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daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001//
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00002// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00003// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
8
9#include "common/debug.h"
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000013#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000014#include "libGLESv2/Program.h"
15#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000016#include "libGLESv2/Framebuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000017#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000018#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000019#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +000020#include "libGLESv2/renderer/ShaderExecutable11.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000021#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.coma8aac672012-12-20 21:08:00 +000022#include "libGLESv2/renderer/Image11.h"
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +000023#include "libGLESv2/renderer/VertexBuffer11.h"
daniel@transgaming.com11c2af52012-12-20 21:10:01 +000024#include "libGLESv2/renderer/IndexBuffer11.h"
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000025#include "libGLESv2/renderer/VertexDataManager.h"
26#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +000027#include "libGLESv2/renderer/TextureStorage11.h"
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +000028#include "libGLESv2/renderer/Query11.h"
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +000029#include "libGLESv2/renderer/Fence11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000030
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000031#include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h"
32#include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h"
33#include "libGLESv2/renderer/shaders/compiled/passthroughrgb11ps.h"
34#include "libGLESv2/renderer/shaders/compiled/passthroughlum11ps.h"
35#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha11ps.h"
36
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000037#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
38#include "libGLESv2/renderer/shaders/compiled/clear11ps.h"
39
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +000040#include <sstream>
41
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000042namespace rx
43{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000044static const DXGI_FORMAT RenderTargetFormats[] =
45 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000046 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000047 DXGI_FORMAT_R8G8B8A8_UNORM
48 };
49
50static const DXGI_FORMAT DepthStencilFormats[] =
51 {
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +000052 DXGI_FORMAT_UNKNOWN,
53 DXGI_FORMAT_D24_UNORM_S8_UINT,
54 DXGI_FORMAT_D16_UNORM
daniel@transgaming.com65e65372012-11-28 19:33:50 +000055 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000056
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000057enum
58{
59 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
60};
61
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000062Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
63{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000064 mVertexDataManager = NULL;
65 mIndexDataManager = NULL;
66
daniel@transgaming.comc5114302012-12-20 21:11:36 +000067 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000068 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000069
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000070 mCopyResourcesInitialized = false;
71 mCopyVB = NULL;
72 mCopySampler = NULL;
73 mCopyIL = NULL;
74 mCopyVS = NULL;
75 mCopyRGBAPS = NULL;
76 mCopyRGBPS = NULL;
77 mCopyLumPS = NULL;
78 mCopyLumAlphaPS = NULL;
79
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000080 mClearResourcesInitialized = false;
81 mClearVB = NULL;
82 mClearIL = NULL;
83 mClearVS = NULL;
84 mClearPS = NULL;
85 mClearScissorRS = NULL;
86 mClearNoScissorRS = NULL;
87
daniel@transgaming.combdf787f2013-02-01 03:20:36 +000088 mSyncQuery = NULL;
89
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000090 mD3d11Module = NULL;
91 mDxgiModule = NULL;
92
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000093 mDeviceLost = false;
94
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +000095 mMaxSupportedSamples = 0;
96
daniel@transgaming.com25072f62012-11-28 19:31:32 +000097 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000098 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000099 mDxgiAdapter = NULL;
100 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000101
102 mDriverConstantBufferVS = NULL;
103 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000104
105 mBGRATextureSupport = false;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +0000106
107 mIsGeometryShaderActive = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000108}
109
110Renderer11::~Renderer11()
111{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000112 release();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000113}
114
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000115Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
116{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000117 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000118 return static_cast<rx::Renderer11*>(renderer);
119}
120
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000121EGLint Renderer11::initialize()
122{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000123 if (!initializeCompiler())
124 {
125 return EGL_NOT_INITIALIZED;
126 }
127
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000128 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
129 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000130
131 if (mD3d11Module == NULL || mDxgiModule == NULL)
132 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000133 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000134 return EGL_NOT_INITIALIZED;
135 }
136
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000137 // create the D3D11 device
138 ASSERT(mDevice == NULL);
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000139 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000140
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000141 if (D3D11CreateDevice == NULL)
142 {
143 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
144 return EGL_NOT_INITIALIZED;
145 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000146
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000147 D3D_FEATURE_LEVEL featureLevel[] =
148 {
149 D3D_FEATURE_LEVEL_11_0,
150 D3D_FEATURE_LEVEL_10_1,
151 D3D_FEATURE_LEVEL_10_0,
152 };
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000153
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000154 HRESULT result = D3D11CreateDevice(NULL,
155 D3D_DRIVER_TYPE_HARDWARE,
156 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000157 #if defined(_DEBUG)
158 D3D11_CREATE_DEVICE_DEBUG,
159 #else
160 0,
161 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000162 featureLevel,
163 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000164 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000165 &mDevice,
166 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000167 &mDeviceContext);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000168
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000169 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000170 {
171 ERR("Could not create D3D11 device - aborting!\n");
172 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
173 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000174
175 IDXGIDevice *dxgiDevice = NULL;
176 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
177
178 if (FAILED(result))
179 {
180 ERR("Could not query DXGI device - aborting!\n");
181 return EGL_NOT_INITIALIZED;
182 }
183
184 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
185
186 if (FAILED(result))
187 {
188 ERR("Could not retrieve DXGI adapter - aborting!\n");
189 return EGL_NOT_INITIALIZED;
190 }
191
192 dxgiDevice->Release();
193
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000194 mDxgiAdapter->GetDesc(&mAdapterDescription);
195 memset(mDescription, 0, sizeof(mDescription));
196 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
197
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000198 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
199
200 if (!mDxgiFactory || FAILED(result))
201 {
202 ERR("Could not create DXGI factory - aborting!\n");
203 return EGL_NOT_INITIALIZED;
204 }
205
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000206 unsigned int maxSupportedSamples = 0;
207 unsigned int rtFormatCount = sizeof(RenderTargetFormats) / sizeof(DXGI_FORMAT);
208 unsigned int dsFormatCount = sizeof(DepthStencilFormats) / sizeof(DXGI_FORMAT);
209 for (unsigned int i = 0; i < rtFormatCount + dsFormatCount; ++i)
210 {
211 DXGI_FORMAT format = (i < rtFormatCount) ? RenderTargetFormats[i] : DepthStencilFormats[i - rtFormatCount];
212 if (format != DXGI_FORMAT_UNKNOWN)
213 {
214 UINT formatSupport;
215 result = mDevice->CheckFormatSupport(format, &formatSupport);
216 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
217 {
218 MultisampleSupportInfo supportInfo;
219
220 for (unsigned int j = 1; j <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; j++)
221 {
222 result = mDevice->CheckMultisampleQualityLevels(format, j, &supportInfo.qualityLevels[j - 1]);
223 if (SUCCEEDED(result) && supportInfo.qualityLevels[j - 1] > 0)
224 {
225 maxSupportedSamples = std::max(j, maxSupportedSamples);
226 }
227 else
228 {
229 supportInfo.qualityLevels[j - 1] = 0;
230 }
231 }
232
233 mMultisampleSupportMap.insert(std::make_pair(format, supportInfo));
234 }
235 }
236 }
237 mMaxSupportedSamples = maxSupportedSamples;
238
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000239 initializeDevice();
240
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000241 // BGRA texture support is optional in feature levels 10 and 10_1
242 UINT formatSupport;
243 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
244 if (FAILED(result))
245 {
246 ERR("Error checking BGRA format support: 0x%08X", result);
247 }
248 else
249 {
250 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
251 mBGRATextureSupport = (formatSupport & flags) == flags;
252 }
253
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +0000254 // Check floating point texture support
255 static const unsigned int requiredTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE;
256 static const unsigned int requiredRenderableFlags = D3D11_FORMAT_SUPPORT_RENDER_TARGET;
257 static const unsigned int requiredFilterFlags = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
258
259 DXGI_FORMAT float16Formats[] =
260 {
261 DXGI_FORMAT_R16_FLOAT,
262 DXGI_FORMAT_R16G16_FLOAT,
263 DXGI_FORMAT_R16G16B16A16_FLOAT,
264 };
265
266 DXGI_FORMAT float32Formats[] =
267 {
268 DXGI_FORMAT_R32_FLOAT,
269 DXGI_FORMAT_R32G32_FLOAT,
270 DXGI_FORMAT_R32G32B32_FLOAT,
271 DXGI_FORMAT_R32G32B32A32_FLOAT,
272 };
273
274 mFloat16TextureSupport = true;
275 mFloat16FilterSupport = true;
276 mFloat16RenderSupport = true;
277 for (unsigned int i = 0; i < ArraySize(float16Formats); i++)
278 {
279 if (SUCCEEDED(mDevice->CheckFormatSupport(float16Formats[i], &formatSupport)))
280 {
281 mFloat16TextureSupport = mFloat16TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
282 mFloat16FilterSupport = mFloat16FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
283 mFloat16RenderSupport = mFloat16RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
284 }
285 else
286 {
287 mFloat16TextureSupport = false;
288 mFloat16RenderSupport = false;
289 mFloat16FilterSupport = false;
290 }
291 }
292
293 mFloat32TextureSupport = true;
294 mFloat32FilterSupport = true;
295 mFloat32RenderSupport = true;
296 for (unsigned int i = 0; i < ArraySize(float32Formats); i++)
297 {
298 if (SUCCEEDED(mDevice->CheckFormatSupport(float32Formats[i], &formatSupport)))
299 {
300 mFloat32TextureSupport = mFloat32TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
301 mFloat32FilterSupport = mFloat32FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
302 mFloat32RenderSupport = mFloat32RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
303 }
304 else
305 {
306 mFloat32TextureSupport = false;
307 mFloat32FilterSupport = false;
308 mFloat32RenderSupport = false;
309 }
310 }
311
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000312 return EGL_SUCCESS;
313}
314
315// do any one-time device initialization
316// NOTE: this is also needed after a device lost/reset
317// to reset the scene status and ensure the default states are reset.
