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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"
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +000025#include "libGLESv2/renderer/BufferStorage11.h"
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000026#include "libGLESv2/renderer/VertexDataManager.h"
27#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +000028#include "libGLESv2/renderer/TextureStorage11.h"
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +000029#include "libGLESv2/renderer/Query11.h"
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +000030#include "libGLESv2/renderer/Fence11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000031
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000032#include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h"
33#include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h"
34#include "libGLESv2/renderer/shaders/compiled/passthroughrgb11ps.h"
35#include "libGLESv2/renderer/shaders/compiled/passthroughlum11ps.h"
36#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha11ps.h"
37
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000038#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
39#include "libGLESv2/renderer/shaders/compiled/clear11ps.h"
40
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +000041#include <sstream>
42
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000043namespace rx
44{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000045static const DXGI_FORMAT RenderTargetFormats[] =
46 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000047 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000048 DXGI_FORMAT_R8G8B8A8_UNORM
49 };
50
51static const DXGI_FORMAT DepthStencilFormats[] =
52 {
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +000053 DXGI_FORMAT_UNKNOWN,
54 DXGI_FORMAT_D24_UNORM_S8_UINT,
55 DXGI_FORMAT_D16_UNORM
daniel@transgaming.com65e65372012-11-28 19:33:50 +000056 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000057
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000058enum
59{
60 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
61};
62
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000063Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
64{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000065 mVertexDataManager = NULL;
66 mIndexDataManager = NULL;
67
daniel@transgaming.comc5114302012-12-20 21:11:36 +000068 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000069 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000070
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000071 mCopyResourcesInitialized = false;
72 mCopyVB = NULL;
73 mCopySampler = NULL;
74 mCopyIL = NULL;
75 mCopyVS = NULL;
76 mCopyRGBAPS = NULL;
77 mCopyRGBPS = NULL;
78 mCopyLumPS = NULL;
79 mCopyLumAlphaPS = NULL;
80
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000081 mClearResourcesInitialized = false;
82 mClearVB = NULL;
83 mClearIL = NULL;
84 mClearVS = NULL;
85 mClearPS = NULL;
86 mClearScissorRS = NULL;
87 mClearNoScissorRS = NULL;
88
daniel@transgaming.combdf787f2013-02-01 03:20:36 +000089 mSyncQuery = NULL;
90
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000091 mD3d11Module = NULL;
92 mDxgiModule = NULL;
93
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000094 mDeviceLost = false;
95
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +000096 mMaxSupportedSamples = 0;
97
daniel@transgaming.com25072f62012-11-28 19:31:32 +000098 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000099 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000100 mDxgiAdapter = NULL;
101 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000102
103 mDriverConstantBufferVS = NULL;
104 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000105
106 mBGRATextureSupport = false;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +0000107
108 mIsGeometryShaderActive = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000109}
110
111Renderer11::~Renderer11()
112{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000113 release();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000114}
115
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000116Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
117{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000118 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000119 return static_cast<rx::Renderer11*>(renderer);
120}
121
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000122EGLint Renderer11::initialize()
123{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000124 if (!initializeCompiler())
125 {
126 return EGL_NOT_INITIALIZED;
127 }
128
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000129 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
130 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000131
132 if (mD3d11Module == NULL || mDxgiModule == NULL)
133 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000134 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000135 return EGL_NOT_INITIALIZED;
136 }
137
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000138 // create the D3D11 device
139 ASSERT(mDevice == NULL);
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000140 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000141
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000142 if (D3D11CreateDevice == NULL)
143 {
144 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
145 return EGL_NOT_INITIALIZED;
146 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000147
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000148 D3D_FEATURE_LEVEL featureLevel[] =
149 {
150 D3D_FEATURE_LEVEL_11_0,
151 D3D_FEATURE_LEVEL_10_1,
152 D3D_FEATURE_LEVEL_10_0,
153 };
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000154
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000155 HRESULT result = D3D11CreateDevice(NULL,
156 D3D_DRIVER_TYPE_HARDWARE,
157 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000158 #if defined(_DEBUG)
159 D3D11_CREATE_DEVICE_DEBUG,
160 #else
161 0,
162 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000163 featureLevel,
164 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000165 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000166 &mDevice,
167 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000168 &mDeviceContext);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000169
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000170 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000171 {
172 ERR("Could not create D3D11 device - aborting!\n");
173 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
174 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000175
176 IDXGIDevice *dxgiDevice = NULL;
177 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
178
179 if (FAILED(result))
180 {
181 ERR("Could not query DXGI device - aborting!\n");
182 return EGL_NOT_INITIALIZED;
183 }
184
185 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
186
187 if (FAILED(result))
188 {
189 ERR("Could not retrieve DXGI adapter - aborting!\n");
190 return EGL_NOT_INITIALIZED;
191 }
192
193 dxgiDevice->Release();
194
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000195 mDxgiAdapter->GetDesc(&mAdapterDescription);
196 memset(mDescription, 0, sizeof(mDescription));
197 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
198
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000199 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
200
201 if (!mDxgiFactory || FAILED(result))
202 {
203 ERR("Could not create DXGI factory - aborting!\n");
204 return EGL_NOT_INITIALIZED;
205 }
206
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000207 unsigned int maxSupportedSamples = 0;
208 unsigned int rtFormatCount = sizeof(RenderTargetFormats) / sizeof(DXGI_FORMAT);
209 unsigned int dsFormatCount = sizeof(DepthStencilFormats) / sizeof(DXGI_FORMAT);
210 for (unsigned int i = 0; i < rtFormatCount + dsFormatCount; ++i)
211 {
212 DXGI_FORMAT format = (i < rtFormatCount) ? RenderTargetFormats[i] : DepthStencilFormats[i - rtFormatCount];
213 if (format != DXGI_FORMAT_UNKNOWN)
214 {
215 UINT formatSupport;
216 result = mDevice->CheckFormatSupport(format, &formatSupport);
217 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
218 {
219 MultisampleSupportInfo supportInfo;
220
221 for (unsigned int j = 1; j <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; j++)
222 {
223 result = mDevice->CheckMultisampleQualityLevels(format, j, &supportInfo.qualityLevels[j - 1]);
224 if (SUCCEEDED(result) && supportInfo.qualityLevels[j - 1] > 0)
225 {
226 maxSupportedSamples = std::max(j, maxSupportedSamples);
227 }
228 else
229 {
230 supportInfo.qualityLevels[j - 1] = 0;
231 }
232 }
233
234 mMultisampleSupportMap.insert(std::make_pair(format, supportInfo));
235 }
236 }
237 }
238 mMaxSupportedSamples = maxSupportedSamples;
239
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000240 initializeDevice();
241
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000242 // BGRA texture support is optional in feature levels 10 and 10_1
243 UINT formatSupport;
244 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
245 if (FAILED(result))
246 {
247 ERR("Error checking BGRA format support: 0x%08X", result);
248 }
249 else
250 {
251 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
252 mBGRATextureSupport = (formatSupport & flags) == flags;
253 }
254
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +0000255 // Check floating point texture support
256 static const unsigned int requiredTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE;
257 static const unsigned int requiredRenderableFlags = D3D11_FORMAT_SUPPORT_RENDER_TARGET;
258 static const unsigned int requiredFilterFlags = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
259
260 DXGI_FORMAT float16Formats[] =
261 {
262 DXGI_FORMAT_R16_FLOAT,
263 DXGI_FORMAT_R16G16_FLOAT,
264 DXGI_FORMAT_R16G16B16A16_FLOAT,
265 };
266
267 DXGI_FORMAT float32Formats[] =
268 {
269 DXGI_FORMAT_R32_FLOAT,
270 DXGI_FORMAT_R32G32_FLOAT,
271 DXGI_FORMAT_R32G32B32_FLOAT,
272 DXGI_FORMAT_R32G32B32A32_FLOAT,
273 };
274
275 mFloat16TextureSupport = true;
276 mFloat16FilterSupport = true;
277 mFloat16RenderSupport = true;
278 for (unsigned int i = 0; i < ArraySize(float16Formats); i++)
279 {
280 if (SUCCEEDED(mDevice->CheckFormatSupport(float16Formats[i], &formatSupport)))
281 {
282 mFloat16TextureSupport = mFloat16TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
283 mFloat16FilterSupport = mFloat16FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
284 mFloat16RenderSupport = mFloat16RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
285 }
286 else
287 {
288 mFloat16TextureSupport = false;
289 mFloat16RenderSupport = false;
290 mFloat16FilterSupport = false;
291 }
292 }
293
294 mFloat32TextureSupport = true;
295 mFloat32FilterSupport = true;
296 mFloat32RenderSupport = true;
297 for (unsigned int i = 0; i < ArraySize(float32Formats); i++)
298 {
299 if (SUCCEEDED(mDevice->CheckFormatSupport(float32Formats[i], &formatSupport)))
300 {
301 mFloat32TextureSupport = mFloat32TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
302 mFloat32FilterSupport = mFloat32FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
303 mFloat32RenderSupport = mFloat32RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
304 }
305 else
306 {
307 mFloat32TextureSupport = false;
308 mFloat32FilterSupport = false;
309 mFloat32RenderSupport = false;
310 }
311 }
312
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000313 return EGL_SUCCESS;
314}
315
316// do any one-time device initialization
317// NOTE: this is also needed after a device lost/reset
318// to reset the scene status and ensure the default states are reset.
