blob: e82edb282027695cdec7d606418ff5eafe52ce70 [file] [log] [blame]
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001//
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00002// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00003// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
8
9#include "common/debug.h"
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000013#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000014#include "libGLESv2/Program.h"
15#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000016#include "libGLESv2/Framebuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000017#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000018#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000019#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +000020#include "libGLESv2/renderer/ShaderExecutable11.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000021#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.coma8aac672012-12-20 21:08:00 +000022#include "libGLESv2/renderer/Image11.h"
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +000023#include "libGLESv2/renderer/VertexBuffer11.h"
daniel@transgaming.com11c2af52012-12-20 21:10:01 +000024#include "libGLESv2/renderer/IndexBuffer11.h"
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000025#include "libGLESv2/renderer/VertexDataManager.h"
26#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +000027#include "libGLESv2/renderer/TextureStorage11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000028
29#include "libEGL/Config.h"
30#include "libEGL/Display.h"
31
32namespace rx
33{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000034static const DXGI_FORMAT RenderTargetFormats[] =
35 {
36 DXGI_FORMAT_R8G8B8A8_UNORM
37 };
38
39static const DXGI_FORMAT DepthStencilFormats[] =
40 {
41 DXGI_FORMAT_D24_UNORM_S8_UINT
42 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000043
44Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
45{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000046 mVertexDataManager = NULL;
47 mIndexDataManager = NULL;
48
daniel@transgaming.comc5114302012-12-20 21:11:36 +000049 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000050 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000051
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000052 mD3d11Module = NULL;
53 mDxgiModule = NULL;
54
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000055 mDeviceLost = false;
56
daniel@transgaming.com25072f62012-11-28 19:31:32 +000057 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000058 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000059 mDxgiAdapter = NULL;
60 mDxgiFactory = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000061}
62
63Renderer11::~Renderer11()
64{
65 releaseDeviceResources();
66
daniel@transgaming.com65e65372012-11-28 19:33:50 +000067 if (mDxgiFactory)
68 {
69 mDxgiFactory->Release();
70 mDxgiFactory = NULL;
71 }
72
73 if (mDxgiAdapter)
74 {
75 mDxgiAdapter->Release();
76 mDxgiAdapter = NULL;
77 }
78
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000079 if (mDeviceContext)
80 {
daniel@transgaming.comd5df4e82013-01-11 04:11:21 +000081 mDeviceContext->ClearState();
82 mDeviceContext->Flush();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000083 mDeviceContext->Release();
84 mDeviceContext = NULL;
85 }
86
daniel@transgaming.com25072f62012-11-28 19:31:32 +000087 if (mDevice)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000088 {
daniel@transgaming.com25072f62012-11-28 19:31:32 +000089 mDevice->Release();
90 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000091 }
92
93 if (mD3d11Module)
94 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000095 FreeLibrary(mD3d11Module);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000096 mD3d11Module = NULL;
97 }
98
99 if (mDxgiModule)
100 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000101 FreeLibrary(mDxgiModule);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000102 mDxgiModule = NULL;
103 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000104}
105
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000106Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
107{
108 ASSERT(dynamic_cast<rx::Renderer11*>(renderer) != NULL);
109 return static_cast<rx::Renderer11*>(renderer);
110}
111
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000112EGLint Renderer11::initialize()
113{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000114 if (!initializeCompiler())
115 {
116 return EGL_NOT_INITIALIZED;
117 }
118
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000119 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
120 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000121
122 if (mD3d11Module == NULL || mDxgiModule == NULL)
123 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000124 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000125 return EGL_NOT_INITIALIZED;
126 }
127
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000128 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000129
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000130 if (D3D11CreateDevice == NULL)
131 {
132 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
133 return EGL_NOT_INITIALIZED;
134 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000135
136 D3D_FEATURE_LEVEL featureLevel[] =
137 {
138 D3D_FEATURE_LEVEL_11_0,
139 D3D_FEATURE_LEVEL_10_1,
140 D3D_FEATURE_LEVEL_10_0,
141 };
142
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000143 HRESULT result = D3D11CreateDevice(NULL,
144 D3D_DRIVER_TYPE_HARDWARE,
145 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000146 #if defined(_DEBUG)
147 D3D11_CREATE_DEVICE_DEBUG,
148 #else
149 0,
150 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000151 featureLevel,
152 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000153 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000154 &mDevice,
155 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000156 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000157
158 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000159 {
160 ERR("Could not create D3D11 device - aborting!\n");
161 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
162 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000163
164 IDXGIDevice *dxgiDevice = NULL;
165 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
166
167 if (FAILED(result))
168 {
169 ERR("Could not query DXGI device - aborting!\n");
170 return EGL_NOT_INITIALIZED;
171 }
172
173 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
174
175 if (FAILED(result))
176 {
177 ERR("Could not retrieve DXGI adapter - aborting!\n");
178 return EGL_NOT_INITIALIZED;
179 }
180
181 dxgiDevice->Release();
182
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000183 mDxgiAdapter->GetDesc(&mAdapterDescription);
184 memset(mDescription, 0, sizeof(mDescription));
185 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
186
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000187 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
188
189 if (!mDxgiFactory || FAILED(result))
190 {
191 ERR("Could not create DXGI factory - aborting!\n");
192 return EGL_NOT_INITIALIZED;
193 }
194
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000195 initializeDevice();
196
197 return EGL_SUCCESS;
198}
199
200// do any one-time device initialization
201// NOTE: this is also needed after a device lost/reset
202// to reset the scene status and ensure the default states are reset.