318void Renderer11::initializeDevice()
319{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000320 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000321 mInputLayoutCache.initialize(mDevice, mDeviceContext);
322
323 ASSERT(!mVertexDataManager && !mIndexDataManager);
324 mVertexDataManager = new VertexDataManager(this);
325 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000326
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000327 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000328}
329
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000330int Renderer11::generateConfigs(ConfigDesc **configDescList)
331{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000332 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
333 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000334 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
335 int numConfigs = 0;
336
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000337 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000338 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000339 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000340 {
341 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
342
343 UINT formatSupport = 0;
344 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000345
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000346 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
347 {
348 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
349
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000350 bool depthStencilFormatOK = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000351
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000352 if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
353 {
354 UINT formatSupport = 0;
355 result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
356 depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
357 }
358
359 if (depthStencilFormatOK)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000360 {
361 ConfigDesc newConfig;
362 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
363 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
364 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
365 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
366
367 (*configDescList)[numConfigs++] = newConfig;
368 }
369 }
370 }
371 }
372
373 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000374}
375
376void Renderer11::deleteConfigs(ConfigDesc *configDescList)
377{
378 delete [] (configDescList);
379}
380
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000381void Renderer11::sync(bool block)
382{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000383 if (block)
384 {
385 HRESULT result;
386
387 if (!mSyncQuery)
388 {
389 D3D11_QUERY_DESC queryDesc;
390 queryDesc.Query = D3D11_QUERY_EVENT;
391 queryDesc.MiscFlags = 0;
392
393 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
394 ASSERT(SUCCEEDED(result));
395 }
396
397 mDeviceContext->End(mSyncQuery);
398 mDeviceContext->Flush();
399
400 do
401 {
402 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
403
404 // Keep polling, but allow other threads to do something useful first
405 Sleep(0);
406
407 if (testDeviceLost(true))
408 {
409 return;
410 }
411 }
412 while (result == S_FALSE);
413 }
414 else
415 {
416 mDeviceContext->Flush();
417 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000418}
419
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000420SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
421{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000422 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000423}
424
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000425void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
426{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000427 if (type == gl::SAMPLER_PIXEL)
428 {
429 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
430 {
431 ERR("Pixel shader sampler index %i is not valid.", index);
432 return;
433 }
434
435 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
436 {
437 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
438
439 if (!dxSamplerState)
440 {
441 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
442 "sampler state for pixel shaders at slot %i.", index);
443 }
444
445 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
446
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000447 mCurPixelSamplerStates[index] = samplerState;
448 }
449
450 mForceSetPixelSamplerStates[index] = false;
451 }
452 else if (type == gl::SAMPLER_VERTEX)
453 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000454 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000455 {
456 ERR("Vertex shader sampler index %i is not valid.", index);
457 return;
458 }
459
460 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
461 {
462 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
463
464 if (!dxSamplerState)
465 {
466 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
467 "sampler state for vertex shaders at slot %i.", index);
468 }
469
470 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
471
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000472 mCurVertexSamplerStates[index] = samplerState;
473 }
474
475 mForceSetVertexSamplerStates[index] = false;
476 }
477 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000478}
479
480void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
481{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000482 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000483 unsigned int serial = 0;
484 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000485
486 if (texture)
487 {
488 TextureStorageInterface *texStorage = texture->getNativeTexture();
489 if (texStorage)
490 {
491 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
492 textureSRV = storage11->getSRV();
493 }
494
495 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
496 // missing the shader resource view
497 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000498
499 serial = texture->getTextureSerial();
500 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000501 }
502
503 if (type == gl::SAMPLER_PIXEL)
504 {
505 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
506 {
507 ERR("Pixel shader sampler index %i is not valid.", index);
508 return;
509 }
510
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000511 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
512 {
513 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
514 }
515
516 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000517 }
518 else if (type == gl::SAMPLER_VERTEX)
519 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000520 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000521 {
522 ERR("Vertex shader sampler index %i is not valid.", index);
523 return;
524 }
525
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000526 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
527 {
528 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
529 }
530
531 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000532 }
533 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000534}
535
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000536void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000537{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000538 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000539 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000540 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
541 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000542 if (!dxRasterState)
543 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000544 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000545 "rasterizer state.");
546 }
547
548 mDeviceContext->RSSetState(dxRasterState);
549
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000550 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000551 }
552
553 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000554}
555
556void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
557 unsigned int sampleMask)
558{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000559 if (mForceSetBlendState ||
560 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
561 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
562 sampleMask != mCurSampleMask)
563 {
564 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
565 if (!dxBlendState)
566 {
567 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
568 "blend state.");
569 }
570
571 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
572 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
573
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000574 mCurBlendState = blendState;
575 mCurBlendColor = blendColor;
576 mCurSampleMask = sampleMask;
577 }
578
579 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000580}
581
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000582void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000583 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000584{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000585 if (mForceSetDepthStencilState ||
586 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
587 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
588 {
589 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
590 stencilRef != stencilBackRef ||
591 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
592 {
593 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
594 "invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000595 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000596 }
597
598 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
599 if (!dxDepthStencilState)
600 {
601 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
602 "setting the default depth stencil state.");
603 }
604
605 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
606
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000607 mCurDepthStencilState = depthStencilState;
608 mCurStencilRef = stencilRef;
609 mCurStencilBackRef = stencilBackRef;
610 }
611
612 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000613}
614
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000615void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000616{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000617 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
618 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000619 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000620 if (enabled)
621 {
622 D3D11_RECT rect;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000623 rect.left = std::max(0, scissor.x);
624 rect.top = std::max(0, scissor.y);
625 rect.right = scissor.x + std::max(0, scissor.width);
626 rect.bottom = scissor.y + std::max(0, scissor.height);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000627
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000628 mDeviceContext->RSSetScissorRects(1, &rect);
629 }
630
631 if (enabled != mScissorEnabled)
632 {
633 mForceSetRasterState = true;
634 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000635
636 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000637 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000638 }
639
640 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000641}
642
daniel@transgaming.com12985182012-12-20 20:56:31 +0000643bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000644 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000645{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000646 gl::Rectangle actualViewport = viewport;
647 float actualZNear = gl::clamp01(zNear);
648 float actualZFar = gl::clamp01(zFar);
649 if (ignoreViewport)
650 {
651 actualViewport.x = 0;
652 actualViewport.y = 0;
653 actualViewport.width = mRenderTargetDesc.width;
654 actualViewport.height = mRenderTargetDesc.height;
655 actualZNear = 0.0f;
656 actualZFar = 1.0f;
657 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000658
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000659 // Get D3D viewport bounds, which depends on the feature level
660 const Range& viewportBounds = getViewportBounds();
661
662 // 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 +0000663 D3D11_VIEWPORT dxViewport;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000664 dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end);
665 dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end);
666 dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension());
667 dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension());
668 dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX));
669 dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY));
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000670 dxViewport.MinDepth = actualZNear;
671 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000672
673 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
674 {
675 return false; // Nothing to render
676 }
677
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000678 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
679 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000680
daniel@transgaming.com53670042012-11-28 20:55:51 +0000681 if (viewportChanged)
682 {
683 mDeviceContext->RSSetViewports(1, &dxViewport);
684
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000685 mCurViewport = actualViewport;
686 mCurNear = actualZNear;
687 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000688
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000689 mVertexConstants.halfPixelSize[0] = 0.0f;
690 mVertexConstants.halfPixelSize[1] = 0.0f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000691
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000692 mPixelConstants.coord[0] = actualViewport.width * 0.5f;
693 mPixelConstants.coord[1] = actualViewport.height * 0.5f;
694 mPixelConstants.coord[2] = actualViewport.x + (actualViewport.width * 0.5f);
695 mPixelConstants.coord[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000696
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000697 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
698 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
699 mPixelConstants.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000700
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000701 mVertexConstants.depthRange[0] = actualZNear;
702 mVertexConstants.depthRange[1] = actualZFar;
703 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000704
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000705 mPixelConstants.depthRange[0] = actualZNear;
706 mPixelConstants.depthRange[1] = actualZFar;
707 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000708 }
709
710 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000711 return true;
712}
713
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000714bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
715{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000716 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000717
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000718 switch (mode)
719 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000720 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
721 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000722 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000723 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
724 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
725 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000726 // emulate fans via rewriting index buffer
727 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000728 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000729 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000730 }
731
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000732 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000733