319void Renderer11::initializeDevice()
320{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000321 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000322 mInputLayoutCache.initialize(mDevice, mDeviceContext);
323
324 ASSERT(!mVertexDataManager && !mIndexDataManager);
325 mVertexDataManager = new VertexDataManager(this);
326 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000327
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000328 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000329}
330
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000331int Renderer11::generateConfigs(ConfigDesc **configDescList)
332{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000333 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
334 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000335 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
336 int numConfigs = 0;
337
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000338 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000339 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000340 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000341 {
342 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
343
344 UINT formatSupport = 0;
345 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000346
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000347 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
348 {
349 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
350
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000351 bool depthStencilFormatOK = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000352
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000353 if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
354 {
355 UINT formatSupport = 0;
356 result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
357 depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
358 }
359
360 if (depthStencilFormatOK)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000361 {
362 ConfigDesc newConfig;
363 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
364 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
365 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
366 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
367
368 (*configDescList)[numConfigs++] = newConfig;
369 }
370 }
371 }
372 }
373
374 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000375}
376
377void Renderer11::deleteConfigs(ConfigDesc *configDescList)
378{
379 delete [] (configDescList);
380}
381
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000382void Renderer11::sync(bool block)
383{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000384 if (block)
385 {
386 HRESULT result;
387
388 if (!mSyncQuery)
389 {
390 D3D11_QUERY_DESC queryDesc;
391 queryDesc.Query = D3D11_QUERY_EVENT;
392 queryDesc.MiscFlags = 0;
393
394 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
395 ASSERT(SUCCEEDED(result));
396 }
397
398 mDeviceContext->End(mSyncQuery);
399 mDeviceContext->Flush();
400
401 do
402 {
403 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
404
405 // Keep polling, but allow other threads to do something useful first
406 Sleep(0);
407
408 if (testDeviceLost(true))
409 {
410 return;
411 }
412 }
413 while (result == S_FALSE);
414 }
415 else
416 {
417 mDeviceContext->Flush();
418 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000419}
420
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000421SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
422{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000423 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000424}
425
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000426void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
427{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000428 if (type == gl::SAMPLER_PIXEL)
429 {
430 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
431 {
432 ERR("Pixel shader sampler index %i is not valid.", index);
433 return;
434 }
435
436 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
437 {
438 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
439
440 if (!dxSamplerState)
441 {
442 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
443 "sampler state for pixel shaders at slot %i.", index);
444 }
445
446 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
447
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000448 mCurPixelSamplerStates[index] = samplerState;
449 }
450
451 mForceSetPixelSamplerStates[index] = false;
452 }
453 else if (type == gl::SAMPLER_VERTEX)
454 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000455 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000456 {
457 ERR("Vertex shader sampler index %i is not valid.", index);
458 return;
459 }
460
461 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
462 {
463 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
464
465 if (!dxSamplerState)
466 {
467 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
468 "sampler state for vertex shaders at slot %i.", index);
469 }
470
471 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
472
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000473 mCurVertexSamplerStates[index] = samplerState;
474 }
475
476 mForceSetVertexSamplerStates[index] = false;
477 }
478 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000479}
480
481void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
482{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000483 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000484 unsigned int serial = 0;
485 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000486
487 if (texture)
488 {
489 TextureStorageInterface *texStorage = texture->getNativeTexture();
490 if (texStorage)
491 {
492 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
493 textureSRV = storage11->getSRV();
494 }
495
496 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
497 // missing the shader resource view
498 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000499
500 serial = texture->getTextureSerial();
501 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000502 }
503
504 if (type == gl::SAMPLER_PIXEL)
505 {
506 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
507 {
508 ERR("Pixel shader sampler index %i is not valid.", index);
509 return;
510 }
511
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000512 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
513 {
514 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
515 }
516
517 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000518 }
519 else if (type == gl::SAMPLER_VERTEX)
520 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000521 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000522 {
523 ERR("Vertex shader sampler index %i is not valid.", index);
524 return;
525 }
526
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000527 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
528 {
529 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
530 }
531
532 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000533 }
534 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000535}
536
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000537void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000538{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000539 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000540 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000541 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
542 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000543 if (!dxRasterState)
544 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000545 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000546 "rasterizer state.");
547 }
548
549 mDeviceContext->RSSetState(dxRasterState);
550
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000551 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000552 }
553
554 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000555}
556
557void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
558 unsigned int sampleMask)
559{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000560 if (mForceSetBlendState ||
561 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
562 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
563 sampleMask != mCurSampleMask)
564 {
565 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
566 if (!dxBlendState)
567 {
568 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
569 "blend state.");
570 }
571
572 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
573 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
574
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000575 mCurBlendState = blendState;
576 mCurBlendColor = blendColor;
577 mCurSampleMask = sampleMask;
578 }
579
580 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000581}
582
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000583void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000584 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000585{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000586 if (mForceSetDepthStencilState ||
587 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
588 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
589 {
590 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
591 stencilRef != stencilBackRef ||
592 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
593 {
594 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
595 "invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000596 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000597 }
598
599 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
600 if (!dxDepthStencilState)
601 {
602 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
603 "setting the default depth stencil state.");
604 }
605
606 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
607
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000608 mCurDepthStencilState = depthStencilState;
609 mCurStencilRef = stencilRef;
610 mCurStencilBackRef = stencilBackRef;
611 }
612
613 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000614}
615
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000616void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000617{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000618 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
619 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000620 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000621 if (enabled)
622 {
623 D3D11_RECT rect;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000624 rect.left = std::max(0, scissor.x);
625 rect.top = std::max(0, scissor.y);
626 rect.right = scissor.x + std::max(0, scissor.width);
627 rect.bottom = scissor.y + std::max(0, scissor.height);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000628
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000629 mDeviceContext->RSSetScissorRects(1, &rect);
630 }
631
632 if (enabled != mScissorEnabled)
633 {
634 mForceSetRasterState = true;
635 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000636
637 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000638 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000639 }
640
641 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000642}
643
daniel@transgaming.com12985182012-12-20 20:56:31 +0000644bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000645 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000646{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000647 gl::Rectangle actualViewport = viewport;
648 float actualZNear = gl::clamp01(zNear);
649 float actualZFar = gl::clamp01(zFar);
650 if (ignoreViewport)
651 {
652 actualViewport.x = 0;
653 actualViewport.y = 0;
654 actualViewport.width = mRenderTargetDesc.width;
655 actualViewport.height = mRenderTargetDesc.height;
656 actualZNear = 0.0f;
657 actualZFar = 1.0f;
658 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000659
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000660 // Get D3D viewport bounds, which depends on the feature level
661 const Range& viewportBounds = getViewportBounds();
662
663 // 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 +0000664 D3D11_VIEWPORT dxViewport;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000665 dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end);
666 dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end);
667 dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension());
668 dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension());
669 dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX));
670 dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY));
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000671 dxViewport.MinDepth = actualZNear;
672 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000673
674 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
675 {
676 return false; // Nothing to render
677 }
678
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000679 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
680 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000681
daniel@transgaming.com53670042012-11-28 20:55:51 +0000682 if (viewportChanged)
683 {
684 mDeviceContext->RSSetViewports(1, &dxViewport);
685
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000686 mCurViewport = actualViewport;
687 mCurNear = actualZNear;
688 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000689
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000690 mVertexConstants.halfPixelSize[0] = 0.0f;
691 mVertexConstants.halfPixelSize[1] = 0.0f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000692
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000693 mPixelConstants.coord[0] = actualViewport.width * 0.5f;
694 mPixelConstants.coord[1] = actualViewport.height * 0.5f;
695 mPixelConstants.coord[2] = actualViewport.x + (actualViewport.width * 0.5f);
696 mPixelConstants.coord[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000697
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000698 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
699 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
700 mPixelConstants.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000701
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000702 mVertexConstants.depthRange[0] = actualZNear;
703 mVertexConstants.depthRange[1] = actualZFar;
704 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000705
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000706 mPixelConstants.depthRange[0] = actualZNear;
707 mPixelConstants.depthRange[1] = actualZFar;
708 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000709 }
710
711 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000712 return true;
713}
714
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000715bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
716{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000717 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000718
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000719 switch (mode)
720 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000721 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
722 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000723 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000724 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
725 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
726 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000727 // emulate fans via rewriting index buffer
728 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000729 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000730 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000731 }
732
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000733 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000734
735 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000736}
737
738bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000739{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000740 // Get the color render buffer and serial
741 gl::Renderbuffer *renderbufferObject = NULL;
742 unsigned int renderTargetSerial = 0;
743 if (framebuffer->getColorbufferType() != GL_NONE)
744 {
745 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000746
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000747 if (!renderbufferObject)
748 {
749 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000750 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000751 }
752
753 renderTargetSerial = renderbufferObject->getSerial();
754 }
755
756 // Get the depth stencil render buffer and serials
757 gl::Renderbuffer *depthStencil = NULL;
758 unsigned int depthbufferSerial = 0;
759 unsigned int stencilbufferSerial = 0;
760 if (framebuffer->getDepthbufferType() != GL_NONE)
761 {
762 depthStencil = framebuffer->getDepthbuffer();
763 if (!depthStencil)
764 {
765 ERR("Depth stencil pointer unexpectedly null.");
766 return false;
767 }
768
769 depthbufferSerial = depthStencil->getSerial();
770 }
771 else if (framebuffer->getStencilbufferType() != GL_NONE)
772 {
773 depthStencil = framebuffer->getStencilbuffer();
774 if (!depthStencil)
775 {
776 ERR("Depth stencil pointer unexpectedly null.");
777 return false;
778 }
779
780 stencilbufferSerial = depthStencil->getSerial();
781 }
782
783 // Extract the render target dimensions and view
784 unsigned int renderTargetWidth = 0;
785 unsigned int renderTargetHeight = 0;
786 GLenum renderTargetFormat = 0;
787 ID3D11RenderTargetView* framebufferRTV = NULL;
788 if (renderbufferObject)
789 {
790 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
791 if (!renderTarget)
792 {
793 ERR("render target pointer unexpectedly null.");