203void Renderer11::initializeDevice()
204{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000205 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000206 mInputLayoutCache.initialize(mDevice, mDeviceContext);
207
208 ASSERT(!mVertexDataManager && !mIndexDataManager);
209 mVertexDataManager = new VertexDataManager(this);
210 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000211
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000212 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000213}
214
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000215int Renderer11::generateConfigs(ConfigDesc **configDescList)
216{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000217 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
218 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000219 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
220 int numConfigs = 0;
221
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000222 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000223 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000224 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000225 {
226 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
227
228 UINT formatSupport = 0;
229 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
230
231 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
232 {
233 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
234
235 UINT formatSupport = 0;
236 HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
237
238 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL))
239 {
240 ConfigDesc newConfig;
241 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
242 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
243 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
244 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
245
246 (*configDescList)[numConfigs++] = newConfig;
247 }
248 }
249 }
250 }
251
252 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000253}
254
255void Renderer11::deleteConfigs(ConfigDesc *configDescList)
256{
257 delete [] (configDescList);
258}
259
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000260void Renderer11::sync(bool block)
261{
262 // TODO
daniel@transgaming.come76b64b2013-01-11 04:10:08 +0000263 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000264}
265
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000266SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
267{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000268 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000269}
270
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000271void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
272{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000273 if (type == gl::SAMPLER_PIXEL)
274 {
275 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
276 {
277 ERR("Pixel shader sampler index %i is not valid.", index);
278 return;
279 }
280
281 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
282 {
283 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
284
285 if (!dxSamplerState)
286 {
287 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
288 "sampler state for pixel shaders at slot %i.", index);
289 }
290
291 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
292
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000293 mCurPixelSamplerStates[index] = samplerState;
294 }
295
296 mForceSetPixelSamplerStates[index] = false;
297 }
298 else if (type == gl::SAMPLER_VERTEX)
299 {
300 if (index < 0 || index >= gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF)
301 {
302 ERR("Vertex shader sampler index %i is not valid.", index);
303 return;
304 }
305
306 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
307 {
308 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
309
310 if (!dxSamplerState)
311 {
312 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
313 "sampler state for vertex shaders at slot %i.", index);
314 }
315
316 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
317
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000318 mCurVertexSamplerStates[index] = samplerState;
319 }
320
321 mForceSetVertexSamplerStates[index] = false;
322 }
323 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000324}
325
326void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
327{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000328 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000329 unsigned int serial = 0;
330 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000331
332 if (texture)
333 {
334 TextureStorageInterface *texStorage = texture->getNativeTexture();
335 if (texStorage)
336 {
337 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
338 textureSRV = storage11->getSRV();
339 }
340
341 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
342 // missing the shader resource view
343 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000344
345 serial = texture->getTextureSerial();
346 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000347 }
348
349 if (type == gl::SAMPLER_PIXEL)
350 {
351 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
352 {
353 ERR("Pixel shader sampler index %i is not valid.", index);
354 return;
355 }
356
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000357 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
358 {
359 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
360 }
361
362 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000363 }
364 else if (type == gl::SAMPLER_VERTEX)
365 {
366 if (index < 0 || index >= gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF)
367 {
368 ERR("Vertex shader sampler index %i is not valid.", index);
369 return;
370 }
371
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000372 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
373 {
374 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
375 }
376
377 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000378 }
379 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000380}
381
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000382void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000383{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000384 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000385 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000386 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
387 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000388 if (!dxRasterState)
389 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000390 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000391 "rasterizer state.");
392 }
393
394 mDeviceContext->RSSetState(dxRasterState);
395
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000396 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000397 }
398
399 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000400}
401
402void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
403 unsigned int sampleMask)
404{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000405 if (mForceSetBlendState ||
406 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
407 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
408 sampleMask != mCurSampleMask)
409 {
410 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
411 if (!dxBlendState)
412 {
413 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
414 "blend state.");
415 }
416
417 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
418 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
419
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000420 mCurBlendState = blendState;
421 mCurBlendColor = blendColor;
422 mCurSampleMask = sampleMask;
423 }
424
425 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000426}
427
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000428void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000429 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000430{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000431 if (mForceSetDepthStencilState ||
432 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
433 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
434 {
435 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
436 stencilRef != stencilBackRef ||
437 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
438 {
439 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
440 "invalid under WebGL.");
441 return error(GL_INVALID_OPERATION);
442 }
443
444 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
445 if (!dxDepthStencilState)
446 {
447 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
448 "setting the default depth stencil state.");
449 }
450
451 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
452
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000453 mCurDepthStencilState = depthStencilState;
454 mCurStencilRef = stencilRef;
455 mCurStencilBackRef = stencilBackRef;
456 }
457
458 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000459}
460
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000461void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000462{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000463 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
464 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000465 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000466 if (enabled)
467 {
468 D3D11_RECT rect;
469 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
470 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
471 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
472 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000473
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000474 mDeviceContext->RSSetScissorRects(1, &rect);
475 }
476
477 if (enabled != mScissorEnabled)
478 {
479 mForceSetRasterState = true;
480 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000481
482 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000483 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000484 }
485
486 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000487}
488
daniel@transgaming.com12985182012-12-20 20:56:31 +0000489bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
490 bool ignoreViewport, gl::ProgramBinary *currentProgram, bool forceSetUniforms)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000491{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000492 gl::Rectangle actualViewport = viewport;
493 float actualZNear = gl::clamp01(zNear);
494 float actualZFar = gl::clamp01(zFar);
495 if (ignoreViewport)
496 {
497 actualViewport.x = 0;
498 actualViewport.y = 0;
499 actualViewport.width = mRenderTargetDesc.width;
500 actualViewport.height = mRenderTargetDesc.height;
501 actualZNear = 0.0f;
502 actualZFar = 1.0f;
503 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000504
505 D3D11_VIEWPORT dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000506 dxViewport.TopLeftX = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
507 dxViewport.TopLeftY = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
508 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.TopLeftX));
509 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.TopLeftY));
510 dxViewport.MinDepth = actualZNear;
511 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000512
513 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
514 {
515 return false; // Nothing to render
516 }
517
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000518 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
519 actualZNear != mCurNear || actualZFar != mCurFar;
520
daniel@transgaming.com53670042012-11-28 20:55:51 +0000521 if (viewportChanged)
522 {
523 mDeviceContext->RSSetViewports(1, &dxViewport);
524
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000525 mCurViewport = actualViewport;
526 mCurNear = actualZNear;
527 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000528 }
529
530 if (currentProgram && (viewportChanged || forceSetUniforms))
531 {
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000532 currentProgram->applyDxHalfPixelSize(0.0f, 0.0f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000533
534 // These values are used for computing gl_FragCoord in Program::linkVaryings().