734 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000735}
736
737bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000738{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000739 // Get the color render buffer and serial
740 gl::Renderbuffer *renderbufferObject = NULL;
741 unsigned int renderTargetSerial = 0;
742 if (framebuffer->getColorbufferType() != GL_NONE)
743 {
744 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000745
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000746 if (!renderbufferObject)
747 {
748 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000749 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000750 }
751
752 renderTargetSerial = renderbufferObject->getSerial();
753 }
754
755 // Get the depth stencil render buffer and serials
756 gl::Renderbuffer *depthStencil = NULL;
757 unsigned int depthbufferSerial = 0;
758 unsigned int stencilbufferSerial = 0;
759 if (framebuffer->getDepthbufferType() != GL_NONE)
760 {
761 depthStencil = framebuffer->getDepthbuffer();
762 if (!depthStencil)
763 {
764 ERR("Depth stencil pointer unexpectedly null.");
765 return false;
766 }
767
768 depthbufferSerial = depthStencil->getSerial();
769 }
770 else if (framebuffer->getStencilbufferType() != GL_NONE)
771 {
772 depthStencil = framebuffer->getStencilbuffer();
773 if (!depthStencil)
774 {
775 ERR("Depth stencil pointer unexpectedly null.");
776 return false;
777 }
778
779 stencilbufferSerial = depthStencil->getSerial();
780 }
781
782 // Extract the render target dimensions and view
783 unsigned int renderTargetWidth = 0;
784 unsigned int renderTargetHeight = 0;
785 GLenum renderTargetFormat = 0;
786 ID3D11RenderTargetView* framebufferRTV = NULL;
787 if (renderbufferObject)
788 {
789 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
790 if (!renderTarget)
791 {
792 ERR("render target pointer unexpectedly null.");
793 return false;
794 }
795
796 framebufferRTV = renderTarget->getRenderTargetView();
797 if (!framebufferRTV)
798 {
799 ERR("render target view pointer unexpectedly null.");
800 return false;
801 }
802
803 renderTargetWidth = renderbufferObject->getWidth();
804 renderTargetHeight = renderbufferObject->getHeight();
805 renderTargetFormat = renderbufferObject->getActualFormat();
806 }
807
808 // Extract the depth stencil sizes and view
809 unsigned int depthSize = 0;
810 unsigned int stencilSize = 0;
811 ID3D11DepthStencilView* framebufferDSV = NULL;
812 if (depthStencil)
813 {
814 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
815 if (!depthStencilRenderTarget)
816 {
817 ERR("render target pointer unexpectedly null.");
818 if (framebufferRTV)
819 {
820 framebufferRTV->Release();
821 }
822 return false;
823 }
824
825 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
826 if (!framebufferDSV)
827 {
828 ERR("depth stencil view pointer unexpectedly null.");
829 if (framebufferRTV)
830 {
831 framebufferRTV->Release();
832 }
833 return false;
834 }
835
836 // If there is no render buffer, the width, height and format values come from
837 // the depth stencil
838 if (!renderbufferObject)
839 {
840 renderTargetWidth = depthStencil->getWidth();
841 renderTargetHeight = depthStencil->getHeight();
842 renderTargetFormat = depthStencil->getActualFormat();
843 }
844
845 depthSize = depthStencil->getDepthSize();
846 stencilSize = depthStencil->getStencilSize();
847 }
848
849 // Apply the render target and depth stencil
850 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
851 renderTargetSerial != mAppliedRenderTargetSerial ||
852 depthbufferSerial != mAppliedDepthbufferSerial ||
853 stencilbufferSerial != mAppliedStencilbufferSerial)
854 {
855 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
856
857 mRenderTargetDesc.width = renderTargetWidth;
858 mRenderTargetDesc.height = renderTargetHeight;
859 mRenderTargetDesc.format = renderTargetFormat;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000860 mForceSetViewport = true;
861 mForceSetScissor = true;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000862
863 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
864 {
865 mCurDepthSize = depthSize;
866 mForceSetRasterState = true;
867 }
868
869 mCurStencilSize = stencilSize;
870
871 mAppliedRenderTargetSerial = renderTargetSerial;
872 mAppliedDepthbufferSerial = depthbufferSerial;
873 mAppliedStencilbufferSerial = stencilbufferSerial;
874 mRenderTargetDescInitialized = true;
875 mDepthStencilInitialized = true;
876 }
877
878 if (framebufferRTV)
879 {
880 framebufferRTV->Release();
881 }
882 if (framebufferDSV)
883 {
884 framebufferDSV->Release();
885 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000886
887 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000888}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000889
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000890GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000891{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000892 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
893 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
894 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000895 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000896 return err;
897 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000898
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000899 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000900}
901
daniel@transgaming.com31240482012-11-28 21:06:41 +0000902GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000903{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000904 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000905
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000906 if (err == GL_NO_ERROR)
907 {
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000908 if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000909 {
910 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
911
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000912 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000913 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000914 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000915 }
916 }
917
918 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000919}
920
921void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
922{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000923 if (mode == GL_LINE_LOOP)
924 {
925 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
926 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000927 else if (mode == GL_TRIANGLE_FAN)
928 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000929 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000930 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000931 else if (instances > 0)
932 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000933 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000934 }
935 else
936 {
937 mDeviceContext->Draw(count, 0);
938 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000939}
940
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000941void 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 +0000942{
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000943 if (mode == GL_LINE_LOOP)
944 {
945 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
946 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000947 else if (mode == GL_TRIANGLE_FAN)
948 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000949 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
950 }
951 else if (instances > 0)
952 {
953 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000954 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000955 else
956 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +0000957 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000958 }
959}
960
961void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
962{
963 // Get the raw indices for an indexed draw
964 if (type != GL_NONE && elementArrayBuffer)
965 {
966 gl::Buffer *indexBuffer = elementArrayBuffer;
967 intptr_t offset = reinterpret_cast<intptr_t>(indices);
968 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
969 }
970
971 if (!mLineLoopIB)
972 {
973 mLineLoopIB = new StreamingIndexBufferInterface(this);
974 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
975 {
976 delete mLineLoopIB;
977 mLineLoopIB = NULL;
978
979 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000980 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000981 }
982 }
983
984 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
985 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
986 {
987 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000988 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000989 }
990
991 void* mappedMemory = NULL;
992 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
993 if (offset == -1 || mappedMemory == NULL)
994 {
995 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000996 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000997 }
998
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000999 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001000 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001001
1002 switch (type)
1003 {
1004 case GL_NONE: // Non-indexed draw
1005 for (int i = 0; i < count; i++)
1006 {
1007 data[i] = i;
1008 }
1009 data[count] = 0;
1010 break;
1011 case GL_UNSIGNED_BYTE:
1012 for (int i = 0; i < count; i++)
1013 {
1014 data[i] = static_cast<const GLubyte*>(indices)[i];
1015 }
1016 data[count] = static_cast<const GLubyte*>(indices)[0];
1017 break;
1018 case GL_UNSIGNED_SHORT:
1019 for (int i = 0; i < count; i++)
1020 {
1021 data[i] = static_cast<const GLushort*>(indices)[i];
1022 }
1023 data[count] = static_cast<const GLushort*>(indices)[0];
1024 break;
1025 case GL_UNSIGNED_INT:
1026 for (int i = 0; i < count; i++)
1027 {
1028 data[i] = static_cast<const GLuint*>(indices)[i];
1029 }
1030 data[count] = static_cast<const GLuint*>(indices)[0];
1031 break;
1032 default: UNREACHABLE();
1033 }
1034
1035 if (!mLineLoopIB->unmapBuffer())
1036 {
1037 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001038 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001039 }
1040
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001041 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001042 {
1043 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
1044
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001045 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001046 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001047 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001048 }
1049
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001050 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001051}
1052
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001053void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001054{
1055 // Get the raw indices for an indexed draw
1056 if (type != GL_NONE && elementArrayBuffer)
1057 {
1058 gl::Buffer *indexBuffer = elementArrayBuffer;
1059 intptr_t offset = reinterpret_cast<intptr_t>(indices);
1060 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
1061 }
1062
1063 if (!mTriangleFanIB)
1064 {
1065 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1066 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1067 {
1068 delete mTriangleFanIB;
1069 mTriangleFanIB = NULL;
1070
1071 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001072 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001073 }
1074 }
1075
1076 const int numTris = count - 2;
1077 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
1078 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1079 {
1080 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001081 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001082 }
1083
1084 void* mappedMemory = NULL;
1085 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
1086 if (offset == -1 || mappedMemory == NULL)
1087 {
1088 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001089 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001090 }
1091
1092 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1093 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
1094
1095 switch (type)
1096 {
1097 case GL_NONE: // Non-indexed draw
1098 for (int i = 0; i < numTris; i++)
1099 {
1100 data[i*3 + 0] = 0;
1101 data[i*3 + 1] = i + 1;
1102 data[i*3 + 2] = i + 2;
1103 }
1104 break;
1105 case GL_UNSIGNED_BYTE:
1106 for (int i = 0; i < numTris; i++)
1107 {
1108 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1109 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1110 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1111 }
1112 break;
1113 case GL_UNSIGNED_SHORT:
1114 for (int i = 0; i < numTris; i++)
1115 {
1116 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1117 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1118 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1119 }
1120 break;
1121 case GL_UNSIGNED_INT:
1122 for (int i = 0; i < numTris; i++)
1123 {
1124 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1125 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1126 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1127 }
1128 break;
1129 default: UNREACHABLE();
1130 }
1131
1132 if (!mTriangleFanIB->unmapBuffer())
1133 {
1134 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001135 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001136 }
1137
1138 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1139 {
1140 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1141
1142 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1143 mAppliedIBSerial = mTriangleFanIB->getSerial();
1144 mAppliedIBOffset = indexBufferOffset;
1145 }
1146
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001147 if (instances > 0)
1148 {
1149 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1150 }
1151 else
1152 {
1153 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1154 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001155}
1156
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001157void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1158{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001159 unsigned int programBinarySerial = programBinary->getSerial();
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001160 const bool updateProgramState = (programBinarySerial != mAppliedProgramBinarySerial);
1161
1162 if (updateProgramState)
daniel@transgaming.come4991412012-12-20 20:55:34 +00001163 {
1164 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1165 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001166
daniel@transgaming.come4991412012-12-20 20:55:34 +00001167 ID3D11VertexShader *vertexShader = NULL;
1168 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001169
daniel@transgaming.come4991412012-12-20 20:55:34 +00001170 ID3D11PixelShader *pixelShader = NULL;
1171 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001172
daniel@transgaming.come4991412012-12-20 20:55:34 +00001173 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1174 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001175
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001176 programBinary->dirtyAllUniforms();
1177
1178 mAppliedProgramBinarySerial = programBinarySerial;
1179 }
1180
1181 // Only use the geometry shader currently for point sprite drawing
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001182 const bool usesGeometryShader = (programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode);
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001183
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001184 if (updateProgramState || usesGeometryShader != mIsGeometryShaderActive)
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001185 {
1186 if (usesGeometryShader)