794 return false;
795 }
796
797 framebufferRTV = renderTarget->getRenderTargetView();
798 if (!framebufferRTV)
799 {
800 ERR("render target view pointer unexpectedly null.");
801 return false;
802 }
803
804 renderTargetWidth = renderbufferObject->getWidth();
805 renderTargetHeight = renderbufferObject->getHeight();
806 renderTargetFormat = renderbufferObject->getActualFormat();
807 }
808
809 // Extract the depth stencil sizes and view
810 unsigned int depthSize = 0;
811 unsigned int stencilSize = 0;
812 ID3D11DepthStencilView* framebufferDSV = NULL;
813 if (depthStencil)
814 {
815 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
816 if (!depthStencilRenderTarget)
817 {
818 ERR("render target pointer unexpectedly null.");
819 if (framebufferRTV)
820 {
821 framebufferRTV->Release();
822 }
823 return false;
824 }
825
826 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
827 if (!framebufferDSV)
828 {
829 ERR("depth stencil view pointer unexpectedly null.");
830 if (framebufferRTV)
831 {
832 framebufferRTV->Release();
833 }
834 return false;
835 }
836
837 // If there is no render buffer, the width, height and format values come from
838 // the depth stencil
839 if (!renderbufferObject)
840 {
841 renderTargetWidth = depthStencil->getWidth();
842 renderTargetHeight = depthStencil->getHeight();
843 renderTargetFormat = depthStencil->getActualFormat();
844 }
845
846 depthSize = depthStencil->getDepthSize();
847 stencilSize = depthStencil->getStencilSize();
848 }
849
850 // Apply the render target and depth stencil
851 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
852 renderTargetSerial != mAppliedRenderTargetSerial ||
853 depthbufferSerial != mAppliedDepthbufferSerial ||
854 stencilbufferSerial != mAppliedStencilbufferSerial)
855 {
856 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
857
858 mRenderTargetDesc.width = renderTargetWidth;
859 mRenderTargetDesc.height = renderTargetHeight;
860 mRenderTargetDesc.format = renderTargetFormat;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000861 mForceSetViewport = true;
862 mForceSetScissor = true;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000863
864 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
865 {
866 mCurDepthSize = depthSize;
867 mForceSetRasterState = true;
868 }
869
870 mCurStencilSize = stencilSize;
871
872 mAppliedRenderTargetSerial = renderTargetSerial;
873 mAppliedDepthbufferSerial = depthbufferSerial;
874 mAppliedStencilbufferSerial = stencilbufferSerial;
875 mRenderTargetDescInitialized = true;
876 mDepthStencilInitialized = true;
877 }
878
879 if (framebufferRTV)
880 {
881 framebufferRTV->Release();
882 }
883 if (framebufferDSV)
884 {
885 framebufferDSV->Release();
886 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000887
888 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000889}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000890
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000891GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000892{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000893 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
894 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
895 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000896 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000897 return err;
898 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000899
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000900 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000901}
902
daniel@transgaming.com31240482012-11-28 21:06:41 +0000903GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000904{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000905 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000906
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000907 if (err == GL_NO_ERROR)
908 {
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000909 if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000910 {
911 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
912
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000913 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000914 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000915 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000916 }
917 }
918
919 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000920}
921
922void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
923{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000924 if (mode == GL_LINE_LOOP)
925 {
926 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
927 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000928 else if (mode == GL_TRIANGLE_FAN)
929 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000930 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000931 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000932 else if (instances > 0)
933 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000934 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000935 }
936 else
937 {
938 mDeviceContext->Draw(count, 0);
939 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000940}
941
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000942void 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 +0000943{
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000944 if (mode == GL_LINE_LOOP)
945 {
946 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
947 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000948 else if (mode == GL_TRIANGLE_FAN)
949 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000950 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
951 }
952 else if (instances > 0)
953 {
954 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000955 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000956 else
957 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +0000958 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000959 }
960}
961
962void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
963{
964 // Get the raw indices for an indexed draw
965 if (type != GL_NONE && elementArrayBuffer)
966 {
967 gl::Buffer *indexBuffer = elementArrayBuffer;
968 intptr_t offset = reinterpret_cast<intptr_t>(indices);
969 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
970 }
971
972 if (!mLineLoopIB)
973 {
974 mLineLoopIB = new StreamingIndexBufferInterface(this);
975 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
976 {
977 delete mLineLoopIB;
978 mLineLoopIB = NULL;
979
980 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000981 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000982 }
983 }
984
985 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
986 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
987 {
988 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000989 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000990 }
991
992 void* mappedMemory = NULL;
993 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
994 if (offset == -1 || mappedMemory == NULL)
995 {
996 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000997 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000998 }
999
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001000 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001001 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001002
1003 switch (type)
1004 {
1005 case GL_NONE: // Non-indexed draw
1006 for (int i = 0; i < count; i++)
1007 {
1008 data[i] = i;
1009 }
1010 data[count] = 0;
1011 break;
1012 case GL_UNSIGNED_BYTE:
1013 for (int i = 0; i < count; i++)
1014 {
1015 data[i] = static_cast<const GLubyte*>(indices)[i];
1016 }
1017 data[count] = static_cast<const GLubyte*>(indices)[0];
1018 break;
1019 case GL_UNSIGNED_SHORT:
1020 for (int i = 0; i < count; i++)
1021 {
1022 data[i] = static_cast<const GLushort*>(indices)[i];
1023 }
1024 data[count] = static_cast<const GLushort*>(indices)[0];
1025 break;
1026 case GL_UNSIGNED_INT:
1027 for (int i = 0; i < count; i++)
1028 {
1029 data[i] = static_cast<const GLuint*>(indices)[i];
1030 }
1031 data[count] = static_cast<const GLuint*>(indices)[0];
1032 break;
1033 default: UNREACHABLE();
1034 }
1035
1036 if (!mLineLoopIB->unmapBuffer())
1037 {
1038 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001039 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001040 }
1041
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001042 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001043 {
1044 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
1045
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001046 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001047 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001048 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001049 }
1050
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001051 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001052}
1053
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001054void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001055{
1056 // Get the raw indices for an indexed draw
1057 if (type != GL_NONE && elementArrayBuffer)
1058 {
1059 gl::Buffer *indexBuffer = elementArrayBuffer;
1060 intptr_t offset = reinterpret_cast<intptr_t>(indices);
1061 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
1062 }
1063
1064 if (!mTriangleFanIB)
1065 {
1066 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1067 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1068 {
1069 delete mTriangleFanIB;
1070 mTriangleFanIB = NULL;
1071
1072 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001073 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001074 }
1075 }
1076
1077 const int numTris = count - 2;
1078 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
1079 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1080 {
1081 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001082 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001083 }
1084
1085 void* mappedMemory = NULL;
1086 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
1087 if (offset == -1 || mappedMemory == NULL)
1088 {
1089 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001090 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001091 }
1092
1093 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1094 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
1095
1096 switch (type)
1097 {
1098 case GL_NONE: // Non-indexed draw
1099 for (int i = 0; i < numTris; i++)
1100 {
1101 data[i*3 + 0] = 0;
1102 data[i*3 + 1] = i + 1;
1103 data[i*3 + 2] = i + 2;
1104 }
1105 break;
1106 case GL_UNSIGNED_BYTE:
1107 for (int i = 0; i < numTris; i++)
1108 {
1109 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1110 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1111 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1112 }
1113 break;
1114 case GL_UNSIGNED_SHORT:
1115 for (int i = 0; i < numTris; i++)
1116 {
1117 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1118 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1119 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1120 }
1121 break;
1122 case GL_UNSIGNED_INT:
1123 for (int i = 0; i < numTris; i++)
1124 {
1125 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1126 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1127 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1128 }
1129 break;
1130 default: UNREACHABLE();
1131 }
1132
1133 if (!mTriangleFanIB->unmapBuffer())
1134 {
1135 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001136 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001137 }
1138
1139 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1140 {
1141 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1142
1143 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1144 mAppliedIBSerial = mTriangleFanIB->getSerial();
1145 mAppliedIBOffset = indexBufferOffset;
1146 }
1147
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001148 if (instances > 0)
1149 {
1150 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1151 }
1152 else
1153 {
1154 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1155 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001156}
1157
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001158void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1159{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001160 unsigned int programBinarySerial = programBinary->getSerial();
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001161 const bool updateProgramState = (programBinarySerial != mAppliedProgramBinarySerial);
1162
1163 if (updateProgramState)
daniel@transgaming.come4991412012-12-20 20:55:34 +00001164 {
1165 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1166 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001167
daniel@transgaming.come4991412012-12-20 20:55:34 +00001168 ID3D11VertexShader *vertexShader = NULL;
1169 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001170
daniel@transgaming.come4991412012-12-20 20:55:34 +00001171 ID3D11PixelShader *pixelShader = NULL;
1172 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001173
daniel@transgaming.come4991412012-12-20 20:55:34 +00001174 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1175 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001176
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001177 programBinary->dirtyAllUniforms();
1178
1179 mAppliedProgramBinarySerial = programBinarySerial;
1180 }
1181
1182 // Only use the geometry shader currently for point sprite drawing
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001183 const bool usesGeometryShader = (programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode);
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001184
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001185 if (updateProgramState || usesGeometryShader != mIsGeometryShaderActive)
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001186 {
1187 if (usesGeometryShader)
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001188 {
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001189 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
1190 ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001191 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1192 }
1193 else
1194 {
1195 mDeviceContext->GSSetShader(NULL, NULL, 0);
1196 }
1197
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001198 mIsGeometryShaderActive = usesGeometryShader;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001199 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001200}
1201
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001202void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001203{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001204 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1205 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001206
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001207 unsigned int totalRegisterCountVS = 0;
1208 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001209
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001210 bool vertexUniformsDirty = false;
1211 bool pixelUniformsDirty = false;
1212
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001213 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1214 {
1215 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001216
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001217 if (uniform->vsRegisterIndex >= 0)
1218 {
1219 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001220 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001221 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001222
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001223 if (uniform->psRegisterIndex >= 0)
1224 {
1225 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001226 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001227 }
1228 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001229
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001230 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1231 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1232
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001233 void *mapVS = (totalRegisterCountVS > 0 && vertexUniformsDirty) ? new float[4 * totalRegisterCountVS] : NULL;
1234 void *mapPS = (totalRegisterCountPS > 0 && pixelUniformsDirty) ? new float[4 * totalRegisterCountPS] : NULL;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001235
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001236 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001237 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001238 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001239
1240 switch (uniform->type)
1241 {
daniel@transgaming.comda8d3802012-12-20 21:12:55 +00001242 case GL_SAMPLER_2D:
1243 case GL_SAMPLER_CUBE:
1244 break;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001245 case GL_FLOAT:
1246 case GL_FLOAT_VEC2:
1247 case GL_FLOAT_VEC3:
1248 case GL_FLOAT_VEC4:
1249 case GL_FLOAT_MAT2:
1250 case GL_FLOAT_MAT3:
1251 case GL_FLOAT_MAT4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001252 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001253 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001254 GLfloat (*c)[4] = (GLfloat(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001255 float (*f)[4] = (float(*)[4])uniform->data;
1256
1257 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001258 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001259 c[uniform->vsRegisterIndex + i][0] = f[i][0];
1260 c[uniform->vsRegisterIndex + i][1] = f[i][1];
1261 c[uniform->vsRegisterIndex + i][2] = f[i][2];
1262 c[uniform->vsRegisterIndex + i][3] = f[i][3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001263 }