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000535 currentProgram->applyDxCoord(actualViewport.width * 0.5f,
536 actualViewport.height * 0.5f,
537 actualViewport.x + (actualViewport.width * 0.5f),
538 actualViewport.y + (actualViewport.height * 0.5f));
daniel@transgaming.com53670042012-11-28 20:55:51 +0000539
daniel@transgaming.com12985182012-12-20 20:56:31 +0000540 GLfloat ccw = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000541 currentProgram->applyDxDepthFront((actualZFar - actualZNear) * 0.5f, (actualZNear + actualZFar) * 0.5f, ccw);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000542
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000543 currentProgram->applyDxDepthRange(actualZNear, actualZFar, actualZFar - actualZNear);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000544 }
545
546 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000547 return true;
548}
549
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000550bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
551{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000552 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000553
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000554 switch (mode)
555 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000556 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
557 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000558 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000559 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
560 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
561 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000562 // emulate fans via rewriting index buffer
563 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000564 default:
565 return error(GL_INVALID_ENUM, false);
566 }
567
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000568 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000569
570 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000571}
572
573bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000574{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000575 // Get the color render buffer and serial
576 gl::Renderbuffer *renderbufferObject = NULL;
577 unsigned int renderTargetSerial = 0;
578 if (framebuffer->getColorbufferType() != GL_NONE)
579 {
580 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000581
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000582 if (!renderbufferObject)
583 {
584 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000585 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000586 }
587
588 renderTargetSerial = renderbufferObject->getSerial();
589 }
590
591 // Get the depth stencil render buffer and serials
592 gl::Renderbuffer *depthStencil = NULL;
593 unsigned int depthbufferSerial = 0;
594 unsigned int stencilbufferSerial = 0;
595 if (framebuffer->getDepthbufferType() != GL_NONE)
596 {
597 depthStencil = framebuffer->getDepthbuffer();
598 if (!depthStencil)
599 {
600 ERR("Depth stencil pointer unexpectedly null.");
601 return false;
602 }
603
604 depthbufferSerial = depthStencil->getSerial();
605 }
606 else if (framebuffer->getStencilbufferType() != GL_NONE)
607 {
608 depthStencil = framebuffer->getStencilbuffer();
609 if (!depthStencil)
610 {
611 ERR("Depth stencil pointer unexpectedly null.");
612 return false;
613 }
614
615 stencilbufferSerial = depthStencil->getSerial();
616 }
617
618 // Extract the render target dimensions and view
619 unsigned int renderTargetWidth = 0;
620 unsigned int renderTargetHeight = 0;
621 GLenum renderTargetFormat = 0;
622 ID3D11RenderTargetView* framebufferRTV = NULL;
623 if (renderbufferObject)
624 {
625 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
626 if (!renderTarget)
627 {
628 ERR("render target pointer unexpectedly null.");
629 return false;
630 }
631
632 framebufferRTV = renderTarget->getRenderTargetView();
633 if (!framebufferRTV)
634 {
635 ERR("render target view pointer unexpectedly null.");
636 return false;
637 }
638
639 renderTargetWidth = renderbufferObject->getWidth();
640 renderTargetHeight = renderbufferObject->getHeight();
641 renderTargetFormat = renderbufferObject->getActualFormat();
642 }
643
644 // Extract the depth stencil sizes and view
645 unsigned int depthSize = 0;
646 unsigned int stencilSize = 0;
647 ID3D11DepthStencilView* framebufferDSV = NULL;
648 if (depthStencil)
649 {
650 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
651 if (!depthStencilRenderTarget)
652 {
653 ERR("render target pointer unexpectedly null.");
654 if (framebufferRTV)
655 {
656 framebufferRTV->Release();
657 }
658 return false;
659 }
660
661 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
662 if (!framebufferDSV)
663 {
664 ERR("depth stencil view pointer unexpectedly null.");
665 if (framebufferRTV)
666 {
667 framebufferRTV->Release();
668 }
669 return false;
670 }
671
672 // If there is no render buffer, the width, height and format values come from
673 // the depth stencil
674 if (!renderbufferObject)
675 {
676 renderTargetWidth = depthStencil->getWidth();
677 renderTargetHeight = depthStencil->getHeight();
678 renderTargetFormat = depthStencil->getActualFormat();
679 }
680
681 depthSize = depthStencil->getDepthSize();
682 stencilSize = depthStencil->getStencilSize();
683 }
684
685 // Apply the render target and depth stencil
686 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
687 renderTargetSerial != mAppliedRenderTargetSerial ||
688 depthbufferSerial != mAppliedDepthbufferSerial ||
689 stencilbufferSerial != mAppliedStencilbufferSerial)
690 {
691 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
692
693 mRenderTargetDesc.width = renderTargetWidth;
694 mRenderTargetDesc.height = renderTargetHeight;
695 mRenderTargetDesc.format = renderTargetFormat;
696 mForceSetViewport = true; // TODO: It may not be required to clamp the viewport in D3D11
697 mForceSetScissor = true; // TODO: It may not be required to clamp the scissor in D3D11
698
699 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
700 {
701 mCurDepthSize = depthSize;
702 mForceSetRasterState = true;
703 }
704
705 mCurStencilSize = stencilSize;
706
707 mAppliedRenderTargetSerial = renderTargetSerial;
708 mAppliedDepthbufferSerial = depthbufferSerial;
709 mAppliedStencilbufferSerial = stencilbufferSerial;
710 mRenderTargetDescInitialized = true;
711 mDepthStencilInitialized = true;
712 }
713
714 if (framebufferRTV)
715 {
716 framebufferRTV->Release();
717 }
718 if (framebufferDSV)
719 {
720 framebufferDSV->Release();
721 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000722
723 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000724}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000725
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000726GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000727{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000728 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