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001187 {
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001188 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
1189 ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001190 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1191 }
1192 else
1193 {
1194 mDeviceContext->GSSetShader(NULL, NULL, 0);
1195 }
1196
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001197 mIsGeometryShaderActive = usesGeometryShader;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001198 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001199}
1200
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001201void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001202{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001203 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1204 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001205
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001206 unsigned int totalRegisterCountVS = 0;
1207 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001208
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001209 bool vertexUniformsDirty = false;
1210 bool pixelUniformsDirty = false;
1211
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001212 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1213 {
1214 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001215
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001216 if (uniform->vsRegisterIndex >= 0)
1217 {
1218 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001219 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001220 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001221
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001222 if (uniform->psRegisterIndex >= 0)
1223 {
1224 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001225 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001226 }
1227 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001228
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001229 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1230 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1231
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001232 void *mapVS = (totalRegisterCountVS > 0 && vertexUniformsDirty) ? new float[4 * totalRegisterCountVS] : NULL;
1233 void *mapPS = (totalRegisterCountPS > 0 && pixelUniformsDirty) ? new float[4 * totalRegisterCountPS] : NULL;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001234
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001235 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001236 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001237 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001238
1239 switch (uniform->type)
1240 {
daniel@transgaming.comda8d3802012-12-20 21:12:55 +00001241 case GL_SAMPLER_2D:
1242 case GL_SAMPLER_CUBE:
1243 break;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001244 case GL_FLOAT:
1245 case GL_FLOAT_VEC2:
1246 case GL_FLOAT_VEC3:
1247 case GL_FLOAT_VEC4:
1248 case GL_FLOAT_MAT2:
1249 case GL_FLOAT_MAT3:
1250 case GL_FLOAT_MAT4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001251 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001252 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001253 GLfloat (*c)[4] = (GLfloat(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001254 float (*f)[4] = (float(*)[4])uniform->data;
1255
1256 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001257 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001258 c[uniform->vsRegisterIndex + i][0] = f[i][0];
1259 c[uniform->vsRegisterIndex + i][1] = f[i][1];
1260 c[uniform->vsRegisterIndex + i][2] = f[i][2];
1261 c[uniform->vsRegisterIndex + i][3] = f[i][3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001262 }
1263 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001264 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001265 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001266 GLfloat (*c)[4] = (GLfloat(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001267 float (*f)[4] = (float(*)[4])uniform->data;
1268
1269 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001270 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001271 c[uniform->psRegisterIndex + i][0] = f[i][0];
1272 c[uniform->psRegisterIndex + i][1] = f[i][1];
1273 c[uniform->psRegisterIndex + i][2] = f[i][2];
1274 c[uniform->psRegisterIndex + i][3] = f[i][3];
1275 }
1276 }
1277 break;
1278 case GL_INT:
1279 case GL_INT_VEC2:
1280 case GL_INT_VEC3:
1281 case GL_INT_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001282 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001283 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001284 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001285 GLint *x = (GLint*)uniform->data;
1286 int count = gl::VariableColumnCount(uniform->type);
1287
1288 for (unsigned int i = 0; i < uniform->registerCount; i++)
1289 {
1290 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = x[i * count + 0];
1291 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = x[i * count + 1];
1292 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = x[i * count + 2];
1293 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = x[i * count + 3];
1294 }
1295 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001296 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001297 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001298 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001299 GLint *x = (GLint*)uniform->data;
1300 int count = gl::VariableColumnCount(uniform->type);
1301
1302 for (unsigned int i = 0; i < uniform->registerCount; i++)
1303 {
1304 if (count >= 1) c[uniform->psRegisterIndex + i][0] = x[i * count + 0];
1305 if (count >= 2) c[uniform->psRegisterIndex + i][1] = x[i * count + 1];
1306 if (count >= 3) c[uniform->psRegisterIndex + i][2] = x[i * count + 2];
1307 if (count >= 4) c[uniform->psRegisterIndex + i][3] = x[i * count + 3];
1308 }
1309 }
1310 break;
1311 case GL_BOOL:
1312 case GL_BOOL_VEC2:
1313 case GL_BOOL_VEC3:
1314 case GL_BOOL_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001315 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001316 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001317 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001318 GLboolean *b = (GLboolean*)uniform->data;
1319 int count = gl::VariableColumnCount(uniform->type);
1320
1321 for (unsigned int i = 0; i < uniform->registerCount; i++)
1322 {
1323 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = b[i * count + 0];
1324 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = b[i * count + 1];
1325 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = b[i * count + 2];
1326 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = b[i * count + 3];
1327 }
1328 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001329 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001330 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001331 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001332 GLboolean *b = (GLboolean*)uniform->data;
1333 int count = gl::VariableColumnCount(uniform->type);
1334
1335 for (unsigned int i = 0; i < uniform->registerCount; i++)
1336 {
1337 if (count >= 1) c[uniform->psRegisterIndex + i][0] = b[i * count + 0];
1338 if (count >= 2) c[uniform->psRegisterIndex + i][1] = b[i * count + 1];
1339 if (count >= 3) c[uniform->psRegisterIndex + i][2] = b[i * count + 2];
1340 if (count >= 4) c[uniform->psRegisterIndex + i][3] = b[i * count + 3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001341 }
1342 }
1343 break;
1344 default:
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001345 UNREACHABLE();
1346 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001347
1348 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001349 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001350
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001351 if (vertexConstantBuffer && mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001352 {
1353 mDeviceContext->UpdateSubresource(vertexConstantBuffer, 0, NULL, mapVS, 0, 0);
1354 }
1355
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001356 if (pixelConstantBuffer && mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001357 {
1358 mDeviceContext->UpdateSubresource(pixelConstantBuffer, 0, NULL, mapPS, 0, 0);
1359 }
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001360
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001361 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1362 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001363
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001364 delete[] mapVS;
1365 delete[] mapPS;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001366
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001367 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001368 if (!mDriverConstantBufferVS)
1369 {
1370 D3D11_BUFFER_DESC constantBufferDescription = {0};
1371 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1372 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1373 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1374 constantBufferDescription.CPUAccessFlags = 0;
1375 constantBufferDescription.MiscFlags = 0;
1376 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001377
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001378 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001379 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001380
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001381 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1382 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001383
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001384 if (!mDriverConstantBufferPS)
1385 {
1386 D3D11_BUFFER_DESC constantBufferDescription = {0};
1387 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1388 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1389 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1390 constantBufferDescription.CPUAccessFlags = 0;
1391 constantBufferDescription.MiscFlags = 0;
1392 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001393
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001394 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001395 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001396
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001397 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1398 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001399
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001400 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1401 {
1402 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1403 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1404 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001405
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001406 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1407 {
1408 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1409 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1410 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001411
1412 // needed for the point sprite geometry shader
1413 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001414}
1415
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001416void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001417{
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001418 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1419 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1420 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1421 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001422
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001423 unsigned int stencilUnmasked = 0x0;
1424 if (frameBuffer->hasStencil())
1425 {
1426 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1427 stencilUnmasked = (0x1 << stencilSize) - 1;
1428 }
1429 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1430 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001431
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001432 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1433 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1434 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001435
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001436 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1437 {
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001438 maskedClear(clearParams);
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001439 }
1440 else
1441 {
1442 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1443 {
1444 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
1445 if (renderbufferObject)
1446 {
1447 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1448 if (!renderTarget)
1449 {
1450 ERR("render target pointer unexpectedly null.");
1451 return;
1452 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001453
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001454 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1455 if (!framebufferRTV)
1456 {
1457 ERR("render target view pointer unexpectedly null.");
1458 return;
1459 }
1460
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001461 const float clearValues[4] = { clearParams.colorClearValue.red,
1462 clearParams.colorClearValue.green,
1463 clearParams.colorClearValue.blue,
1464 clearParams.colorClearValue.alpha };
1465 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001466
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001467 framebufferRTV->Release();
1468 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001469 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001470 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001471 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001472 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1473 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001474 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001475 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1476 if (!renderTarget)
1477 {
1478 ERR("render target pointer unexpectedly null.");
1479 return;
1480 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001481
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001482 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1483 if (!framebufferDSV)
1484 {
1485 ERR("depth stencil view pointer unexpectedly null.");
1486 return;
1487 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001488
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001489 UINT clearFlags = 0;
1490 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1491 {
1492 clearFlags |= D3D11_CLEAR_DEPTH;
1493 }
1494 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1495 {
1496 clearFlags |= D3D11_CLEAR_STENCIL;
1497 }
1498
1499 float depthClear = clearParams.depthClearValue;
1500 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1501
1502 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001503
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001504 framebufferDSV->Release();
1505 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001506 }
1507 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001508}
1509
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001510void Renderer11::maskedClear(const gl::ClearParameters &clearParams)
1511{
1512 HRESULT result;
1513
1514 if (!mClearResourcesInitialized)
1515 {
1516 ASSERT(!mClearVB && !mClearVS && !mClearPS && !mClearScissorRS && !mClearNoScissorRS);
1517
1518 D3D11_BUFFER_DESC vbDesc;
1519 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1520 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1521 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1522 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1523 vbDesc.MiscFlags = 0;
1524 vbDesc.StructureByteStride = 0;
1525
