width, readRect.height, 1);
3470 gl::Extents readSize(readRenderTarget->getWidth(), readRenderTarget->getHeight(), 1);
3471
3472 gl::Box drawArea(drawRect.x, drawRect.y, 0, drawRect.width, drawRect.height, 1);
3473 gl::Extents drawSize(drawRenderTarget->getWidth(), drawRenderTarget->getHeight(), 1);
3474
Geoff Lang975af372013-06-12 11:19:22 -04003475 if (depthBlit && stencilBlit)
Geoff Langc1f51be2013-06-11 11:49:14 -04003476 {
Geoff Lang975af372013-06-12 11:19:22 -04003477 result = mBlit->copyDepthStencil(readTexture, readSubresource, readArea, readSize,
3478 drawTexture, drawSubresource, drawArea, drawSize);
3479 }
3480 else if (depthBlit)
3481 {
3482 result = mBlit->copyDepth(readSRV, readArea, readSize, drawDSV, drawArea, drawSize);
3483 }
3484 else if (stencilBlit)
3485 {
3486 result = mBlit->copyStencil(readTexture, readSubresource, readArea, readSize,
3487 drawTexture, drawSubresource, drawArea, drawSize);
Geoff Langc1f51be2013-06-11 11:49:14 -04003488 }
3489 else
3490 {
Geoff Lang685806d2013-06-12 11:16:36 -04003491 GLenum format = gl::GetFormat(drawRenderTarget->getInternalFormat(), getCurrentClientVersion());
Geoff Langc1f51be2013-06-11 11:49:14 -04003492 result = mBlit->copyTexture(readSRV, readArea, readSize, drawRTV, drawArea, drawSize, format, filter);
3493 }
3494 }
3495
3496 SafeRelease(readTexture);
3497 SafeRelease(readSRV);
Geoff Langc1f51be2013-06-11 11:49:14 -04003498
3499 return result;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003500}
3501
shannon.woods@transgaming.comd67f9ce2013-02-28 23:06:09 +00003502ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
3503{
3504 D3D11_TEXTURE2D_DESC textureDesc;
3505 source->GetDesc(&textureDesc);
3506
3507 if (textureDesc.SampleDesc.Count > 1)
3508 {
3509 D3D11_TEXTURE2D_DESC resolveDesc;
3510 resolveDesc.Width = textureDesc.Width;
3511 resolveDesc.Height = textureDesc.Height;
3512 resolveDesc.MipLevels = 1;
3513 resolveDesc.ArraySize = 1;
3514 resolveDesc.Format = textureDesc.Format;
3515 resolveDesc.SampleDesc.Count = 1;
3516 resolveDesc.SampleDesc.Quality = 0;
3517 resolveDesc.Usage = textureDesc.Usage;
3518 resolveDesc.BindFlags = textureDesc.BindFlags;
3519 resolveDesc.CPUAccessFlags = 0;
3520 resolveDesc.MiscFlags = 0;
3521
3522 ID3D11Texture2D *resolveTexture = NULL;
3523 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
3524 if (FAILED(result))
3525 {
3526 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
3527 return NULL;
3528 }
3529
3530 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
3531 return resolveTexture;
3532 }
3533 else
3534 {
3535 source->AddRef();
3536 return source;
3537 }
3538}
3539
shannonwoods@chromium.org6e4f2a62013-05-30 00:15:19 +00003540bool Renderer11::getLUID(LUID *adapterLuid) const
3541{
3542 adapterLuid->HighPart = 0;
3543 adapterLuid->LowPart = 0;
3544
3545 if (!mDxgiAdapter)
3546 {
3547 return false;
3548 }
3549
3550 DXGI_ADAPTER_DESC adapterDesc;
3551 if (FAILED(mDxgiAdapter->GetDesc(&adapterDesc)))
3552 {
3553 return false;
3554 }
3555
3556 *adapterLuid = adapterDesc.AdapterLuid;
3557 return true;
3558}
3559
Geoff Lang61e49a52013-05-29 10:22:58 -04003560Renderer11::MultisampleSupportInfo Renderer11::getMultisampleSupportInfo(DXGI_FORMAT format)
3561{
3562 MultisampleSupportInfo supportInfo = { 0 };
3563
3564 UINT formatSupport;
3565 HRESULT result;
3566
3567 result = mDevice->CheckFormatSupport(format, &formatSupport);
3568 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
3569 {
3570 for (unsigned int i = 1; i <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
3571 {
3572 result = mDevice->CheckMultisampleQualityLevels(format, i, &supportInfo.qualityLevels[i - 1]);
3573 if (SUCCEEDED(result) && supportInfo.qualityLevels[i - 1] > 0)
3574 {
3575 supportInfo.maxSupportedSamples = std::max(supportInfo.maxSupportedSamples, i);
3576 }
3577 else
3578 {
3579 supportInfo.qualityLevels[i - 1] = 0;
3580 }
3581 }
3582 }
3583
3584 return supportInfo;
3585}
3586
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003587}