729 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
730 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000731 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000732 return err;
733 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000734
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000735 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000736}
737
daniel@transgaming.com31240482012-11-28 21:06:41 +0000738GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000739{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000740 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000741
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000742 if (err == GL_NO_ERROR)
743 {
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000744 if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000745 {
746 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
747
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000748 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000749 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000750 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000751 }
752 }
753
754 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000755}
756
757void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
758{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000759 if (mode == GL_LINE_LOOP)
760 {
761 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
762 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000763 else if (mode == GL_TRIANGLE_FAN)
764 {
765 drawTriangleFan(count, GL_NONE, NULL, 0, NULL);
766 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000767 else if (instances > 0)
768 {
769 // TODO
770 UNIMPLEMENTED();
771 }
772 else
773 {
774 mDeviceContext->Draw(count, 0);
775 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000776}
777
daniel@transgaming.com31240482012-11-28 21:06:41 +0000778void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000779{
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000780 if (mode == GL_LINE_LOOP)
781 {
782 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
783 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000784 else if (mode == GL_TRIANGLE_FAN)
785 {
786 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
787 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000788 else
789 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +0000790 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000791 }
792}
793
794void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
795{
796 // Get the raw indices for an indexed draw
797 if (type != GL_NONE && elementArrayBuffer)
798 {
799 gl::Buffer *indexBuffer = elementArrayBuffer;
800 intptr_t offset = reinterpret_cast<intptr_t>(indices);
801 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
802 }
803
804 if (!mLineLoopIB)
805 {
806 mLineLoopIB = new StreamingIndexBufferInterface(this);
807 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
808 {
809 delete mLineLoopIB;
810 mLineLoopIB = NULL;
811
812 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
813 return error(GL_OUT_OF_MEMORY);
814 }
815 }
816
817 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
818 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
819 {
820 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
821 return error(GL_OUT_OF_MEMORY);
822 }
823
824 void* mappedMemory = NULL;
825 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
826 if (offset == -1 || mappedMemory == NULL)
827 {
828 ERR("Could not map index buffer for GL_LINE_LOOP.");
829 return error(GL_OUT_OF_MEMORY);
830 }
831
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000832 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000833 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000834
835 switch (type)
836 {
837 case GL_NONE: // Non-indexed draw
838 for (int i = 0; i < count; i++)
839 {
840 data[i] = i;
841 }
842 data[count] = 0;
843 break;
844 case GL_UNSIGNED_BYTE:
845 for (int i = 0; i < count; i++)
846 {
847 data[i] = static_cast<const GLubyte*>(indices)[i];
848 }
849 data[count] = static_cast<const GLubyte*>(indices)[0];
850 break;
851 case GL_UNSIGNED_SHORT:
852 for (int i = 0; i < count; i++)
853 {
854 data[i] = static_cast<const GLushort*>(indices)[i];
855 }
856 data[count] = static_cast<const GLushort*>(indices)[0];
857 break;
858 case GL_UNSIGNED_INT:
859 for (int i = 0; i < count; i++)
860 {
861 data[i] = static_cast<const GLuint*>(indices)[i];
862 }
863 data[count] = static_cast<const GLuint*>(indices)[0];
864 break;
865 default: UNREACHABLE();
866 }
867
868 if (!mLineLoopIB->unmapBuffer())
869 {
870 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
871 return error(GL_OUT_OF_MEMORY);
872 }
873
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000874 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000875 {
876 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
877
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000878 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000879 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000880 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000881 }
882
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000883 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000884}
885
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000886void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
887{
888 // Get the raw indices for an indexed draw
889 if (type != GL_NONE && elementArrayBuffer)
890 {
891 gl::Buffer *indexBuffer = elementArrayBuffer;
892 intptr_t offset = reinterpret_cast<intptr_t>(indices);
893 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
894 }
895
896 if (!mTriangleFanIB)
897 {
898 mTriangleFanIB = new StreamingIndexBufferInterface(this);
899 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
900 {
901 delete mTriangleFanIB;
902 mTriangleFanIB = NULL;
903
904 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
905 return error(GL_OUT_OF_MEMORY);
906 }
907 }
908
909 const int numTris = count - 2;
910 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
911 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
912 {
913 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
914 return error(GL_OUT_OF_MEMORY);
915 }
916
917 void* mappedMemory = NULL;
918 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
919 if (offset == -1 || mappedMemory == NULL)
920 {
921 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
922 return error(GL_OUT_OF_MEMORY);
923 }
924
925 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
926 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
927
928 switch (type)
929 {
930 case GL_NONE: // Non-indexed draw
931 for (int i = 0; i < numTris; i++)
932 {
933 data[i*3 + 0] = 0;
934 data[i*3 + 1] = i + 1;
935 data[i*3 + 2] = i + 2;
936 }
937 break;
938 case GL_UNSIGNED_BYTE:
939 for (int i = 0; i < numTris; i++)