1526 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1527 ASSERT(SUCCEEDED(result));
1528 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1529
1530 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1531 {
1532 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1533 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1534 };
1535
1536 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1537 ASSERT(SUCCEEDED(result));
1538 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1539
1540 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1541 ASSERT(SUCCEEDED(result));
1542 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1543
1544 result = mDevice->CreatePixelShader(g_PS_Clear, sizeof(g_PS_Clear), NULL, &mClearPS);
1545 ASSERT(SUCCEEDED(result));
1546 d3d11::SetDebugName(mClearPS, "Renderer11 masked clear pixel shader");
1547
1548 D3D11_RASTERIZER_DESC rsScissorDesc;
1549 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1550 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1551 rsScissorDesc.FrontCounterClockwise = FALSE;
1552 rsScissorDesc.DepthBias = 0;
1553 rsScissorDesc.DepthBiasClamp = 0.0f;
1554 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1555 rsScissorDesc.DepthClipEnable = FALSE;
1556 rsScissorDesc.ScissorEnable = TRUE;
1557 rsScissorDesc.MultisampleEnable = FALSE;
1558 rsScissorDesc.AntialiasedLineEnable = FALSE;
1559
1560 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1561 ASSERT(SUCCEEDED(result));
1562 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1563
1564 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1565 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1566 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1567 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1568 rsNoScissorDesc.DepthBias = 0;
1569 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1570 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1571 rsNoScissorDesc.DepthClipEnable = FALSE;
1572 rsNoScissorDesc.ScissorEnable = FALSE;
1573 rsNoScissorDesc.MultisampleEnable = FALSE;
1574 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1575
1576 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1577 ASSERT(SUCCEEDED(result));
1578 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1579
1580 mClearResourcesInitialized = true;
1581 }
1582
1583 // Prepare the depth stencil state to write depth values if the depth should be cleared
1584 // and stencil values if the stencil should be cleared
1585 gl::DepthStencilState glDSState;
1586 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1587 glDSState.depthFunc = GL_ALWAYS;
1588 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1589 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1590 glDSState.stencilFunc = GL_ALWAYS;
1591 glDSState.stencilMask = 0;
1592 glDSState.stencilFail = GL_REPLACE;
1593 glDSState.stencilPassDepthFail = GL_REPLACE;
1594 glDSState.stencilPassDepthPass = GL_REPLACE;
1595 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1596 glDSState.stencilBackFunc = GL_ALWAYS;
1597 glDSState.stencilBackMask = 0;
1598 glDSState.stencilBackFail = GL_REPLACE;
1599 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1600 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1601 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1602
1603 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1604
1605 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1606
1607 // Prepare the blend state to use a write mask if the color buffer should be cleared
1608 gl::BlendState glBlendState;
1609 glBlendState.blend = false;
1610 glBlendState.sourceBlendRGB = GL_ONE;
1611 glBlendState.destBlendRGB = GL_ZERO;
1612 glBlendState.sourceBlendAlpha = GL_ONE;
1613 glBlendState.destBlendAlpha = GL_ZERO;
1614 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1615 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1616 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1617 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1618 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1619 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1620 glBlendState.sampleAlphaToCoverage = false;
1621 glBlendState.dither = false;
1622
1623 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1624 static const UINT sampleMask = 0xFFFFFFFF;
1625
1626 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1627
1628 // Set the vertices
1629 D3D11_MAPPED_SUBRESOURCE mappedResource;
1630 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1631 if (FAILED(result))
1632 {
1633 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1634 return;
1635 }
1636
1637 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1638
1639 float depthClear = gl::clamp01(clearParams.depthClearValue);
1640 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1641 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1642 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1643 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1644
1645 mDeviceContext->Unmap(mClearVB, 0);
1646
1647 // Apply state
1648 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1649 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1650 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1651
1652 // Apply shaders
1653 mDeviceContext->IASetInputLayout(mClearIL);
1654 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
1655 mDeviceContext->PSSetShader(mClearPS, NULL, 0);
1656
1657 // Apply vertex buffer
1658 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1659 static UINT startIdx = 0;
1660 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1661 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1662
1663 // Draw the clear quad
1664 mDeviceContext->Draw(4, 0);
1665
1666 // Clean up
1667 markAllStateDirty();
1668}
1669
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001670void Renderer11::markAllStateDirty()
1671{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001672 mAppliedRenderTargetSerial = 0;
1673 mAppliedDepthbufferSerial = 0;
1674 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001675 mDepthStencilInitialized = false;
1676 mRenderTargetDescInitialized = false;
1677
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001678 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001679 {
1680 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001681 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001682 }
1683 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1684 {
1685 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001686 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001687 }
1688
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001689 mForceSetBlendState = true;
1690 mForceSetRasterState = true;
1691 mForceSetDepthStencilState = true;
1692 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001693 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001694
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001695 mAppliedIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001696 mAppliedIBOffset = 0;
1697
daniel@transgaming.come4991412012-12-20 20:55:34 +00001698 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001699 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1700 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001701}
1702
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001703void Renderer11::releaseDeviceResources()
1704{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001705 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001706 mInputLayoutCache.clear();
1707
1708 delete mVertexDataManager;
1709 mVertexDataManager = NULL;
1710
1711 delete mIndexDataManager;
1712 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001713
1714 delete mLineLoopIB;
1715 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001716
1717 delete mTriangleFanIB;
1718 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001719
1720 if (mCopyVB)
1721 {
1722 mCopyVB->Release();
1723 mCopyVB = NULL;
1724 }
1725
1726 if (mCopySampler)
1727 {
1728 mCopySampler->Release();
1729 mCopySampler = NULL;
1730 }
1731
1732 if (mCopyIL)
1733 {
1734 mCopyIL->Release();
1735 mCopyIL = NULL;
1736 }
1737
1738 if (mCopyVS)
1739 {
1740 mCopyVS->Release();
1741 mCopyVS = NULL;
1742 }
1743
1744 if (mCopyRGBAPS)
1745 {
1746 mCopyRGBAPS->Release();
1747 mCopyRGBAPS = NULL;
1748 }
1749
1750 if (mCopyRGBPS)
1751 {
1752 mCopyRGBPS->Release();
1753 mCopyRGBPS = NULL;
1754 }
1755
1756 if (mCopyLumPS)
1757 {
1758 mCopyLumPS->Release();
1759 mCopyLumPS = NULL;
1760 }
1761
1762 if (mCopyLumAlphaPS)
1763 {
1764 mCopyLumAlphaPS->Release();
1765 mCopyLumAlphaPS = NULL;
1766 }
1767
1768 mCopyResourcesInitialized = false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001769
1770 if (mClearVB)
1771 {
1772 mClearVB->Release();
1773 mClearVB = NULL;
1774 }
1775
1776 if (mClearIL)
1777 {
1778 mClearIL->Release();
1779 mClearIL = NULL;
1780 }
1781
1782 if (mClearVS)
1783 {
1784 mClearVS->Release();
1785 mClearVS = NULL;
1786 }
1787
1788 if (mClearPS)
1789 {
1790 mClearPS->Release();
1791 mClearPS = NULL;
1792 }
1793
1794 if (mClearScissorRS)
1795 {
1796 mClearScissorRS->Release();
1797 mClearScissorRS = NULL;
1798 }
1799
1800 if (mClearNoScissorRS)
1801 {
1802 mClearNoScissorRS->Release();
1803 mClearNoScissorRS = NULL;
1804 }
1805
1806 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001807
1808 if (mDriverConstantBufferVS)
1809 {
1810 mDriverConstantBufferVS->Release();
1811 mDriverConstantBufferVS = NULL;
1812 }
1813
1814 if (mDriverConstantBufferPS)
1815 {
1816 mDriverConstantBufferPS->Release();
1817 mDriverConstantBufferPS = NULL;
1818 }
daniel@transgaming.combdf787f2013-02-01 03:20:36 +00001819
1820 if (mSyncQuery)
1821 {
1822 mSyncQuery->Release();
1823 mSyncQuery = NULL;
1824 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001825}
1826
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001827void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001828{
1829 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001830 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001831}
1832
1833bool Renderer11::isDeviceLost()
1834{
1835 return mDeviceLost;
1836}
1837
1838// set notify to true to broadcast a message to all contexts of the device loss
1839bool Renderer11::testDeviceLost(bool notify)
1840{
1841 bool isLost = false;
1842
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001843 // GetRemovedReason is used to test if the device is removed
1844 HRESULT result = mDevice->GetDeviceRemovedReason();
1845 isLost = d3d11::isDeviceLostError(result);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001846
1847 if (isLost)
1848 {
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001849 // Log error if this is a new device lost event
1850 if (mDeviceLost == false)
1851 {
1852 ERR("The D3D11 device was removed: 0x%08X", result);
1853 }
1854
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001855 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001856 // we'll probably get this done again by notifyDeviceLost
1857 // but best to remember it!
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001858 // Note that we don't want to clear the device loss status here
1859 // -- this needs to be done by resetDevice
1860 mDeviceLost = true;
1861 if (notify)
1862 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001863 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001864 }
1865 }
1866
1867 return isLost;
1868}
1869
1870bool Renderer11::testDeviceResettable()
1871{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001872 // determine if the device is resettable by creating a dummy device
1873 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001874
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001875 if (D3D11CreateDevice == NULL)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001876 {
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001877 return false;
1878 }
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001879
1880 D3D_FEATURE_LEVEL featureLevel[] =
1881 {
1882 D3D_FEATURE_LEVEL_11_0,
1883 D3D_FEATURE_LEVEL_10_1,
1884 D3D_FEATURE_LEVEL_10_0,
1885 };
1886
1887 ID3D11Device* dummyDevice;
1888 D3D_FEATURE_LEVEL dummyFeatureLevel;
1889 ID3D11DeviceContext* dummyContext;
1890
1891 HRESULT result = D3D11CreateDevice(NULL,
1892 D3D_DRIVER_TYPE_HARDWARE,
1893 NULL,
1894 #if defined(_DEBUG)
1895 D3D11_CREATE_DEVICE_DEBUG,
1896 #else
1897 0,
1898 #endif
1899 featureLevel,
1900 sizeof(featureLevel)/sizeof(featureLevel[0]),
1901 D3D11_SDK_VERSION,
1902 &dummyDevice,
1903 &dummyFeatureLevel,
1904 &dummyContext);
1905
1906 if (!mDevice || FAILED(result))
1907 {
1908 return false;
1909 }
1910
1911 dummyContext->Release();
1912 dummyDevice->Release();
1913
1914 return true;
1915}
1916
1917void Renderer11::release()
1918{
1919 releaseDeviceResources();
1920
1921 if (mDxgiFactory)
1922 {
1923 mDxgiFactory->Release();
1924 mDxgiFactory = NULL;
1925 }
1926
1927 if (mDxgiAdapter)
1928 {
1929 mDxgiAdapter->Release();
1930 mDxgiAdapter = NULL;
1931 }
1932
1933 if (mDeviceContext)
1934 {
1935 mDeviceContext->ClearState();
1936 mDeviceContext->Flush();
1937 mDeviceContext->Release();
1938 mDeviceContext = NULL;
1939 }
1940
1941 if (mDevice)
1942 {
1943 mDevice->Release();
1944 mDevice = NULL;
1945 }
1946
1947 if (mD3d11Module)
1948 {
1949 FreeLibrary(mD3d11Module);
1950 mD3d11Module = NULL;
1951 }
1952
1953 if (mDxgiModule)
1954 {
1955 FreeLibrary(mDxgiModule);
1956 mDxgiModule = NULL;
1957 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001958}
1959
1960bool Renderer11::resetDevice()
1961{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001962 // recreate everything
1963 release();
1964 EGLint result = initialize();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001965
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001966 if (result != EGL_SUCCESS)
1967 {
1968 ERR("Could not reinitialize D3D11 device: %08X", result);
1969 return false;
1970 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001971
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001972 mDeviceLost = false;
1973
1974 return true;
1975}
1976
1977DWORD Renderer11::getAdapterVendor() const
1978{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001979 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001980}
1981
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001982std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001983{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001984 std::ostringstream rendererString;
1985
1986 rendererString << mDescription;
1987 rendererString << " Direct3D11";
1988
1989 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1990 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1991
1992 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001993}
1994
1995GUID Renderer11::getAdapterIdentifier() const
1996{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00001997 // Use the adapter LUID as our adapter ID
1998 // This number is local to a machine is only guaranteed to be unique between restarts
1999 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
2000 GUID adapterId = {0};
2001 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
2002 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002003}
2004
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00002005bool Renderer11::getBGRATextureSupport() const
2006{
2007 return mBGRATextureSupport;
2008}
2009
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002010bool Renderer11::getDXT1TextureSupport()
2011{
2012 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002013 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002014 return false;
2015}
2016
2017bool Renderer11::getDXT3TextureSupport()
2018{
2019 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002020 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002021 return false;
2022}
2023