1264 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001265 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001266 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001267 GLfloat (*c)[4] = (GLfloat(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001268 float (*f)[4] = (float(*)[4])uniform->data;
1269
1270 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001271 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001272 c[uniform->psRegisterIndex + i][0] = f[i][0];
1273 c[uniform->psRegisterIndex + i][1] = f[i][1];
1274 c[uniform->psRegisterIndex + i][2] = f[i][2];
1275 c[uniform->psRegisterIndex + i][3] = f[i][3];
1276 }
1277 }
1278 break;
1279 case GL_INT:
1280 case GL_INT_VEC2:
1281 case GL_INT_VEC3:
1282 case GL_INT_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001283 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001284 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001285 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001286 GLint *x = (GLint*)uniform->data;
1287 int count = gl::VariableColumnCount(uniform->type);
1288
1289 for (unsigned int i = 0; i < uniform->registerCount; i++)
1290 {
1291 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = x[i * count + 0];
1292 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = x[i * count + 1];
1293 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = x[i * count + 2];
1294 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = x[i * count + 3];
1295 }
1296 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001297 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001298 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001299 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001300 GLint *x = (GLint*)uniform->data;
1301 int count = gl::VariableColumnCount(uniform->type);
1302
1303 for (unsigned int i = 0; i < uniform->registerCount; i++)
1304 {
1305 if (count >= 1) c[uniform->psRegisterIndex + i][0] = x[i * count + 0];
1306 if (count >= 2) c[uniform->psRegisterIndex + i][1] = x[i * count + 1];
1307 if (count >= 3) c[uniform->psRegisterIndex + i][2] = x[i * count + 2];
1308 if (count >= 4) c[uniform->psRegisterIndex + i][3] = x[i * count + 3];
1309 }
1310 }
1311 break;
1312 case GL_BOOL:
1313 case GL_BOOL_VEC2:
1314 case GL_BOOL_VEC3:
1315 case GL_BOOL_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001316 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001317 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001318 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001319 GLboolean *b = (GLboolean*)uniform->data;
1320 int count = gl::VariableColumnCount(uniform->type);
1321
1322 for (unsigned int i = 0; i < uniform->registerCount; i++)
1323 {
1324 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = b[i * count + 0];
1325 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = b[i * count + 1];
1326 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = b[i * count + 2];
1327 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = b[i * count + 3];
1328 }
1329 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001330 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001331 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001332 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001333 GLboolean *b = (GLboolean*)uniform->data;
1334 int count = gl::VariableColumnCount(uniform->type);
1335
1336 for (unsigned int i = 0; i < uniform->registerCount; i++)
1337 {
1338 if (count >= 1) c[uniform->psRegisterIndex + i][0] = b[i * count + 0];
1339 if (count >= 2) c[uniform->psRegisterIndex + i][1] = b[i * count + 1];
1340 if (count >= 3) c[uniform->psRegisterIndex + i][2] = b[i * count + 2];
1341 if (count >= 4) c[uniform->psRegisterIndex + i][3] = b[i * count + 3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001342 }
1343 }
1344 break;
1345 default:
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001346 UNREACHABLE();
1347 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001348
1349 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001350 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001351
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001352 if (vertexConstantBuffer && mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001353 {
1354 mDeviceContext->UpdateSubresource(vertexConstantBuffer, 0, NULL, mapVS, 0, 0);
1355 }
1356
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001357 if (pixelConstantBuffer && mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001358 {
1359 mDeviceContext->UpdateSubresource(pixelConstantBuffer, 0, NULL, mapPS, 0, 0);
1360 }
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001361
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001362 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1363 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001364
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001365 delete[] mapVS;
1366 delete[] mapPS;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001367
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001368 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001369 if (!mDriverConstantBufferVS)
1370 {
1371 D3D11_BUFFER_DESC constantBufferDescription = {0};
1372 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1373 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1374 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1375 constantBufferDescription.CPUAccessFlags = 0;
1376 constantBufferDescription.MiscFlags = 0;
1377 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001378
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001379 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001380 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001381
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001382 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1383 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001384
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001385 if (!mDriverConstantBufferPS)
1386 {
1387 D3D11_BUFFER_DESC constantBufferDescription = {0};
1388 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1389 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1390 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1391 constantBufferDescription.CPUAccessFlags = 0;
1392 constantBufferDescription.MiscFlags = 0;
1393 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001394
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001395 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001396 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001397
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001398 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1399 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001400
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001401 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1402 {
1403 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1404 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1405 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001406
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001407 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1408 {
1409 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1410 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1411 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001412
1413 // needed for the point sprite geometry shader
1414 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001415}
1416
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001417void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001418{
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001419 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1420 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1421 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1422 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001423
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001424 unsigned int stencilUnmasked = 0x0;
1425 if (frameBuffer->hasStencil())
1426 {
1427 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1428 stencilUnmasked = (0x1 << stencilSize) - 1;
1429 }
1430 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1431 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001432
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001433 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1434 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1435 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001436
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001437 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1438 {
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001439 maskedClear(clearParams);
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001440 }
1441 else
1442 {
1443 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1444 {
1445 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
1446 if (renderbufferObject)
1447 {
1448 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1449 if (!renderTarget)
1450 {
1451 ERR("render target pointer unexpectedly null.");
1452 return;
1453 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001454
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001455 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1456 if (!framebufferRTV)
1457 {
1458 ERR("render target view pointer unexpectedly null.");
1459 return;
1460 }
1461
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001462 const float clearValues[4] = { clearParams.colorClearValue.red,
1463 clearParams.colorClearValue.green,
1464 clearParams.colorClearValue.blue,
1465 clearParams.colorClearValue.alpha };
1466 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001467
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001468 framebufferRTV->Release();
1469 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001470 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001471 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001472 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001473 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1474 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001475 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001476 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1477 if (!renderTarget)
1478 {
1479 ERR("render target pointer unexpectedly null.");
1480 return;
1481 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001482
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001483 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1484 if (!framebufferDSV)
1485 {
1486 ERR("depth stencil view pointer unexpectedly null.");
1487 return;
1488 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001489
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001490 UINT clearFlags = 0;
1491 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1492 {
1493 clearFlags |= D3D11_CLEAR_DEPTH;
1494 }
1495 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1496 {
1497 clearFlags |= D3D11_CLEAR_STENCIL;
1498 }
1499
1500 float depthClear = clearParams.depthClearValue;
1501 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1502
1503 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001504
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001505 framebufferDSV->Release();
1506 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001507 }
1508 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001509}
1510
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001511void Renderer11::maskedClear(const gl::ClearParameters &clearParams)
1512{
1513 HRESULT result;
1514
1515 if (!mClearResourcesInitialized)
1516 {
1517 ASSERT(!mClearVB && !mClearVS && !mClearPS && !mClearScissorRS && !mClearNoScissorRS);
1518
1519 D3D11_BUFFER_DESC vbDesc;
1520 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1521 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1522 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1523 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1524 vbDesc.MiscFlags = 0;
1525 vbDesc.StructureByteStride = 0;
1526
1527 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1528 ASSERT(SUCCEEDED(result));
1529 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1530
1531 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1532 {
1533 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1534 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1535 };
1536
1537 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1538 ASSERT(SUCCEEDED(result));
1539 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1540
1541 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1542 ASSERT(SUCCEEDED(result));
1543 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1544
1545 result = mDevice->CreatePixelShader(g_PS_Clear, sizeof(g_PS_Clear), NULL, &mClearPS);
1546 ASSERT(SUCCEEDED(result));
1547 d3d11::SetDebugName(mClearPS, "Renderer11 masked clear pixel shader");
1548
1549 D3D11_RASTERIZER_DESC rsScissorDesc;
1550 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1551 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1552 rsScissorDesc.FrontCounterClockwise = FALSE;
1553 rsScissorDesc.DepthBias = 0;
1554 rsScissorDesc.DepthBiasClamp = 0.0f;
1555 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1556 rsScissorDesc.DepthClipEnable = FALSE;
1557 rsScissorDesc.ScissorEnable = TRUE;
1558 rsScissorDesc.MultisampleEnable = FALSE;
1559 rsScissorDesc.AntialiasedLineEnable = FALSE;
1560
1561 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1562 ASSERT(SUCCEEDED(result));
1563 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1564
1565 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1566 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1567 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1568 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1569 rsNoScissorDesc.DepthBias = 0;
1570 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1571 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1572 rsNoScissorDesc.DepthClipEnable = FALSE;
1573 rsNoScissorDesc.ScissorEnable = FALSE;
1574 rsNoScissorDesc.MultisampleEnable = FALSE;
1575 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1576
1577 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1578 ASSERT(SUCCEEDED(result));
1579 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1580
1581 mClearResourcesInitialized = true;
1582 }
1583
1584 // Prepare the depth stencil state to write depth values if the depth should be cleared
1585 // and stencil values if the stencil should be cleared
1586 gl::DepthStencilState glDSState;
1587 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1588 glDSState.depthFunc = GL_ALWAYS;
1589 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1590 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1591 glDSState.stencilFunc = GL_ALWAYS;
1592 glDSState.stencilMask = 0;
1593 glDSState.stencilFail = GL_REPLACE;
1594 glDSState.stencilPassDepthFail = GL_REPLACE;
1595 glDSState.stencilPassDepthPass = GL_REPLACE;
1596 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1597 glDSState.stencilBackFunc = GL_ALWAYS;
1598 glDSState.stencilBackMask = 0;
1599 glDSState.stencilBackFail = GL_REPLACE;
1600 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1601 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1602 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1603
1604 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1605
1606 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1607
1608 // Prepare the blend state to use a write mask if the color buffer should be cleared
1609 gl::BlendState glBlendState;
1610 glBlendState.blend = false;
1611 glBlendState.sourceBlendRGB = GL_ONE;
1612 glBlendState.destBlendRGB = GL_ZERO;
1613 glBlendState.sourceBlendAlpha = GL_ONE;
1614 glBlendState.destBlendAlpha = GL_ZERO;
1615 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1616 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1617 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1618 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1619 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1620 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1621 glBlendState.sampleAlphaToCoverage = false;
1622 glBlendState.dither = false;
1623
1624 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1625 static const UINT sampleMask = 0xFFFFFFFF;
1626
1627 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1628
1629 // Set the vertices
1630 D3D11_MAPPED_SUBRESOURCE mappedResource;
1631 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1632 if (FAILED(result))
1633 {
1634 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1635 return;
1636 }
1637
1638 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1639
1640 float depthClear = gl::clamp01(clearParams.depthClearValue);
1641 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1642 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1643 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1644 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1645
1646 mDeviceContext->Unmap(mClearVB, 0);
1647
1648 // Apply state
1649 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1650 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1651 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1652
1653 // Apply shaders
1654 mDeviceContext->IASetInputLayout(mClearIL);
1655 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
1656 mDeviceContext->PSSetShader(mClearPS, NULL, 0);
1657
1658 // Apply vertex buffer
1659 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1660 static UINT startIdx = 0;
1661 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1662 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1663