940 {
941 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
942 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
943 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
944 }
945 break;
946 case GL_UNSIGNED_SHORT:
947 for (int i = 0; i < numTris; i++)
948 {
949 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
950 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
951 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
952 }
953 break;
954 case GL_UNSIGNED_INT:
955 for (int i = 0; i < numTris; i++)
956 {
957 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
958 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
959 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
960 }
961 break;
962 default: UNREACHABLE();
963 }
964
965 if (!mTriangleFanIB->unmapBuffer())
966 {
967 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
968 return error(GL_OUT_OF_MEMORY);
969 }
970
971 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
972 {
973 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
974
975 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
976 mAppliedIBSerial = mTriangleFanIB->getSerial();
977 mAppliedIBOffset = indexBufferOffset;
978 }
979
980 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
981}
982
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +0000983void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
984{
daniel@transgaming.come4991412012-12-20 20:55:34 +0000985 unsigned int programBinarySerial = programBinary->getSerial();
986 if (programBinarySerial != mAppliedProgramBinarySerial)
987 {
988 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
989 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000990
daniel@transgaming.come4991412012-12-20 20:55:34 +0000991 ID3D11VertexShader *vertexShader = NULL;
992 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000993
daniel@transgaming.come4991412012-12-20 20:55:34 +0000994 ID3D11PixelShader *pixelShader = NULL;
995 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000996
daniel@transgaming.come4991412012-12-20 20:55:34 +0000997 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
998 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
999 programBinary->dirtyAllUniforms();
1000
1001 mAppliedProgramBinarySerial = programBinarySerial;
1002 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001003}
1004
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001005void Renderer11::applyUniforms(const gl::UniformArray *uniformArray, const dx_VertexConstants &vertexConstants, const dx_PixelConstants &pixelConstants)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001006{
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001007 D3D11_BUFFER_DESC constantBufferDescription = {0};
1008 constantBufferDescription.ByteWidth = D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * sizeof(float[4]);
1009 constantBufferDescription.Usage = D3D11_USAGE_DYNAMIC;
1010 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1011 constantBufferDescription.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1012 constantBufferDescription.MiscFlags = 0;
1013 constantBufferDescription.StructureByteStride = 0;
1014
1015 ID3D11Buffer *constantBufferVS = NULL;
1016 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &constantBufferVS);
1017 ASSERT(SUCCEEDED(result));
1018
1019 ID3D11Buffer *constantBufferPS = NULL;
1020 result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &constantBufferPS);
1021 ASSERT(SUCCEEDED(result));
1022
1023 D3D11_MAPPED_SUBRESOURCE mapVS = {0};
1024 result = mDeviceContext->Map(constantBufferVS, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapVS);
1025 ASSERT(SUCCEEDED(result));
1026
1027 D3D11_MAPPED_SUBRESOURCE mapPS = {0};
1028 result = mDeviceContext->Map(constantBufferPS, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapPS);
1029 ASSERT(SUCCEEDED(result));
1030
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001031 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001032 {
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001033 const gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001034
1035 switch (uniform->type)
1036 {
daniel@transgaming.comda8d3802012-12-20 21:12:55 +00001037 case GL_SAMPLER_2D:
1038 case GL_SAMPLER_CUBE:
1039 break;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001040 case GL_FLOAT:
1041 case GL_FLOAT_VEC2:
1042 case GL_FLOAT_VEC3:
1043 case GL_FLOAT_VEC4:
1044 case GL_FLOAT_MAT2:
1045 case GL_FLOAT_MAT3:
1046 case GL_FLOAT_MAT4:
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001047 if (uniform->vsRegisterIndex >= 0)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001048 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001049 GLfloat (*c)[4] = (GLfloat(*)[4])mapVS.pData;
1050 float (*f)[4] = (float(*)[4])uniform->data;
1051
1052 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001053 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001054 c[uniform->vsRegisterIndex + i][0] = f[i][0];
1055 c[uniform->vsRegisterIndex + i][1] = f[i][1];
1056 c[uniform->vsRegisterIndex + i][2] = f[i][2];
1057 c[uniform->vsRegisterIndex + i][3] = f[i][3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001058 }
1059 }
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001060 if (uniform->psRegisterIndex >= 0)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001061 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001062 GLfloat (*c)[4] = (GLfloat(*)[4])mapPS.pData;
1063 float (*f)[4] = (float(*)[4])uniform->data;
1064
1065 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001066 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001067 c[uniform->psRegisterIndex + i][0] = f[i][0];
1068 c[uniform->psRegisterIndex + i][1] = f[i][1];
1069 c[uniform->psRegisterIndex + i][2] = f[i][2];
1070 c[uniform->psRegisterIndex + i][3] = f[i][3];
1071 }
1072 }
1073 break;
1074 case GL_INT:
1075 case GL_INT_VEC2:
1076 case GL_INT_VEC3:
1077 case GL_INT_VEC4:
1078 if (uniform->vsRegisterIndex >= 0)
1079 {
1080 int (*c)[4] = (int(*)[4])mapVS.pData;
1081 GLint *x = (GLint*)uniform->data;
1082 int count = gl::VariableColumnCount(uniform->type);
1083
1084 for (unsigned int i = 0; i < uniform->registerCount; i++)
1085 {
1086 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = x[i * count + 0];
1087 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = x[i * count + 1];
1088 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = x[i * count + 2];
1089 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = x[i * count + 3];
1090 }
1091 }
1092 if (uniform->psRegisterIndex >= 0)
1093 {
1094 int (*c)[4] = (int(*)[4])mapPS.pData;
1095 GLint *x = (GLint*)uniform->data;
1096 int count = gl::VariableColumnCount(uniform->type);
1097
1098 for (unsigned int i = 0; i < uniform->registerCount; i++)
1099 {
1100 if (count >= 1) c[uniform->psRegisterIndex + i][0] = x[i * count + 0];
1101 if (count >= 2) c[uniform->psRegisterIndex + i][1] = x[i * count + 1];