2024bool Renderer11::getDXT5TextureSupport()
2025{
2026 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002027 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002028 return false;
2029}
2030
2031bool Renderer11::getDepthTextureSupport() const
2032{
2033 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002034 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002035 return false;
2036}
2037
2038bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
2039{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002040 *renderable = mFloat32RenderSupport;
2041 *filtering = mFloat32FilterSupport;
2042 return mFloat32TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002043}
2044
2045bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
2046{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002047 *renderable = mFloat16RenderSupport;
2048 *filtering = mFloat16FilterSupport;
2049 return mFloat16TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002050}
2051
2052bool Renderer11::getLuminanceTextureSupport()
2053{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002054 return false;
2055}
2056
2057bool Renderer11::getLuminanceAlphaTextureSupport()
2058{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002059 return false;
2060}
2061
2062bool Renderer11::getTextureFilterAnisotropySupport() const
2063{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002064 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002065}
2066
2067float Renderer11::getTextureMaxAnisotropy() const
2068{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002069 switch (mFeatureLevel)
2070 {
2071 case D3D_FEATURE_LEVEL_11_0:
2072 return D3D11_MAX_MAXANISOTROPY;
2073 case D3D_FEATURE_LEVEL_10_1:
2074 case D3D_FEATURE_LEVEL_10_0:
2075 return D3D10_MAX_MAXANISOTROPY;
2076 default: UNREACHABLE();
2077 return 0;
2078 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002079}
2080
2081bool Renderer11::getEventQuerySupport()
2082{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002083 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002084}
2085
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002086Range Renderer11::getViewportBounds() const
2087{
2088 switch (mFeatureLevel)
2089 {
2090 case D3D_FEATURE_LEVEL_11_0:
2091 return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
2092 case D3D_FEATURE_LEVEL_10_1:
2093 case D3D_FEATURE_LEVEL_10_0:
2094 return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
2095 default: UNREACHABLE();
2096 return Range(0, 0);
2097 }
2098}
2099
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002100unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002101{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002102 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2103 switch (mFeatureLevel)
2104 {
2105 case D3D_FEATURE_LEVEL_11_0:
2106 case D3D_FEATURE_LEVEL_10_1:
2107 case D3D_FEATURE_LEVEL_10_0:
2108 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
2109 default: UNREACHABLE();
2110 return 0;
2111 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002112}
2113
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002114unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
2115{
2116 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2117}
2118
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002119int Renderer11::getMaxVertexUniformVectors() const
2120{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002121 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2122 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2123 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002124}
2125
2126int Renderer11::getMaxFragmentUniformVectors() const
2127{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002128 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2129 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2130 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002131}
2132
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002133int Renderer11::getMaxVaryingVectors() const
2134{
2135 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
2136 switch (mFeatureLevel)
2137 {
2138 case D3D_FEATURE_LEVEL_11_0:
2139 return D3D11_VS_OUTPUT_REGISTER_COUNT;
2140 case D3D_FEATURE_LEVEL_10_1:
2141 case D3D_FEATURE_LEVEL_10_0:
2142 return D3D10_VS_OUTPUT_REGISTER_COUNT;
2143 default: UNREACHABLE();
2144 return 0;
2145 }
2146}
2147
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002148bool Renderer11::getNonPower2TextureSupport() const
2149{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00002150 switch (mFeatureLevel)
2151 {
2152 case D3D_FEATURE_LEVEL_11_0:
2153 case D3D_FEATURE_LEVEL_10_1:
2154 case D3D_FEATURE_LEVEL_10_0:
2155 return true;
2156 default: UNREACHABLE();
2157 return false;
2158 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002159}
2160
2161bool Renderer11::getOcclusionQuerySupport() const
2162{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002163 switch (mFeatureLevel)
2164 {
2165 case D3D_FEATURE_LEVEL_11_0:
2166 case D3D_FEATURE_LEVEL_10_1:
2167 case D3D_FEATURE_LEVEL_10_0:
2168 return true;
2169 default: UNREACHABLE();
2170 return false;
2171 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002172}
2173
2174bool Renderer11::getInstancingSupport() const
2175{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002176 switch (mFeatureLevel)
2177 {
2178 case D3D_FEATURE_LEVEL_11_0:
2179 case D3D_FEATURE_LEVEL_10_1:
2180 case D3D_FEATURE_LEVEL_10_0:
2181 return true;
2182 default: UNREACHABLE();
2183 return false;
2184 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002185}
2186
2187bool Renderer11::getShareHandleSupport() const
2188{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002189 // We only currently support share handles with BGRA surfaces, because
2190 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002191 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002192 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002193}
2194
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002195bool Renderer11::getDerivativeInstructionSupport() const
2196{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002197 switch (mFeatureLevel)
2198 {
2199 case D3D_FEATURE_LEVEL_11_0:
2200 case D3D_FEATURE_LEVEL_10_1:
2201 case D3D_FEATURE_LEVEL_10_0:
2202 return true;
2203 default: UNREACHABLE();
2204 return false;
2205 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002206}
2207
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002208int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002209{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002210 switch (mFeatureLevel)
2211 {
2212 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002213 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002214 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2215 default: UNREACHABLE(); return 0;
2216 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002217}
2218
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002219int Renderer11::getMinorShaderModel() const
2220{
2221 switch (mFeatureLevel)
2222 {
2223 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2224 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2225 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2226 default: UNREACHABLE(); return 0;
2227 }
2228}
2229
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002230float Renderer11::getMaxPointSize() const
2231{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002232 // choose a reasonable maximum. we enforce this in the shader.
2233 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2234 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002235}
2236
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002237int Renderer11::getMaxViewportDimension() const
2238{
2239 // Clamp viewport width/height to half of the maximum right/bottom edge
2240 switch (mFeatureLevel)
2241 {
2242 case D3D_FEATURE_LEVEL_11_0:
2243 return D3D11_VIEWPORT_BOUNDS_MAX - D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2244 case D3D_FEATURE_LEVEL_10_1:
2245 case D3D_FEATURE_LEVEL_10_0:
2246 return D3D10_VIEWPORT_BOUNDS_MAX - D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2247 default: UNREACHABLE();
2248 return 0;
2249 }
2250}
2251
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002252int Renderer11::getMaxTextureWidth() const
2253{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002254 switch (mFeatureLevel)
2255 {
2256 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2257 case D3D_FEATURE_LEVEL_10_1:
2258 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2259 default: UNREACHABLE(); return 0;
2260 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002261}
2262
2263int Renderer11::getMaxTextureHeight() const
2264{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002265 switch (mFeatureLevel)
2266 {
2267 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2268 case D3D_FEATURE_LEVEL_10_1:
2269 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2270 default: UNREACHABLE(); return 0;
2271 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002272}
2273
2274bool Renderer11::get32BitIndexSupport() const
2275{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002276 switch (mFeatureLevel)
2277 {
2278 case D3D_FEATURE_LEVEL_11_0:
2279 case D3D_FEATURE_LEVEL_10_1:
2280 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2281 default: UNREACHABLE(); return false;
2282 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002283}
2284
2285int Renderer11::getMinSwapInterval() const
2286{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002287 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002288}
2289
2290int Renderer11::getMaxSwapInterval() const
2291{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002292 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002293}
2294
2295int Renderer11::getMaxSupportedSamples() const
2296{
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +00002297 return mMaxSupportedSamples;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002298}
2299
shannon.woods@transgaming.com88fbd0f2013-02-28 23:05:46 +00002300int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
2301{
2302 if (requested == 0)
2303 {
2304 return 0;
2305 }
2306
2307 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2308 if (iter != mMultisampleSupportMap.end())
2309 {
2310 const MultisampleSupportInfo& info = iter->second;
2311 for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2312 {
2313 if (info.qualityLevels[i] > 0)
2314 {
2315 return i + 1;
2316 }
2317 }
2318 }
2319
2320 return -1;
2321}
2322
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002323bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002324{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002325 if (source && dest)
2326 {
2327 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2328 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2329
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002330 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002331 return true;
2332 }
2333
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002334 return false;
2335}
2336
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002337bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002338{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002339 if (source && dest)
2340 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002341 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2342 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002343
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002344 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002345 return true;
2346 }
2347
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002348 return false;
2349}
2350
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002351bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002352 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002353{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002354 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2355 if (!colorbuffer)
2356 {
2357 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002358 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002359 }
2360
2361 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2362 if (!sourceRenderTarget)
2363 {
2364 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002365 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002366 }
2367
2368 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2369 if (!source)
2370 {
2371 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002372 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002373 }
2374
2375 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2376 if (!storage11)
2377 {
2378 source->Release();
2379 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002380 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002381 }
2382
2383 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2384 if (!destRenderTarget)
2385 {
2386 source->Release();
2387 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002388 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002389 }
2390
2391 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2392 if (!dest)
2393 {
2394 source->Release();
2395 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002396 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002397 }
2398
2399 gl::Rectangle destRect;
2400 destRect.x = xoffset;
2401 destRect.y = yoffset;
2402 destRect.width = sourceRect.width;
2403 destRect.height = sourceRect.height;
2404
2405 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2406 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2407
2408 source->Release();
2409 dest->Release();
2410
2411 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002412}
2413
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002414bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002415 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002416{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002417 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2418 if (!colorbuffer)
2419 {
2420 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002421 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002422 }
2423
2424 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2425 if (!sourceRenderTarget)
2426 {
2427 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002428 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002429 }
2430
2431 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2432 if (!source)
2433 {
2434 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002435 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002436 }
2437
2438 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2439 if (!storage11)
2440 {
2441 source->Release();
2442 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002443 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002444 }
2445
2446 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
2447 if (!destRenderTarget)
2448 {
2449 source->Release();
2450 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002451 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002452 }
2453
2454 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2455 if (!dest)
2456 {
2457 source->Release();
2458 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002459 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002460 }
2461
2462 gl::Rectangle destRect;
2463 destRect.x = xoffset;
2464 destRect.y = yoffset;
2465 destRect.width = sourceRect.width;
2466 destRect.height = sourceRect.height;
2467
2468 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2469 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2470
2471 source->Release();
2472 dest->Release();
2473
2474 return ret;
2475}
2476
2477bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight,