1664 // Draw the clear quad
1665 mDeviceContext->Draw(4, 0);
1666
1667 // Clean up
1668 markAllStateDirty();
1669}
1670
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001671void Renderer11::markAllStateDirty()
1672{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001673 mAppliedRenderTargetSerial = 0;
1674 mAppliedDepthbufferSerial = 0;
1675 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001676 mDepthStencilInitialized = false;
1677 mRenderTargetDescInitialized = false;
1678
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001679 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001680 {
1681 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001682 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001683 }
1684 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1685 {
1686 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001687 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001688 }
1689
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001690 mForceSetBlendState = true;
1691 mForceSetRasterState = true;
1692 mForceSetDepthStencilState = true;
1693 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001694 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001695
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001696 mAppliedIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001697 mAppliedIBOffset = 0;
1698
daniel@transgaming.come4991412012-12-20 20:55:34 +00001699 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001700 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1701 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001702}
1703
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001704void Renderer11::releaseDeviceResources()
1705{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001706 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001707 mInputLayoutCache.clear();
1708
1709 delete mVertexDataManager;
1710 mVertexDataManager = NULL;
1711
1712 delete mIndexDataManager;
1713 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001714
1715 delete mLineLoopIB;
1716 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001717
1718 delete mTriangleFanIB;
1719 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001720
1721 if (mCopyVB)
1722 {
1723 mCopyVB->Release();
1724 mCopyVB = NULL;
1725 }
1726
1727 if (mCopySampler)
1728 {
1729 mCopySampler->Release();
1730 mCopySampler = NULL;
1731 }
1732
1733 if (mCopyIL)
1734 {
1735 mCopyIL->Release();
1736 mCopyIL = NULL;
1737 }
1738
1739 if (mCopyVS)
1740 {
1741 mCopyVS->Release();
1742 mCopyVS = NULL;
1743 }
1744
1745 if (mCopyRGBAPS)
1746 {
1747 mCopyRGBAPS->Release();
1748 mCopyRGBAPS = NULL;
1749 }
1750
1751 if (mCopyRGBPS)
1752 {
1753 mCopyRGBPS->Release();
1754 mCopyRGBPS = NULL;
1755 }
1756
1757 if (mCopyLumPS)
1758 {
1759 mCopyLumPS->Release();
1760 mCopyLumPS = NULL;
1761 }
1762
1763 if (mCopyLumAlphaPS)
1764 {
1765 mCopyLumAlphaPS->Release();
1766 mCopyLumAlphaPS = NULL;
1767 }
1768
1769 mCopyResourcesInitialized = false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001770
1771 if (mClearVB)
1772 {
1773 mClearVB->Release();
1774 mClearVB = NULL;
1775 }
1776
1777 if (mClearIL)
1778 {
1779 mClearIL->Release();
1780 mClearIL = NULL;
1781 }
1782
1783 if (mClearVS)
1784 {
1785 mClearVS->Release();
1786 mClearVS = NULL;
1787 }
1788
1789 if (mClearPS)
1790 {
1791 mClearPS->Release();
1792 mClearPS = NULL;
1793 }
1794
1795 if (mClearScissorRS)
1796 {
1797 mClearScissorRS->Release();
1798 mClearScissorRS = NULL;
1799 }
1800
1801 if (mClearNoScissorRS)
1802 {
1803 mClearNoScissorRS->Release();
1804 mClearNoScissorRS = NULL;
1805 }
1806
1807 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001808
1809 if (mDriverConstantBufferVS)
1810 {
1811 mDriverConstantBufferVS->Release();
1812 mDriverConstantBufferVS = NULL;
1813 }
1814
1815 if (mDriverConstantBufferPS)
1816 {
1817 mDriverConstantBufferPS->Release();
1818 mDriverConstantBufferPS = NULL;
1819 }
daniel@transgaming.combdf787f2013-02-01 03:20:36 +00001820
1821 if (mSyncQuery)
1822 {
1823 mSyncQuery->Release();
1824 mSyncQuery = NULL;
1825 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001826}
1827
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001828void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001829{
1830 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001831 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001832}
1833
1834bool Renderer11::isDeviceLost()
1835{
1836 return mDeviceLost;
1837}
1838
1839// set notify to true to broadcast a message to all contexts of the device loss
1840bool Renderer11::testDeviceLost(bool notify)
1841{
1842 bool isLost = false;
1843
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001844 // GetRemovedReason is used to test if the device is removed
1845 HRESULT result = mDevice->GetDeviceRemovedReason();
1846 isLost = d3d11::isDeviceLostError(result);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001847
1848 if (isLost)
1849 {
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001850 // Log error if this is a new device lost event
1851 if (mDeviceLost == false)
1852 {
1853 ERR("The D3D11 device was removed: 0x%08X", result);
1854 }
1855
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001856 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001857 // we'll probably get this done again by notifyDeviceLost
1858 // but best to remember it!
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001859 // Note that we don't want to clear the device loss status here
1860 // -- this needs to be done by resetDevice
1861 mDeviceLost = true;
1862 if (notify)
1863 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001864 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001865 }
1866 }
1867
1868 return isLost;
1869}
1870
1871bool Renderer11::testDeviceResettable()
1872{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001873 // determine if the device is resettable by creating a dummy device
1874 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001875
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001876 if (D3D11CreateDevice == NULL)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001877 {
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001878 return false;
1879 }
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001880
1881 D3D_FEATURE_LEVEL featureLevel[] =
1882 {
1883 D3D_FEATURE_LEVEL_11_0,
1884 D3D_FEATURE_LEVEL_10_1,
1885 D3D_FEATURE_LEVEL_10_0,
1886 };
1887
1888 ID3D11Device* dummyDevice;
1889 D3D_FEATURE_LEVEL dummyFeatureLevel;
1890 ID3D11DeviceContext* dummyContext;
1891
1892 HRESULT result = D3D11CreateDevice(NULL,
1893 D3D_DRIVER_TYPE_HARDWARE,
1894 NULL,
1895 #if defined(_DEBUG)
1896 D3D11_CREATE_DEVICE_DEBUG,
1897 #else
1898 0,
1899 #endif
1900 featureLevel,
1901 sizeof(featureLevel)/sizeof(featureLevel[0]),
1902 D3D11_SDK_VERSION,
1903 &dummyDevice,
1904 &dummyFeatureLevel,
1905 &dummyContext);
1906
1907 if (!mDevice || FAILED(result))
1908 {
1909 return false;
1910 }
1911
1912 dummyContext->Release();
1913 dummyDevice->Release();
1914
1915 return true;
1916}
1917
1918void Renderer11::release()
1919{
1920 releaseDeviceResources();
1921
1922 if (mDxgiFactory)
1923 {
1924 mDxgiFactory->Release();
1925 mDxgiFactory = NULL;
1926 }
1927
1928 if (mDxgiAdapter)
1929 {
1930 mDxgiAdapter->Release();
1931 mDxgiAdapter = NULL;
1932 }
1933
1934 if (mDeviceContext)
1935 {
1936 mDeviceContext->ClearState();
1937 mDeviceContext->Flush();
1938 mDeviceContext->Release();
1939 mDeviceContext = NULL;
1940 }
1941
1942 if (mDevice)
1943 {
1944 mDevice->Release();
1945 mDevice = NULL;
1946 }
1947
1948 if (mD3d11Module)
1949 {
1950 FreeLibrary(mD3d11Module);
1951 mD3d11Module = NULL;
1952 }
1953
1954 if (mDxgiModule)
1955 {
1956 FreeLibrary(mDxgiModule);
1957 mDxgiModule = NULL;
1958 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001959}
1960
1961bool Renderer11::resetDevice()
1962{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001963 // recreate everything
1964 release();
1965 EGLint result = initialize();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001966
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001967 if (result != EGL_SUCCESS)
1968 {
1969 ERR("Could not reinitialize D3D11 device: %08X", result);
1970 return false;
1971 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001972
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001973 mDeviceLost = false;
1974
1975 return true;
1976}
1977
1978DWORD Renderer11::getAdapterVendor() const
1979{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001980 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001981}
1982
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001983std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001984{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001985 std::ostringstream rendererString;
1986
1987 rendererString << mDescription;
1988 rendererString << " Direct3D11";
1989
1990 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1991 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1992
1993 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001994}
1995
1996GUID Renderer11::getAdapterIdentifier() const
1997{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00001998 // Use the adapter LUID as our adapter ID
1999 // This number is local to a machine is only guaranteed to be unique between restarts
2000 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
2001 GUID adapterId = {0};
2002 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
2003 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002004}
2005
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00002006bool Renderer11::getBGRATextureSupport() const
2007{
2008 return mBGRATextureSupport;
2009}
2010
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002011bool Renderer11::getDXT1TextureSupport()
2012{
2013 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002014 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002015 return false;
2016}
2017
2018bool Renderer11::getDXT3TextureSupport()
2019{
2020 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002021 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002022 return false;
2023}
2024
2025bool Renderer11::getDXT5TextureSupport()
2026{
2027 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002028 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002029 return false;
2030}
2031
2032bool Renderer11::getDepthTextureSupport() const
2033{
2034 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002035 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002036 return false;
2037}
2038
2039bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
2040{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002041 *renderable = mFloat32RenderSupport;
2042 *filtering = mFloat32FilterSupport;
2043 return mFloat32TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002044}
2045
2046bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
2047{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002048 *renderable = mFloat16RenderSupport;
2049 *filtering = mFloat16FilterSupport;
2050 return mFloat16TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002051}
2052
2053bool Renderer11::getLuminanceTextureSupport()
2054{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002055 return false;
2056}
2057
2058bool Renderer11::getLuminanceAlphaTextureSupport()
2059{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002060 return false;
2061}
2062
2063bool Renderer11::getTextureFilterAnisotropySupport() const
2064{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002065 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002066}
2067
2068float Renderer11::getTextureMaxAnisotropy() const
2069{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002070 switch (mFeatureLevel)
2071 {
2072 case D3D_FEATURE_LEVEL_11_0:
2073 return D3D11_MAX_MAXANISOTROPY;
2074 case D3D_FEATURE_LEVEL_10_1:
2075 case D3D_FEATURE_LEVEL_10_0:
2076 return D3D10_MAX_MAXANISOTROPY;
2077 default: UNREACHABLE();
2078 return 0;
2079 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002080}
2081
2082bool Renderer11::getEventQuerySupport()
2083{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002084 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002085}
2086
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002087Range Renderer11::getViewportBounds() const
2088{
2089 switch (mFeatureLevel)
2090 {
2091 case D3D_FEATURE_LEVEL_11_0:
2092 return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
2093 case D3D_FEATURE_LEVEL_10_1:
2094 case D3D_FEATURE_LEVEL_10_0:
2095 return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
2096 default: UNREACHABLE();
2097 return Range(0, 0);
2098 }
2099}
2100
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002101unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002102{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002103 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2104 switch (mFeatureLevel)
2105 {
2106 case D3D_FEATURE_LEVEL_11_0:
2107 case D3D_FEATURE_LEVEL_10_1:
2108 case D3D_FEATURE_LEVEL_10_0:
2109 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
2110 default: UNREACHABLE();
2111 return 0;
2112 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002113}
2114
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002115unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
2116{
2117 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2118}
2119
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002120int Renderer11::getMaxVertexUniformVectors() const
2121{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002122 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2123 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2124 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002125}
2126
2127int Renderer11::getMaxFragmentUniformVectors() const
2128{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002129 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2130 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2131 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002132}
2133
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002134int Renderer11::getMaxVaryingVectors() const
2135{
2136 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
2137 switch (mFeatureLevel)
2138 {
2139 case D3D_FEATURE_LEVEL_11_0:
2140 return D3D11_VS_OUTPUT_REGISTER_COUNT;
2141 case D3D_FEATURE_LEVEL_10_1:
2142 case D3D_FEATURE_LEVEL_10_0:
2143 return D3D10_VS_OUTPUT_REGISTER_COUNT;
2144 default: UNREACHABLE();
2145 return 0;
2146 }
2147}
2148
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002149bool Renderer11::getNonPower2TextureSupport() const
2150{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00002151 switch (mFeatureLevel)
2152 {
2153 case D3D_FEATURE_LEVEL_11_0:
2154 case D3D_FEATURE_LEVEL_10_1:
2155 case D3D_FEATURE_LEVEL_10_0:
2156 return true;
2157 default: UNREACHABLE();
2158 return false;
2159 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002160}
2161
2162bool Renderer11::getOcclusionQuerySupport() const
2163{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002164 switch (mFeatureLevel)
2165 {
2166 case D3D_FEATURE_LEVEL_11_0:
2167 case D3D_FEATURE_LEVEL_10_1:
2168 case D3D_FEATURE_LEVEL_10_0:
2169 return true;
2170 default: UNREACHABLE();
2171 return false;
2172 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002173}
2174
2175bool Renderer11::getInstancingSupport() const
2176{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002177 switch (mFeatureLevel)
2178 {
2179 case D3D_FEATURE_LEVEL_11_0:
2180 case D3D_FEATURE_LEVEL_10_1:
2181 case D3D_FEATURE_LEVEL_10_0:
2182 return true;
2183 default: UNREACHABLE();
2184 return false;
2185 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002186}
2187
2188bool Renderer11::getShareHandleSupport() const
2189{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002190 // We only currently support share handles with BGRA surfaces, because
2191 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002192 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002193 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002194}
2195
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002196bool Renderer11::getDerivativeInstructionSupport() const
2197{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002198 switch (mFeatureLevel)
2199 {
2200 case D3D_FEATURE_LEVEL_11_0:
2201 case D3D_FEATURE_LEVEL_10_1:
2202 case D3D_FEATURE_LEVEL_10_0:
2203 return true;
2204 default: UNREACHABLE();
2205 return false;
2206 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002207}
2208
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002209int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002210{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002211 switch (mFeatureLevel)
2212 {
2213 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002214 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002215 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2216 default: UNREACHABLE(); return 0;
2217 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002218}
2219
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002220int Renderer11::getMinorShaderModel() const
2221{
2222 switch (mFeatureLevel)
2223 {
2224 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2225 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2226 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2227 default: UNREACHABLE(); return 0;
2228 }
2229}
2230
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002231float Renderer11::getMaxPointSize() const
2232{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002233 // choose a reasonable maximum. we enforce this in the shader.