1102 if (count >= 3) c[uniform->psRegisterIndex + i][2] = x[i * count + 2];
1103 if (count >= 4) c[uniform->psRegisterIndex + i][3] = x[i * count + 3];
1104 }
1105 }
1106 break;
1107 case GL_BOOL:
1108 case GL_BOOL_VEC2:
1109 case GL_BOOL_VEC3:
1110 case GL_BOOL_VEC4:
1111 if (uniform->vsRegisterIndex >= 0)
1112 {
1113 int (*c)[4] = (int(*)[4])mapVS.pData;
1114 GLboolean *b = (GLboolean*)uniform->data;
1115 int count = gl::VariableColumnCount(uniform->type);
1116
1117 for (unsigned int i = 0; i < uniform->registerCount; i++)
1118 {
1119 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = b[i * count + 0];
1120 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = b[i * count + 1];
1121 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = b[i * count + 2];
1122 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = b[i * count + 3];
1123 }
1124 }
1125 if (uniform->psRegisterIndex >= 0)
1126 {
1127 int (*c)[4] = (int(*)[4])mapPS.pData;
1128 GLboolean *b = (GLboolean*)uniform->data;
1129 int count = gl::VariableColumnCount(uniform->type);
1130
1131 for (unsigned int i = 0; i < uniform->registerCount; i++)
1132 {
1133 if (count >= 1) c[uniform->psRegisterIndex + i][0] = b[i * count + 0];
1134 if (count >= 2) c[uniform->psRegisterIndex + i][1] = b[i * count + 1];
1135 if (count >= 3) c[uniform->psRegisterIndex + i][2] = b[i * count + 2];
1136 if (count >= 4) c[uniform->psRegisterIndex + i][3] = b[i * count + 3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001137 }
1138 }
1139 break;
1140 default:
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001141 UNREACHABLE();
1142 }
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001143 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001144
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001145 // Driver uniforms
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001146 memcpy(mapVS.pData, &vertexConstants, sizeof(dx_VertexConstants));
1147 memcpy(mapPS.pData, &pixelConstants, sizeof(dx_PixelConstants));
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001148
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001149 mDeviceContext->Unmap(constantBufferVS, 0);
1150 mDeviceContext->VSSetConstantBuffers(0, 1, &constantBufferVS);
1151 constantBufferVS->Release();
1152
1153 mDeviceContext->Unmap(constantBufferPS, 0);
1154 mDeviceContext->PSSetConstantBuffers(0, 1, &constantBufferPS);
1155 constantBufferPS->Release();
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001156}
1157
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001158void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001159{
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001160 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1161 {
1162 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
1163 if (renderbufferObject)
1164 {
1165 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1166 if (!renderTarget)
1167 {
1168 ERR("render target pointer unexpectedly null.");
1169 return;
1170 }
1171
1172 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1173 if (!framebufferRTV)
1174 {
1175 ERR("render target view pointer unexpectedly null.");
1176 return;
1177 }
1178
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001179 if (mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1180 mCurScissor.x + mCurScissor.width < renderTarget->getWidth() ||
1181 mCurScissor.y + mCurScissor.height < renderTarget->getHeight()))
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001182 {
1183 // TODO: clearing of subregion of render target
1184 UNIMPLEMENTED();
1185 }
1186
1187 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1188 const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1189 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1190 clearParams.colorMaskBlue && alphaUnmasked);
1191
1192 if (needMaskedColorClear)
1193 {
1194 // TODO: masked color clearing
1195 UNIMPLEMENTED();
1196 }
1197 else
1198 {
1199 const float clearValues[4] = { clearParams.colorClearValue.red,
1200 clearParams.colorClearValue.green,
1201 clearParams.colorClearValue.blue,
1202 clearParams.colorClearValue.alpha };
1203 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
1204 }
1205
1206 framebufferRTV->Release();
1207 }
1208 }
1209 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
1210 {
1211 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1212 if (renderbufferObject)
1213 {
daniel@transgaming.comd0f82bc2012-12-20 21:11:42 +00001214 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001215 if (!renderTarget)
1216 {
1217 ERR("render target pointer unexpectedly null.");
1218 return;
1219 }
1220
1221 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1222 if (!framebufferDSV)
1223 {
1224 ERR("depth stencil view pointer unexpectedly null.");
1225 return;
1226 }
1227
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001228 if (mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1229 mCurScissor.x + mCurScissor.width < renderTarget->getWidth() ||
1230 mCurScissor.y + mCurScissor.height < renderTarget->getHeight()))
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001231 {
1232 // TODO: clearing of subregion of depth stencil view
1233 UNIMPLEMENTED();
1234 }
1235
1236 unsigned int stencilUnmasked = 0x0;
1237 if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
1238 {
1239 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1240 stencilUnmasked = (0x1 << stencilSize) - 1;
1241 }
1242
1243 const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1244 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
1245
1246 if (needMaskedStencilClear)
1247 {
1248 // TODO: masked clearing of depth stencil
1249 UNIMPLEMENTED();
1250 }
1251 else
1252 {
1253 UINT clearFlags = 0;
1254 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1255 {
1256 clearFlags |= D3D11_CLEAR_DEPTH;
1257 }
1258 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1259 {
1260 clearFlags |= D3D11_CLEAR_STENCIL;
1261 }
1262
1263 float depthClear = clearParams.depthClearValue;
1264 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1265
1266 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
1267 }
1268
1269 framebufferDSV->Release();
1270 }
1271 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001272}
1273
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001274void Renderer11::markAllStateDirty()
1275{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001276 mAppliedRenderTargetSerial = 0;
1277 mAppliedDepthbufferSerial = 0;
1278 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001279 mDepthStencilInitialized = false;
1280 mRenderTargetDescInitialized = false;
1281
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001282 for (int i = 0; i < gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; i++)
1283 {
1284 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001285 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001286 }