2478 ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat)
2479{
2480 HRESULT result;
2481
2482 if (!mCopyResourcesInitialized)
2483 {
2484 ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS);
2485
2486 D3D11_BUFFER_DESC vbDesc;
2487 vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
2488 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
2489 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
2490 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2491 vbDesc.MiscFlags = 0;
2492 vbDesc.StructureByteStride = 0;
2493
2494 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
2495 ASSERT(SUCCEEDED(result));
2496 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
2497
2498 D3D11_SAMPLER_DESC samplerDesc;
2499 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
2500 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
2501 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
2502 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
2503 samplerDesc.MipLODBias = 0.0f;
2504 samplerDesc.MaxAnisotropy = 0;
2505 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
2506 samplerDesc.BorderColor[0] = 0.0f;
2507 samplerDesc.BorderColor[1] = 0.0f;
2508 samplerDesc.BorderColor[2] = 0.0f;
2509 samplerDesc.BorderColor[3] = 0.0f;
2510 samplerDesc.MinLOD = 0.0f;
2511 samplerDesc.MaxLOD = 0.0f;
2512
2513 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
2514 ASSERT(SUCCEEDED(result));
2515 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
2516
2517 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
2518 {
2519 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2520 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2521 };
2522
2523 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL);
2524 ASSERT(SUCCEEDED(result));
2525 d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout");
2526
2527 result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS);
2528 ASSERT(SUCCEEDED(result));
2529 d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader");
2530
2531 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS);
2532 ASSERT(SUCCEEDED(result));
2533 d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader");
2534
2535 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS);
2536 ASSERT(SUCCEEDED(result));
2537 d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader");
2538
2539 result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS);
2540 ASSERT(SUCCEEDED(result));
2541 d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader");
2542
2543 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS);
2544 ASSERT(SUCCEEDED(result));
2545 d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader");
2546
2547 mCopyResourcesInitialized = true;
2548 }
2549
2550 // Verify the source and destination area sizes
2551 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
2552 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
2553 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
2554 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight))
2555 {
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002556 return gl::error(GL_INVALID_VALUE, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002557 }
2558
2559 // Set vertices
2560 D3D11_MAPPED_SUBRESOURCE mappedResource;
2561 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
2562 if (FAILED(result))
2563 {
2564 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002565 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002566 }
2567
2568 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
2569
2570 // Create a quad in homogeneous coordinates
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002571 float x1 = (destArea.x / float(destWidth)) * 2.0f - 1.0f;
2572 float y1 = (destArea.y / float(destHeight)) * 2.0f - 1.0f;
2573 float x2 = ((destArea.x + destArea.width) / float(destWidth)) * 2.0f - 1.0f;
2574 float y2 = ((destArea.y + destArea.height) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002575
2576 float u1 = sourceArea.x / float(sourceWidth);
2577 float v1 = sourceArea.y / float(sourceHeight);
2578 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
2579 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
2580
2581 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
2582 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
2583 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
2584 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
2585
2586 mDeviceContext->Unmap(mCopyVB, 0);
2587
2588 static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
2589 static UINT startIdx = 0;
2590 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
2591
2592 // Apply state
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002593 mDeviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002594 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
2595 mDeviceContext->RSSetState(NULL);
2596
2597 // Apply shaders
2598 mDeviceContext->IASetInputLayout(mCopyIL);
2599 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
2600 mDeviceContext->VSSetShader(mCopyVS, NULL, 0);
2601
2602 ID3D11PixelShader *ps = NULL;
2603 switch(destFormat)
2604 {
2605 case GL_RGBA: ps = mCopyRGBAPS; break;
2606 case GL_RGB: ps = mCopyRGBPS; break;
2607 case GL_ALPHA: ps = mCopyRGBAPS; break;
2608 case GL_BGRA_EXT: ps = mCopyRGBAPS; break;
2609 case GL_LUMINANCE: ps = mCopyLumPS; break;
2610 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break;
2611 default: UNREACHABLE(); ps = NULL; break;
2612 }
2613
2614 mDeviceContext->PSSetShader(ps, NULL, 0);
2615
2616 // Unset the currently bound shader resource to avoid conflicts
2617 static ID3D11ShaderResourceView *const nullSRV = NULL;
2618 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2619
2620 // Apply render targets
2621 mDeviceContext->OMSetRenderTargets(1, &dest, NULL);
2622
2623 // Set the viewport
2624 D3D11_VIEWPORT viewport;
2625 viewport.TopLeftX = 0;
2626 viewport.TopLeftY = 0;
2627 viewport.Width = destWidth;
2628 viewport.Height = destHeight;
2629 viewport.MinDepth = 0.0f;
2630 viewport.MaxDepth = 1.0f;
2631 mDeviceContext->RSSetViewports(1, &viewport);
2632
2633 // Apply textures
2634 mDeviceContext->PSSetShaderResources(0, 1, &source);
2635 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
2636
2637 // Draw the quad
2638 mDeviceContext->Draw(4, 0);
2639
2640 // Unbind textures and render targets and vertex buffer
2641 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2642
2643 static ID3D11RenderTargetView *const nullRTV = NULL;
2644 mDeviceContext->OMSetRenderTargets(1, &nullRTV, NULL);
2645
2646 static UINT zero = 0;
2647 static ID3D11Buffer *const nullBuffer = NULL;
2648 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
2649
2650 markAllStateDirty();
2651
2652 return true;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002653}
2654
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002655RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2656{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002657 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002658 RenderTarget11 *renderTarget = NULL;
2659 if (depth)
2660 {
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002661 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
2662 swapChain11->getDepthStencilTexture(), NULL,
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002663 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002664 }
2665 else
2666 {
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002667 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002668 swapChain11->getOffscreenTexture(),
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002669 swapChain11->getRenderTargetShaderResource(),
2670 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002671 }
2672 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002673}
2674
2675RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2676{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002677 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
2678 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002679}
2680
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002681ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002682{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002683 ShaderExecutable11 *executable = NULL;
2684
2685 switch (type)
2686 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002687 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002688 {
2689 ID3D11VertexShader *vshader = NULL;
2690 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2691 ASSERT(SUCCEEDED(result));
2692
2693 if (vshader)
2694 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002695 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002696 }
2697 }
2698 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002699 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002700 {
2701 ID3D11PixelShader *pshader = NULL;
2702 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2703 ASSERT(SUCCEEDED(result));
2704
2705 if (pshader)
2706 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002707 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002708 }
2709 }
2710 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002711 case rx::SHADER_GEOMETRY:
2712 {
2713 ID3D11GeometryShader *gshader = NULL;
2714 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
2715 ASSERT(SUCCEEDED(result));
2716
2717 if (gshader)
2718 {
2719 executable = new ShaderExecutable11(function, length, gshader);
2720 }
2721 }
2722 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002723 default:
2724 UNREACHABLE();
2725 break;
2726 }
2727
2728 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002729}
2730
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002731ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002732{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002733 const char *profile = NULL;
2734
2735 switch (type)
2736 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002737 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002738 profile = "vs_4_0";
2739 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002740 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002741 profile = "ps_4_0";
2742 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002743 case rx::SHADER_GEOMETRY:
2744 profile = "gs_4_0";
2745 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002746 default:
2747 UNREACHABLE();
2748 return NULL;
2749 }
2750
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00002751 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002752 if (!binary)
2753 return NULL;
2754
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002755 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002756 binary->Release();
2757
2758 return executable;
2759}
2760
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002761VertexBuffer *Renderer11::createVertexBuffer()
2762{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00002763 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002764}
2765
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002766IndexBuffer *Renderer11::createIndexBuffer()
2767{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00002768 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002769}
2770
2771QueryImpl *Renderer11::createQuery(GLenum type)
2772{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002773 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002774}
2775
2776FenceImpl *Renderer11::createFence()
2777{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002778 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002779}
2780
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002781bool Renderer11::getRenderTargetResource(gl::Framebuffer *framebuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
2782{
2783 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2784 if (colorbuffer)
2785 {
2786 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2787 if (renderTarget)
2788 {
2789 *subresourceIndex = renderTarget->getSubresourceIndex();
2790
2791 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
2792 if (colorBufferRTV)
2793 {
2794 ID3D11Resource *textureResource = NULL;
2795 colorBufferRTV->GetResource(&textureResource);
2796 colorBufferRTV->Release();
2797
2798 if (textureResource)
2799 {
2800 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
2801 textureResource->Release();
2802
2803 if (SUCCEEDED(result))
2804 {
2805 return true;
2806 }
2807 else
2808 {
2809 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
2810 "HRESULT: 0x%X.", result);
2811 }
2812 }
2813 }
2814 }
2815 }
2816
2817 return false;
2818}
2819
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002820bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002821 bool blitRenderTarget, bool blitDepthStencil)
2822{
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002823 if (blitRenderTarget && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_RENDERTARGET))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002824 {
2825 return false;
2826 }
2827
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002828 if (blitDepthStencil && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_DEPTHSTENCIL))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002829 {
2830 return false;
2831 }
2832
2833 return true;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002834}
2835
2836void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2837 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2838{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002839 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002840 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002841
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002842 if (getRenderTargetResource(framebuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002843 {
2844 gl::Rectangle area;
2845 area.x = x;
2846 area.y = y;
2847 area.width = width;
2848 area.height = height;
2849
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002850 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
2851 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002852
2853 colorBufferTexture->Release();
2854 colorBufferTexture = NULL;
2855 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002856}
2857
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002858Image *Renderer11::createImage()
2859{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00002860 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002861}
2862
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002863void Renderer11::generateMipmap(Image *dest, Image *src)
2864{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00002865 Image11 *dest11 = Image11::makeImage11(dest);
2866 Image11 *src11 = Image11::makeImage11(src);
2867 Image11::generateMipmap(dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002868}
2869
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002870TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
2871{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002872 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
2873 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002874}
2875
2876TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
2877{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002878 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002879}
2880
2881TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
2882{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002883 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002884}
2885
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002886static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
2887{
2888 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
2889 destFormat == GL_ALPHA &&
2890 destType == GL_UNSIGNED_BYTE)
2891 {
2892 return 1;
2893 }
2894 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