2234 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2235 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002236}
2237
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002238int Renderer11::getMaxViewportDimension() const
2239{
2240 // Clamp viewport width/height to half of the maximum right/bottom edge
2241 switch (mFeatureLevel)
2242 {
2243 case D3D_FEATURE_LEVEL_11_0:
2244 return D3D11_VIEWPORT_BOUNDS_MAX - D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2245 case D3D_FEATURE_LEVEL_10_1:
2246 case D3D_FEATURE_LEVEL_10_0:
2247 return D3D10_VIEWPORT_BOUNDS_MAX - D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2248 default: UNREACHABLE();
2249 return 0;
2250 }
2251}
2252
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002253int Renderer11::getMaxTextureWidth() const
2254{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002255 switch (mFeatureLevel)
2256 {
2257 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2258 case D3D_FEATURE_LEVEL_10_1:
2259 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2260 default: UNREACHABLE(); return 0;
2261 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002262}
2263
2264int Renderer11::getMaxTextureHeight() const
2265{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002266 switch (mFeatureLevel)
2267 {
2268 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2269 case D3D_FEATURE_LEVEL_10_1:
2270 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2271 default: UNREACHABLE(); return 0;
2272 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002273}
2274
2275bool Renderer11::get32BitIndexSupport() const
2276{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002277 switch (mFeatureLevel)
2278 {
2279 case D3D_FEATURE_LEVEL_11_0:
2280 case D3D_FEATURE_LEVEL_10_1:
2281 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2282 default: UNREACHABLE(); return false;
2283 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002284}
2285
2286int Renderer11::getMinSwapInterval() const
2287{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002288 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002289}
2290
2291int Renderer11::getMaxSwapInterval() const
2292{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002293 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002294}
2295
2296int Renderer11::getMaxSupportedSamples() const
2297{
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +00002298 return mMaxSupportedSamples;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002299}
2300
shannon.woods@transgaming.com88fbd0f2013-02-28 23:05:46 +00002301int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
2302{
2303 if (requested == 0)
2304 {
2305 return 0;
2306 }
2307
2308 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2309 if (iter != mMultisampleSupportMap.end())
2310 {
2311 const MultisampleSupportInfo& info = iter->second;
2312 for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2313 {
2314 if (info.qualityLevels[i] > 0)
2315 {
2316 return i + 1;
2317 }
2318 }
2319 }
2320
2321 return -1;
2322}
2323
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002324bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002325{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002326 if (source && dest)
2327 {
2328 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2329 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2330
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002331 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002332 return true;
2333 }
2334
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002335 return false;
2336}
2337
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002338bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002339{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002340 if (source && dest)
2341 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002342 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2343 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002344
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002345 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002346 return true;
2347 }
2348
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002349 return false;
2350}
2351
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002352bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002353 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002354{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002355 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2356 if (!colorbuffer)
2357 {
2358 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002359 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002360 }
2361
2362 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2363 if (!sourceRenderTarget)
2364 {
2365 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002366 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002367 }
2368
2369 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2370 if (!source)
2371 {
2372 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002373 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002374 }
2375
2376 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2377 if (!storage11)
2378 {
2379 source->Release();
2380 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002381 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002382 }
2383
2384 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2385 if (!destRenderTarget)
2386 {
2387 source->Release();
2388 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002389 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002390 }
2391
2392 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2393 if (!dest)
2394 {
2395 source->Release();
2396 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002397 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002398 }
2399
2400 gl::Rectangle destRect;
2401 destRect.x = xoffset;
2402 destRect.y = yoffset;
2403 destRect.width = sourceRect.width;
2404 destRect.height = sourceRect.height;
2405
2406 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2407 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2408
2409 source->Release();
2410 dest->Release();
2411
2412 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002413}
2414
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002415bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002416 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002417{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002418 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2419 if (!colorbuffer)
2420 {
2421 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002422 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002423 }
2424
2425 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2426 if (!sourceRenderTarget)
2427 {
2428 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002429 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002430 }
2431
2432 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2433 if (!source)
2434 {
2435 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002436 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002437 }
2438
2439 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2440 if (!storage11)
2441 {
2442 source->Release();
2443 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002444 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002445 }
2446
2447 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
2448 if (!destRenderTarget)
2449 {
2450 source->Release();
2451 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002452 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002453 }
2454
2455 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2456 if (!dest)
2457 {
2458 source->Release();
2459 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002460 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002461 }
2462
2463 gl::Rectangle destRect;
2464 destRect.x = xoffset;
2465 destRect.y = yoffset;
2466 destRect.width = sourceRect.width;
2467 destRect.height = sourceRect.height;
2468
2469 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2470 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2471
2472 source->Release();
2473 dest->Release();
2474
2475 return ret;
2476}
2477
2478bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight,
2479 ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat)
2480{
2481 HRESULT result;
2482
2483 if (!mCopyResourcesInitialized)
2484 {
2485 ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS);
2486
2487 D3D11_BUFFER_DESC vbDesc;
2488 vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
2489 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
2490 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
2491 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2492 vbDesc.MiscFlags = 0;
2493 vbDesc.StructureByteStride = 0;
2494
2495 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
2496 ASSERT(SUCCEEDED(result));
2497 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
2498
2499 D3D11_SAMPLER_DESC samplerDesc;
2500 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
2501 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
2502 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
2503 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
2504 samplerDesc.MipLODBias = 0.0f;
2505 samplerDesc.MaxAnisotropy = 0;
2506 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
2507 samplerDesc.BorderColor[0] = 0.0f;
2508 samplerDesc.BorderColor[1] = 0.0f;
2509 samplerDesc.BorderColor[2] = 0.0f;
2510 samplerDesc.BorderColor[3] = 0.0f;
2511 samplerDesc.MinLOD = 0.0f;
2512 samplerDesc.MaxLOD = 0.0f;
2513
2514 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
2515 ASSERT(SUCCEEDED(result));
2516 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
2517
2518 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
2519 {
2520 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2521 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2522 };
2523
2524 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL);
2525 ASSERT(SUCCEEDED(result));
2526 d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout");
2527
2528 result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS);
2529 ASSERT(SUCCEEDED(result));
2530 d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader");
2531
2532 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS);
2533 ASSERT(SUCCEEDED(result));
2534 d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader");
2535
2536 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS);
2537 ASSERT(SUCCEEDED(result));
2538 d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader");
2539
2540 result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS);
2541 ASSERT(SUCCEEDED(result));
2542 d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader");
2543
2544 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS);
2545 ASSERT(SUCCEEDED(result));
2546 d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader");
2547
2548 mCopyResourcesInitialized = true;
2549 }
2550
2551 // Verify the source and destination area sizes
2552 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
2553 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
2554 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
2555 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight))
2556 {
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002557 return gl::error(GL_INVALID_VALUE, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002558 }
2559
2560 // Set vertices
2561 D3D11_MAPPED_SUBRESOURCE mappedResource;
2562 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
2563 if (FAILED(result))
2564 {
2565 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002566 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002567 }
2568
2569 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
2570
2571 // Create a quad in homogeneous coordinates
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002572 float x1 = (destArea.x / float(destWidth)) * 2.0f - 1.0f;
2573 float y1 = (destArea.y / float(destHeight)) * 2.0f - 1.0f;
2574 float x2 = ((destArea.x + destArea.width) / float(destWidth)) * 2.0f - 1.0f;
2575 float y2 = ((destArea.y + destArea.height) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002576
2577 float u1 = sourceArea.x / float(sourceWidth);
2578 float v1 = sourceArea.y / float(sourceHeight);
2579 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
2580 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
2581
2582 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
2583 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
2584 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
2585 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
2586
2587 mDeviceContext->Unmap(mCopyVB, 0);
2588
2589 static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
2590 static UINT startIdx = 0;
2591 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
2592
2593 // Apply state
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002594 mDeviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002595 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
2596 mDeviceContext->RSSetState(NULL);
2597
2598 // Apply shaders
2599 mDeviceContext->IASetInputLayout(mCopyIL);
2600 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
2601 mDeviceContext->VSSetShader(mCopyVS, NULL, 0);
2602
2603 ID3D11PixelShader *ps = NULL;