1287 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1288 {
1289 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001290 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001291 }
1292
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001293 mForceSetBlendState = true;
1294 mForceSetRasterState = true;
1295 mForceSetDepthStencilState = true;
1296 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001297 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001298
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001299 mAppliedIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001300 mAppliedIBOffset = 0;
1301
daniel@transgaming.come4991412012-12-20 20:55:34 +00001302 mAppliedProgramBinarySerial = 0;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001303}
1304
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001305void Renderer11::releaseDeviceResources()
1306{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001307 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001308 mInputLayoutCache.clear();
1309
1310 delete mVertexDataManager;
1311 mVertexDataManager = NULL;
1312
1313 delete mIndexDataManager;
1314 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001315
1316 delete mLineLoopIB;
1317 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001318
1319 delete mTriangleFanIB;
1320 mTriangleFanIB = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001321}
1322
1323void Renderer11::markDeviceLost()
1324{
1325 mDeviceLost = true;
1326}
1327
1328bool Renderer11::isDeviceLost()
1329{
1330 return mDeviceLost;
1331}
1332
1333// set notify to true to broadcast a message to all contexts of the device loss
1334bool Renderer11::testDeviceLost(bool notify)
1335{
1336 bool isLost = false;
1337
1338 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +00001339 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001340
1341 if (isLost)
1342 {
1343 // ensure we note the device loss --
1344 // we'll probably get this done again by markDeviceLost
1345 // but best to remember it!
1346 // Note that we don't want to clear the device loss status here
1347 // -- this needs to be done by resetDevice
1348 mDeviceLost = true;
1349 if (notify)
1350 {
1351 mDisplay->notifyDeviceLost();
1352 }
1353 }
1354
1355 return isLost;
1356}
1357
1358bool Renderer11::testDeviceResettable()
1359{
1360 HRESULT status = D3D_OK;
1361
1362 // TODO
1363 UNIMPLEMENTED();
1364
1365 switch (status)
1366 {
1367 case D3DERR_DEVICENOTRESET:
1368 case D3DERR_DEVICEHUNG:
1369 return true;
1370 default:
1371 return false;
1372 }
1373}
1374
1375bool Renderer11::resetDevice()
1376{
1377 releaseDeviceResources();
1378
1379 // TODO
1380 UNIMPLEMENTED();
1381
1382 // reset device defaults
1383 initializeDevice();
1384 mDeviceLost = false;
1385
1386 return true;
1387}
1388
1389DWORD Renderer11::getAdapterVendor() const
1390{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001391 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001392}
1393
1394const char *Renderer11::getAdapterDescription() const
1395{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001396 return mDescription;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001397}
1398
1399GUID Renderer11::getAdapterIdentifier() const
1400{
1401 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001402 // UNIMPLEMENTED();
1403 GUID foo = {0};
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001404 return foo;
1405}
1406
1407bool Renderer11::getDXT1TextureSupport()
1408{
1409 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001410 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001411 return false;
1412}
1413
1414bool Renderer11::getDXT3TextureSupport()
1415{
1416 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001417 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001418 return false;
1419}
1420
1421bool Renderer11::getDXT5TextureSupport()
1422{
1423 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001424 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001425 return false;
1426}
1427
1428bool Renderer11::getDepthTextureSupport() const
1429{
1430 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001431 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001432 return false;
1433}
1434
1435bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
1436{
1437 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001438 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001439
1440 *filtering = false;
1441 *renderable = false;
1442 return false;
1443}
1444
1445bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
1446{
1447 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001448 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001449
1450 *filtering = false;
1451 *renderable = false;
1452 return false;
1453}
1454
1455bool Renderer11::getLuminanceTextureSupport()
1456{
1457 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001458 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001459 return false;
1460}
1461
1462bool Renderer11::getLuminanceAlphaTextureSupport()
1463{
1464 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001465 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001466 return false;
1467}
1468
1469bool Renderer11::getTextureFilterAnisotropySupport() const
1470{
1471 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001472 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001473 return false;
1474}
1475
1476float Renderer11::getTextureMaxAnisotropy() const
1477{
1478 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001479 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001480 return 1.0f;
1481}
1482
1483bool Renderer11::getEventQuerySupport()
1484{
1485 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001486 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001487 return false;
1488}
1489
1490bool Renderer11::getVertexTextureSupport() const
1491{
1492 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001493 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001494 return false;
1495}
1496
1497bool Renderer11::getNonPower2TextureSupport() const
1498{
1499 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001500 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001501 return false;
1502}
1503
1504bool Renderer11::getOcclusionQuerySupport() const
1505{
1506 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001507 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001508 return false;
1509}
1510
1511bool Renderer11::getInstancingSupport() const
1512{
1513 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001514 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001515 return false;
1516}
1517
1518bool Renderer11::getShareHandleSupport() const
1519{
1520 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001521 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001522
1523 // PIX doesn't seem to support using share handles, so disable them.