2895 destFormat == GL_RGBA &&
2896 destType == GL_UNSIGNED_BYTE)
2897 {
2898 return 4;
2899 }
2900 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
2901 destFormat == GL_BGRA_EXT &&
2902 destType == GL_UNSIGNED_BYTE)
2903 {
2904 return 4;
2905 }
2906 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
2907 destFormat == GL_RGBA &&
2908 destType == GL_HALF_FLOAT_OES)
2909 {
2910 return 8;
2911 }
2912 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
2913 destFormat == GL_RGB &&
2914 destType == GL_FLOAT)
2915 {
2916 return 12;
2917 }
2918 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
2919 destFormat == GL_RGBA &&
2920 destType == GL_FLOAT)
2921 {
2922 return 16;
2923 }
2924 else
2925 {
2926 return 0;
2927 }
2928}
2929
2930static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
2931 unsigned int y, int inputPitch, gl::Color *outColor)
2932{
2933 switch (format)
2934 {
2935 case DXGI_FORMAT_R8G8B8A8_UNORM:
2936 {
2937 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00002938 outColor->red = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
2939 outColor->green = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
2940 outColor->blue = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
2941 outColor->alpha = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002942 }
2943 break;
2944
2945 case DXGI_FORMAT_A8_UNORM:
2946 {
2947 outColor->red = 0.0f;
2948 outColor->green = 0.0f;
2949 outColor->blue = 0.0f;
2950 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
2951 }
2952 break;
2953
2954 case DXGI_FORMAT_R32G32B32A32_FLOAT:
2955 {
2956 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
2957 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
2958 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
2959 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
2960 }
2961 break;
2962
2963 case DXGI_FORMAT_R32G32B32_FLOAT:
2964 {
2965 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
2966 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
2967 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
2968 outColor->alpha = 1.0f;
2969 }
2970 break;
2971
2972 case DXGI_FORMAT_R16G16B16A16_FLOAT:
2973 {
2974 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
2975 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
2976 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
2977 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
2978 }
2979 break;
2980
2981 case DXGI_FORMAT_B8G8R8A8_UNORM:
2982 {
2983 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00002984 outColor->red = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
2985 outColor->blue = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
2986 outColor->green = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
2987 outColor->alpha = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002988 }
2989 break;
2990
2991 case DXGI_FORMAT_R8_UNORM:
2992 {
2993 outColor->red = *(data + x + y * inputPitch) / 255.0f;
2994 outColor->green = 0.0f;
2995 outColor->blue = 0.0f;
2996 outColor->alpha = 1.0f;
2997 }
2998 break;
2999
3000 case DXGI_FORMAT_R8G8_UNORM:
3001 {
3002 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
3003
3004 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
3005 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
3006 outColor->blue = 0.0f;
3007 outColor->alpha = 1.0f;
3008 }
3009 break;
3010
3011 case DXGI_FORMAT_R16_FLOAT:
3012 {
3013 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
3014 outColor->green = 0.0f;
3015 outColor->blue = 0.0f;
3016 outColor->alpha = 1.0f;
3017 }
3018 break;
3019
3020 case DXGI_FORMAT_R16G16_FLOAT:
3021 {
3022 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
3023 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
3024 outColor->blue = 0.0f;
3025 outColor->alpha = 1.0f;
3026 }
3027 break;
3028
3029 default:
3030 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
3031 UNIMPLEMENTED();
3032 break;
3033 }
3034}
3035
3036static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
3037 unsigned int y, int outputPitch, void *outData)
3038{
3039 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
3040 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
3041
3042 switch (format)
3043 {
3044 case GL_RGBA:
3045 switch (type)
3046 {
3047 case GL_UNSIGNED_BYTE:
3048 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3049 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3050 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3051 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3052 break;
3053
3054 default:
3055 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
3056 UNIMPLEMENTED();
3057 break;
3058 }
3059 break;
3060
3061 case GL_BGRA_EXT:
3062 switch (type)
3063 {
3064 case GL_UNSIGNED_BYTE:
3065 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3066 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3067 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
3068 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3069 break;
3070
3071 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
3072 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3073 // this type is packed as follows:
3074 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3075 // --------------------------------------------------------------------------------
3076 // | 4th | 3rd | 2nd | 1st component |
3077 // --------------------------------------------------------------------------------
3078 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3079 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3080 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
3081 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
3082 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
3083 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
3084 break;
3085
3086 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
3087 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3088 // this type is packed as follows:
3089 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3090 // --------------------------------------------------------------------------------
3091 // | 4th | 3rd | 2nd | 1st component |
3092 // --------------------------------------------------------------------------------
3093 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3094 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3095 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
3096 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
3097 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
3098 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
3099 break;
3100
3101 default:
3102 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
3103 UNIMPLEMENTED();
3104 break;
3105 }
3106 break;
3107
3108 case GL_RGB:
3109 switch (type)
3110 {
3111 case GL_UNSIGNED_SHORT_5_6_5:
3112 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3113 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
3114 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
3115 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
3116 break;
3117
3118 case GL_UNSIGNED_BYTE:
3119 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3120 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3121 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3122 break;
3123
3124 default:
3125 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
3126 UNIMPLEMENTED();
3127 break;
3128 }
3129 break;
3130
3131 default:
3132 ERR("WritePixelColor not implemented for format 0x%X.", format);
3133 UNIMPLEMENTED();
3134 break;
3135 }
3136}
3137
3138void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
3139 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
3140 GLint packAlignment, void *pixels)
3141{
3142 D3D11_TEXTURE2D_DESC textureDesc;
3143 texture->GetDesc(&textureDesc);
3144
3145 D3D11_TEXTURE2D_DESC stagingDesc;
3146 stagingDesc.Width = area.width;
3147 stagingDesc.Height = area.height;
3148 stagingDesc.MipLevels = 1;
3149 stagingDesc.ArraySize = 1;
3150 stagingDesc.Format = textureDesc.Format;
3151 stagingDesc.SampleDesc.Count = 1;
3152 stagingDesc.SampleDesc.Quality = 0;
3153 stagingDesc.Usage = D3D11_USAGE_STAGING;
3154 stagingDesc.BindFlags = 0;
3155 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
3156 stagingDesc.MiscFlags = 0;
3157
3158 ID3D11Texture2D* stagingTex = NULL;
3159 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
3160 if (FAILED(result))
3161 {
3162 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
3163 return;
3164 }
3165
3166 ID3D11Texture2D* srcTex = NULL;
3167 if (textureDesc.SampleDesc.Count > 1)
3168 {
3169 D3D11_TEXTURE2D_DESC resolveDesc;
3170 resolveDesc.Width = textureDesc.Width;
3171 resolveDesc.Height = textureDesc.Height;
3172 resolveDesc.MipLevels = 1;
3173 resolveDesc.ArraySize = 1;
3174 resolveDesc.Format = textureDesc.Format;
3175 resolveDesc.SampleDesc.Count = 1;
3176 resolveDesc.SampleDesc.Quality = 0;
3177 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
3178 resolveDesc.BindFlags = 0;
3179 resolveDesc.CPUAccessFlags = 0;
3180 resolveDesc.MiscFlags = 0;
3181
3182 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
3183 if (FAILED(result))
3184 {
3185 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
3186 stagingTex->Release();
3187 return;
3188 }
3189
3190 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
3191 subResource = 0;
3192 }
3193 else
3194 {
3195 srcTex = texture;
3196 srcTex->AddRef();
3197 }
3198
3199 D3D11_BOX srcBox;
3200 srcBox.left = area.x;
3201 srcBox.right = area.x + area.width;
3202 srcBox.top = area.y;
3203 srcBox.bottom = area.y + area.height;
3204 srcBox.front = 0;
3205 srcBox.back = 1;
3206
3207 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
3208
3209 srcTex->Release();
3210 srcTex = NULL;
3211
3212 D3D11_MAPPED_SUBRESOURCE mapping;
3213 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
3214
3215 unsigned char *source;
3216 int inputPitch;
3217 if (packReverseRowOrder)
3218 {
3219 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
3220 inputPitch = -static_cast<int>(mapping.RowPitch);
3221 }
3222 else
3223 {
3224 source = static_cast<unsigned char*>(mapping.pData);
3225 inputPitch = static_cast<int>(mapping.RowPitch);
3226 }
3227
3228 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
3229 if (fastPixelSize != 0)
3230 {
3231 unsigned char *dest = static_cast<unsigned char*>(pixels);
3232 for (int j = 0; j < area.height; j++)
3233 {
3234 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
3235 }
3236 }
3237 else
3238 {
3239 gl::Color pixelColor;
3240 for (int j = 0; j < area.height; j++)
3241 {
3242 for (int i = 0; i < area.width; i++)
3243 {
3244 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
3245 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
3246 }
3247 }
3248 }
3249
3250 mDeviceContext->Unmap(stagingTex, 0);
3251
3252 stagingTex->Release();
3253 stagingTex = NULL;
3254}
3255
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003256bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget,
3257 const gl::Rectangle &drawRect, BlitTarget target)
3258{
3259 ASSERT(readRect.width == drawRect.width && readRect.height == drawRect.height);
3260
3261 gl::Renderbuffer *readBuffer = NULL;
3262 switch (target)
3263 {
3264 case BLIT_RENDERTARGET:
3265 readBuffer = readTarget->getColorbuffer();
3266 break;
3267 case BLIT_DEPTHSTENCIL:
3268 readBuffer = readTarget->getDepthOrStencilbuffer();
3269 break;
3270 default: UNREACHABLE();
3271 }
3272 if (!readBuffer)
3273 {
3274 ERR("Failed to retrieve the color buffer from the read target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003275 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003276 }
3277
3278 RenderTarget11 *sourceRenderTarget = NULL;
3279 switch (target)
3280 {
3281 case BLIT_RENDERTARGET:
3282 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getRenderTarget());
3283 break;
3284 case BLIT_DEPTHSTENCIL:
3285 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getDepthStencil());
3286 break;
3287 default: UNREACHABLE();
3288 }
3289 if (!sourceRenderTarget)
3290 {
3291 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003292 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003293 }
3294
3295 ID3D11Texture2D *source = NULL;
3296 unsigned int sourceSubresource = 0;
3297 if (sourceRenderTarget->getSamples() > 0)
3298 {
3299 ID3D11Texture2D *unresolvedTexture = sourceRenderTarget->getTexture();
3300
3301 source = resolveMultisampledTexture(unresolvedTexture, sourceRenderTarget->getSubresourceIndex());
3302 sourceSubresource = 0;
3303
3304 unresolvedTexture->Release();
3305 }
3306 else
3307 {
3308 source = sourceRenderTarget->getTexture();
3309 sourceSubresource = sourceRenderTarget->getSubresourceIndex();
3310 }
3311
3312 if (!source)
3313 {
3314 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003315 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003316 }
3317
3318
3319 gl::Renderbuffer *drawBuffer = NULL;
3320 switch (target)
3321 {
3322 case BLIT_RENDERTARGET:
3323 drawBuffer = drawTarget->getColorbuffer();
3324 break;
3325 case BLIT_DEPTHSTENCIL:
3326 drawBuffer = drawTarget->getDepthOrStencilbuffer();
3327 break;
3328 default: UNREACHABLE();
3329 }
3330 if (!drawBuffer)
3331 {
3332 source->Release();
3333 ERR("Failed to retrieve the color buffer from the draw buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003334 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003335 }
3336
3337 RenderTarget11 *drawRenderTarget = NULL;
3338 switch (target)
3339 {
3340 case BLIT_RENDERTARGET:
3341 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getRenderTarget());
3342 break;
3343 case BLIT_DEPTHSTENCIL:
3344 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getDepthStencil());
3345 break;
3346 default: UNREACHABLE();
3347 }
3348 if (!drawRenderTarget)
3349 {
3350 source->Release();
3351 ERR("Failed to retrieve the render target from the render buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003352 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003353 }
3354
3355 ID3D11Texture2D *dest = drawRenderTarget->getTexture();
3356 unsigned int destSubresource = drawRenderTarget->getSubresourceIndex();
3357
3358 D3D11_BOX srcBox;
3359 srcBox.left = readRect.x;
3360 srcBox.right = readRect.x + readRect.width;
3361 srcBox.top = readRect.y;
3362 srcBox.bottom = readRect.y + readRect.height;
3363 srcBox.front = 0;
3364 srcBox.back = 1;
3365
3366 mDeviceContext->CopySubresourceRegion(dest, destSubresource, drawRect.x, drawRect.y, 0,
3367 source, sourceSubresource, &srcBox);
3368
3369 source->Release();
3370 dest->Release();
3371
3372 return true;
3373}
3374
shannon.woods@transgaming.comd67f9ce2013-02-28 23:06:09 +00003375ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
3376{
3377 D3D11_TEXTURE2D_DESC textureDesc;
3378 source->GetDesc(&textureDesc);
3379
3380 if (textureDesc.SampleDesc.Count > 1)
3381 {
3382 D3D11_TEXTURE2D_DESC resolveDesc;
3383 resolveDesc.Width = textureDesc.Width;
3384 resolveDesc.Height = textureDesc.Height;
3385 resolveDesc.MipLevels = 1;
3386 resolveDesc.ArraySize = 1;
3387 resolveDesc.Format = textureDesc.Format;
3388 resolveDesc.SampleDesc.Count = 1;
3389 resolveDesc.SampleDesc.Quality = 0;
3390 resolveDesc.Usage = textureDesc.Usage;
3391 resolveDesc.BindFlags = textureDesc.BindFlags;
3392 resolveDesc.CPUAccessFlags = 0;
3393 resolveDesc.MiscFlags = 0;
3394
3395 ID3D11Texture2D *resolveTexture = NULL;
3396 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
3397 if (FAILED(result))
3398 {
3399 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
3400 return NULL;
3401 }
3402
3403 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
3404 return resolveTexture;
3405 }
3406 else
3407 {
3408 source->AddRef();
3409 return source;
3410 }
3411}
3412
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003413}