2604 switch(destFormat)
2605 {
2606 case GL_RGBA: ps = mCopyRGBAPS; break;
2607 case GL_RGB: ps = mCopyRGBPS; break;
2608 case GL_ALPHA: ps = mCopyRGBAPS; break;
2609 case GL_BGRA_EXT: ps = mCopyRGBAPS; break;
2610 case GL_LUMINANCE: ps = mCopyLumPS; break;
2611 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break;
2612 default: UNREACHABLE(); ps = NULL; break;
2613 }
2614
2615 mDeviceContext->PSSetShader(ps, NULL, 0);
2616
2617 // Unset the currently bound shader resource to avoid conflicts
2618 static ID3D11ShaderResourceView *const nullSRV = NULL;
2619 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2620
2621 // Apply render targets
2622 mDeviceContext->OMSetRenderTargets(1, &dest, NULL);
2623
2624 // Set the viewport
2625 D3D11_VIEWPORT viewport;
2626 viewport.TopLeftX = 0;
2627 viewport.TopLeftY = 0;
2628 viewport.Width = destWidth;
2629 viewport.Height = destHeight;
2630 viewport.MinDepth = 0.0f;
2631 viewport.MaxDepth = 1.0f;
2632 mDeviceContext->RSSetViewports(1, &viewport);
2633
2634 // Apply textures
2635 mDeviceContext->PSSetShaderResources(0, 1, &source);
2636 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
2637
2638 // Draw the quad
2639 mDeviceContext->Draw(4, 0);
2640
2641 // Unbind textures and render targets and vertex buffer
2642 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2643
2644 static ID3D11RenderTargetView *const nullRTV = NULL;
2645 mDeviceContext->OMSetRenderTargets(1, &nullRTV, NULL);
2646
2647 static UINT zero = 0;
2648 static ID3D11Buffer *const nullBuffer = NULL;
2649 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
2650
2651 markAllStateDirty();
2652
2653 return true;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002654}
2655
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002656RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2657{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002658 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002659 RenderTarget11 *renderTarget = NULL;
2660 if (depth)
2661 {
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002662 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
2663 swapChain11->getDepthStencilTexture(), NULL,
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002664 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002665 }
2666 else
2667 {
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002668 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002669 swapChain11->getOffscreenTexture(),
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002670 swapChain11->getRenderTargetShaderResource(),
2671 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002672 }
2673 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002674}
2675
2676RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2677{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002678 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
2679 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002680}
2681
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002682ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002683{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002684 ShaderExecutable11 *executable = NULL;
2685
2686 switch (type)
2687 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002688 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002689 {
2690 ID3D11VertexShader *vshader = NULL;
2691 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2692 ASSERT(SUCCEEDED(result));
2693
2694 if (vshader)
2695 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002696 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002697 }
2698 }
2699 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002700 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002701 {
2702 ID3D11PixelShader *pshader = NULL;
2703 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2704 ASSERT(SUCCEEDED(result));
2705
2706 if (pshader)
2707 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002708 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002709 }
2710 }
2711 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002712 case rx::SHADER_GEOMETRY:
2713 {
2714 ID3D11GeometryShader *gshader = NULL;
2715 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
2716 ASSERT(SUCCEEDED(result));
2717
2718 if (gshader)
2719 {
2720 executable = new ShaderExecutable11(function, length, gshader);
2721 }
2722 }
2723 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002724 default:
2725 UNREACHABLE();
2726 break;
2727 }
2728
2729 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002730}
2731
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002732ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002733{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002734 const char *profile = NULL;
2735
2736 switch (type)
2737 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002738 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002739 profile = "vs_4_0";
2740 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002741 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002742 profile = "ps_4_0";
2743 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002744 case rx::SHADER_GEOMETRY:
2745 profile = "gs_4_0";
2746 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002747 default:
2748 UNREACHABLE();
2749 return NULL;
2750 }
2751
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00002752 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002753 if (!binary)
2754 return NULL;
2755
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002756 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002757 binary->Release();
2758
2759 return executable;
2760}
2761
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002762VertexBuffer *Renderer11::createVertexBuffer()
2763{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00002764 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002765}
2766
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002767IndexBuffer *Renderer11::createIndexBuffer()
2768{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00002769 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002770}
2771
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +00002772BufferStorage *Renderer11::createBufferStorage()
2773{
2774 return new BufferStorage11(this);
2775}
2776
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002777QueryImpl *Renderer11::createQuery(GLenum type)
2778{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002779 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002780}
2781
2782FenceImpl *Renderer11::createFence()
2783{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002784 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002785}
2786
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002787bool Renderer11::getRenderTargetResource(gl::Framebuffer *framebuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
2788{
2789 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2790 if (colorbuffer)
2791 {
2792 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2793 if (renderTarget)
2794 {
2795 *subresourceIndex = renderTarget->getSubresourceIndex();
2796
2797 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
2798 if (colorBufferRTV)
2799 {
2800 ID3D11Resource *textureResource = NULL;
2801 colorBufferRTV->GetResource(&textureResource);
2802 colorBufferRTV->Release();
2803
2804 if (textureResource)
2805 {
2806 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
2807 textureResource->Release();
2808
2809 if (SUCCEEDED(result))
2810 {
2811 return true;
2812 }
2813 else
2814 {
2815 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
2816 "HRESULT: 0x%X.", result);
2817 }
2818 }
2819 }
2820 }
2821 }
2822
2823 return false;
2824}
2825
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002826bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002827 bool blitRenderTarget, bool blitDepthStencil)
2828{
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002829 if (blitRenderTarget && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_RENDERTARGET))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002830 {
2831 return false;
2832 }
2833
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002834 if (blitDepthStencil && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_DEPTHSTENCIL))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002835 {
2836 return false;
2837 }
2838
2839 return true;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002840}
2841
2842void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2843 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2844{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002845 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002846 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002847
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002848 if (getRenderTargetResource(framebuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002849 {
2850 gl::Rectangle area;
2851 area.x = x;
2852 area.y = y;
2853 area.width = width;
2854 area.height = height;
2855
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002856 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
2857 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002858
2859 colorBufferTexture->Release();
2860 colorBufferTexture = NULL;
2861 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002862}
2863
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002864Image *Renderer11::createImage()
2865{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00002866 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002867}
2868
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002869void Renderer11::generateMipmap(Image *dest, Image *src)
2870{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00002871 Image11 *dest11 = Image11::makeImage11(dest);
2872 Image11 *src11 = Image11::makeImage11(src);
2873 Image11::generateMipmap(dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002874}
2875
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002876TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
2877{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002878 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
2879 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002880}
2881
2882TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
2883{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002884 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002885}
2886
2887TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
2888{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002889 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002890}
2891
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002892static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
2893{
2894 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
2895 destFormat == GL_ALPHA &&
2896 destType == GL_UNSIGNED_BYTE)
2897 {
2898 return 1;
2899 }
2900 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
2901 destFormat == GL_RGBA &&
2902 destType == GL_UNSIGNED_BYTE)
2903 {
2904 return 4;
2905 }
2906 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
2907 destFormat == GL_BGRA_EXT &&
2908 destType == GL_UNSIGNED_BYTE)
2909 {
2910 return 4;
2911 }
2912 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
2913 destFormat == GL_RGBA &&
2914 destType == GL_HALF_FLOAT_OES)
2915 {
2916 return 8;
2917 }
2918 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
2919 destFormat == GL_RGB &&
2920 destType == GL_FLOAT)
2921 {
2922 return 12;
2923 }
2924 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
2925 destFormat == GL_RGBA &&
2926 destType == GL_FLOAT)
2927 {
2928 return 16;
2929 }
2930 else
2931 {
2932 return 0;
2933 }
2934}
2935
2936static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
2937 unsigned int y, int inputPitch, gl::Color *outColor)
2938{
2939 switch (format)
2940 {
2941 case DXGI_FORMAT_R8G8B8A8_UNORM:
2942 {
2943 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00002944 outColor->red = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
2945 outColor->green = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
2946 outColor->blue = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
2947 outColor->alpha = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002948 }
2949 break;
2950
2951 case DXGI_FORMAT_A8_UNORM:
2952 {
2953 outColor->red = 0.0f;
2954 outColor->green = 0.0f;
2955 outColor->blue = 0.0f;
2956 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
2957 }
2958 break;
2959
2960 case DXGI_FORMAT_R32G32B32A32_FLOAT:
2961 {
2962 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
2963 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
2964 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
2965 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
2966 }
2967 break;
2968
2969 case DXGI_FORMAT_R32G32B32_FLOAT:
2970 {
2971 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
2972 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
2973 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
2974 outColor->alpha = 1.0f;
2975 }
2976 break;
2977
2978 case DXGI_FORMAT_R16G16B16A16_FLOAT:
2979 {
2980 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
2981 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
2982 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
2983 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
2984 }
2985 break;
2986
2987 case DXGI_FORMAT_B8G8R8A8_UNORM:
2988 {
2989 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00002990 outColor->red = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
2991 outColor->blue = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
2992 outColor->green = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
2993 outColor->alpha = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002994 }
2995 break;
2996
2997 case DXGI_FORMAT_R8_UNORM:
2998 {
2999 outColor->red = *(data + x + y * inputPitch) / 255.0f;
3000 outColor->green = 0.0f;
3001 outColor->blue = 0.0f;
3002 outColor->alpha = 1.0f;
3003 }
3004 break;
3005
3006 case DXGI_FORMAT_R8G8_UNORM:
3007 {
3008 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
3009
3010 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
3011 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
3012 outColor->blue = 0.0f;
3013 outColor->alpha = 1.0f;
3014 }
3015 break;
3016
3017 case DXGI_FORMAT_R16_FLOAT:
3018 {
3019 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
3020 outColor->green = 0.0f;
3021 outColor->blue = 0.0f;
3022 outColor->alpha = 1.0f;
3023 }
3024 break;
3025
3026 case DXGI_FORMAT_R16G16_FLOAT:
3027 {
3028 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
3029 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
3030 outColor->blue = 0.0f;
3031 outColor->alpha = 1.0f;
3032 }
3033 break;
3034
3035 default:
3036 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
3037 UNIMPLEMENTED();
3038 break;
3039 }
3040}
3041
3042static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
3043 unsigned int y, int outputPitch, void *outData)
3044{
3045 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
3046 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
3047
3048 switch (format)
3049 {
3050 case GL_RGBA:
3051 switch (type)
3052 {
3053 case GL_UNSIGNED_BYTE:
3054 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3055 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3056 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3057 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3058 break;
3059
3060 default:
3061 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
3062 UNIMPLEMENTED();
3063 break;
3064 }
3065 break;
3066
3067 case GL_BGRA_EXT:
3068 switch (type)
3069 {
3070 case GL_UNSIGNED_BYTE:
3071 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3072 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3073 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
3074 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3075 break;
3076
3077 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
3078 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3079 // this type is packed as follows:
3080 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3081 // --------------------------------------------------------------------------------
3082 // | 4th | 3rd | 2nd | 1st component |
3083 // --------------------------------------------------------------------------------
3084 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3085 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3086 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
3087 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
3088 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
3089 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
3090 break;
3091
3092 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
3093 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3094 // this type is packed as follows:
3095 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3096 // --------------------------------------------------------------------------------
3097 // | 4th | 3rd | 2nd | 1st component |
3098 // --------------------------------------------------------------------------------
3099 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3100 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3101 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
3102 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
3103 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
3104 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
3105 break;
3106
3107 default:
3108 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
3109 UNIMPLEMENTED();
3110 break;
3111 }
3112 break;
3113
3114 case GL_RGB:
3115 switch (type)
3116 {
3117 case GL_UNSIGNED_SHORT_5_6_5:
3118 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3119 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
3120 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
3121 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
3122 break;
3123
3124 case GL_UNSIGNED_BYTE:
3125 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3126 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3127 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3128 break;
3129
3130 default:
3131 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
3132 UNIMPLEMENTED();
3133 break;
3134 }
3135 break;
3136
3137 default:
3138 ERR("WritePixelColor not implemented for format 0x%X.", format);
3139 UNIMPLEMENTED();
3140 break;
3141 }
3142}
3143
3144void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
3145 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
3146 GLint packAlignment, void *pixels)
3147{
3148 D3D11_TEXTURE2D_DESC textureDesc;
3149 texture->GetDesc(&textureDesc);
3150
3151 D3D11_TEXTURE2D_DESC stagingDesc;
3152 stagingDesc.Width = area.width;
3153 stagingDesc.Height = area.height;
3154 stagingDesc.MipLevels = 1;
3155 stagingDesc.ArraySize = 1;
3156 stagingDesc.Format = textureDesc.Format;
3157 stagingDesc.SampleDesc.Count = 1;
3158 stagingDesc.SampleDesc.Quality = 0;
3159 stagingDesc.Usage = D3D11_USAGE_STAGING;
3160 stagingDesc.BindFlags = 0;
3161 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
3162 stagingDesc.MiscFlags = 0;
3163
3164 ID3D11Texture2D* stagingTex = NULL;
3165 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
3166 if (FAILED(result))
3167 {
3168 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
3169 return;
3170 }
3171
3172 ID3D11Texture2D* srcTex = NULL;
3173 if (textureDesc.SampleDesc.Count > 1)
3174 {
3175 D3D11_TEXTURE2D_DESC resolveDesc;
3176 resolveDesc.Width = textureDesc.Width;
3177 resolveDesc.Height = textureDesc.Height;
3178 resolveDesc.MipLevels = 1;
3179 resolveDesc.ArraySize = 1;
3180 resolveDesc.Format = textureDesc.Format;
3181 resolveDesc.SampleDesc.Count = 1;
3182 resolveDesc.SampleDesc.Quality = 0;
3183 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
3184 resolveDesc.BindFlags = 0;
3185 resolveDesc.CPUAccessFlags = 0;
3186 resolveDesc.MiscFlags = 0;
3187
3188 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
3189 if (FAILED(result))
3190 {
3191 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
3192 stagingTex->Release();
3193 return;
3194 }
3195
3196 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
3197 subResource = 0;
3198 }
3199 else
3200 {
3201 srcTex = texture;
3202 srcTex->AddRef();
3203 }
3204
3205 D3D11_BOX srcBox;
3206 srcBox.left = area.x;
3207 srcBox.right = area.x + area.width;
3208 srcBox.top = area.y;
3209 srcBox.bottom = area.y + area.height;
3210 srcBox.front = 0;
3211 srcBox.back = 1;
3212
3213 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
3214
3215 srcTex->Release();
3216 srcTex = NULL;
3217
3218 D3D11_MAPPED_SUBRESOURCE mapping;
3219 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
3220
3221 unsigned char *source;
3222 int inputPitch;
3223 if (packReverseRowOrder)
3224 {
3225 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
3226 inputPitch = -static_cast<int>(mapping.RowPitch);
3227 }
3228 else
3229 {
3230 source = static_cast<unsigned char*>(mapping.pData);
3231 inputPitch = static_cast<int>(mapping.RowPitch);
3232 }
3233
3234 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
3235 if (fastPixelSize != 0)
3236 {
3237 unsigned char *dest = static_cast<unsigned char*>(pixels);
3238 for (int j = 0; j < area.height; j++)
3239 {
3240 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
3241 }
3242 }
3243 else
3244 {
3245 gl::Color pixelColor;
3246 for (int j = 0; j < area.height; j++)
3247 {
3248 for (int i = 0; i < area.width; i++)
3249 {
3250 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
3251 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
3252 }
3253 }
3254 }
3255
3256 mDeviceContext->Unmap(stagingTex, 0);
3257
3258 stagingTex->Release();
3259 stagingTex = NULL;
3260}
3261
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003262bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget,
3263 const gl::Rectangle &drawRect, BlitTarget target)
3264{
3265 ASSERT(readRect.width == drawRect.width && readRect.height == drawRect.height);
3266
3267 gl::Renderbuffer *readBuffer = NULL;
3268 switch (target)
3269 {
3270 case BLIT_RENDERTARGET:
3271 readBuffer = readTarget->getColorbuffer();
3272 break;
3273 case BLIT_DEPTHSTENCIL:
3274 readBuffer = readTarget->getDepthOrStencilbuffer();
3275 break;
3276 default: UNREACHABLE();
3277 }
3278 if (!readBuffer)
3279 {
3280 ERR("Failed to retrieve the color buffer from the read target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003281 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003282 }
3283
3284 RenderTarget11 *sourceRenderTarget = NULL;
3285 switch (target)
3286 {
3287 case BLIT_RENDERTARGET:
3288 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getRenderTarget());
3289 break;
3290 case BLIT_DEPTHSTENCIL:
3291 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getDepthStencil());
3292 break;
3293 default: UNREACHABLE();
3294 }
3295 if (!sourceRenderTarget)
3296 {
3297 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003298 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003299 }
3300
3301 ID3D11Texture2D *source = NULL;
3302 unsigned int sourceSubresource = 0;
3303 if (sourceRenderTarget->getSamples() > 0)
3304 {
3305 ID3D11Texture2D *unresolvedTexture = sourceRenderTarget->getTexture();
3306
3307 source = resolveMultisampledTexture(unresolvedTexture, sourceRenderTarget->getSubresourceIndex());
3308 sourceSubresource = 0;
3309
3310 unresolvedTexture->Release();
3311 }
3312 else
3313 {
3314 source = sourceRenderTarget->getTexture();
3315 sourceSubresource = sourceRenderTarget->getSubresourceIndex();
3316 }
3317
3318 if (!source)
3319 {
3320 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003321 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003322 }
3323
3324
3325 gl::Renderbuffer *drawBuffer = NULL;
3326 switch (target)
3327 {
3328 case BLIT_RENDERTARGET:
3329 drawBuffer = drawTarget->getColorbuffer();
3330 break;
3331 case BLIT_DEPTHSTENCIL:
3332 drawBuffer = drawTarget->getDepthOrStencilbuffer();
3333 break;
3334 default: UNREACHABLE();
3335 }
3336 if (!drawBuffer)
3337 {
3338 source->Release();
3339 ERR("Failed to retrieve the color buffer from the draw buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003340 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003341 }
3342
3343 RenderTarget11 *drawRenderTarget = NULL;
3344 switch (target)
3345 {
3346 case BLIT_RENDERTARGET:
3347 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getRenderTarget());
3348 break;
3349 case BLIT_DEPTHSTENCIL:
3350 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getDepthStencil());
3351 break;
3352 default: UNREACHABLE();
3353 }
3354 if (!drawRenderTarget)
3355 {
3356 source->Release();
3357 ERR("Failed to retrieve the render target from the render buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003358 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003359 }
3360
3361 ID3D11Texture2D *dest = drawRenderTarget->getTexture();
3362 unsigned int destSubresource = drawRenderTarget->getSubresourceIndex();
3363
3364 D3D11_BOX srcBox;
3365 srcBox.left = readRect.x;
3366 srcBox.right = readRect.x + readRect.width;
3367 srcBox.top = readRect.y;
3368 srcBox.bottom = readRect.y + readRect.height;
3369 srcBox.front = 0;
3370 srcBox.back = 1;
3371
3372 mDeviceContext->CopySubresourceRegion(dest, destSubresource, drawRect.x, drawRect.y, 0,
3373 source, sourceSubresource, &srcBox);
3374
3375 source->Release();
3376 dest->Release();
3377
3378 return true;
3379}
3380
shannon.woods@transgaming.comd67f9ce2013-02-28 23:06:09 +00003381ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
3382{
3383 D3D11_TEXTURE2D_DESC textureDesc;
3384 source->GetDesc(&textureDesc);
3385
3386 if (textureDesc.SampleDesc.Count > 1)
3387 {
3388 D3D11_TEXTURE2D_DESC resolveDesc;
3389 resolveDesc.Width = textureDesc.Width;
3390 resolveDesc.Height = textureDesc.Height;
3391 resolveDesc.MipLevels = 1;
3392 resolveDesc.ArraySize = 1;
3393 resolveDesc.Format = textureDesc.Format;
3394 resolveDesc.SampleDesc.Count = 1;
3395 resolveDesc.SampleDesc.Quality = 0;
3396 resolveDesc.Usage = textureDesc.Usage;
3397 resolveDesc.BindFlags = textureDesc.BindFlags;
3398 resolveDesc.CPUAccessFlags = 0;
3399 resolveDesc.MiscFlags = 0;
3400
3401 ID3D11Texture2D *resolveTexture = NULL;
3402 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
3403 if (FAILED(result))
3404 {
3405 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
3406 return NULL;
3407 }
3408
3409 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
3410 return resolveTexture;
3411 }
3412 else
3413 {
3414 source->AddRef();
3415 return source;
3416 }
3417}
3418
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003419}