1524 return false && !gl::perfActive();
1525}
1526
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00001527bool Renderer11::getDerivativeInstructionSupport() const
1528{
1529 // TODO
1530 // UNIMPLEMENTED();
1531 return false;
1532}
1533
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001534int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001535{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001536 switch (mFeatureLevel)
1537 {
1538 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
1539 case D3D_FEATURE_LEVEL_10_1:
1540 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
1541 default: UNREACHABLE(); return 0;
1542 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001543}
1544
1545float Renderer11::getMaxPointSize() const
1546{
1547 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001548 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001549 return 1.0f;
1550}
1551
1552int Renderer11::getMaxTextureWidth() const
1553{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001554 switch (mFeatureLevel)
1555 {
1556 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1557 case D3D_FEATURE_LEVEL_10_1:
1558 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1559 default: UNREACHABLE(); return 0;
1560 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001561}
1562
1563int Renderer11::getMaxTextureHeight() const
1564{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001565 switch (mFeatureLevel)
1566 {
1567 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1568 case D3D_FEATURE_LEVEL_10_1:
1569 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1570 default: UNREACHABLE(); return 0;
1571 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001572}
1573
1574bool Renderer11::get32BitIndexSupport() const
1575{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001576 switch (mFeatureLevel)
1577 {
1578 case D3D_FEATURE_LEVEL_11_0:
1579 case D3D_FEATURE_LEVEL_10_1:
1580 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
1581 default: UNREACHABLE(); return false;
1582 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001583}
1584
1585int Renderer11::getMinSwapInterval() const
1586{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001587 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001588}
1589
1590int Renderer11::getMaxSwapInterval() const
1591{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001592 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001593}
1594
1595int Renderer11::getMaxSupportedSamples() const
1596{
1597 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001598 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001599 return 1;
1600}
1601
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001602bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001603{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001604 if (source && dest)
1605 {
1606 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
1607 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
1608
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001609 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001610 return true;
1611 }
1612
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001613 return false;
1614}
1615
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001616bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001617{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001618 if (source && dest)
1619 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001620 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
1621 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001622
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001623 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001624 return true;
1625 }
1626
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001627 return false;
1628}
1629
daniel@transgaming.com38380882012-11-28 19:36:39 +00001630bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001631 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00001632{
1633 // TODO
1634 UNIMPLEMENTED();
1635 return false;
1636}
1637
1638bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001639 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00001640{
1641 // TODO
1642 UNIMPLEMENTED();
1643 return false;
1644}
1645
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001646RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
1647{
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00001648 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
1649 RenderTarget11 *renderTarget = NULL;
1650 if (depth)
1651 {
1652 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), swapChain11->getWidth(), swapChain11->getHeight());
1653 }
1654 else
1655 {
1656 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(), swapChain11->getWidth(), swapChain11->getHeight());
1657 }
1658 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001659}
1660
1661RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
1662{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00001663 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
1664 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001665}
1666
daniel@transgaming.com2275f912012-12-20 21:13:22 +00001667ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, GLenum type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00001668{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001669 ShaderExecutable11 *executable = NULL;
1670
1671 switch (type)
1672 {
1673 case GL_VERTEX_SHADER:
1674 {
1675 ID3D11VertexShader *vshader = NULL;
1676 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
1677 ASSERT(SUCCEEDED(result));
1678
1679 if (vshader)
1680 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00001681 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001682 }
1683 }
1684 break;
1685 case GL_FRAGMENT_SHADER:
1686 {
1687 ID3D11PixelShader *pshader = NULL;
1688 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
1689 ASSERT(SUCCEEDED(result));
1690
1691 if (pshader)
1692 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00001693 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001694 }
1695 }
1696 break;
1697 default:
1698 UNREACHABLE();
1699 break;
1700 }
1701
1702 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00001703}
1704
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00001705ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type)
1706{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001707 const char *profile = NULL;
1708
1709 switch (type)
1710 {
1711 case GL_VERTEX_SHADER:
1712 profile = "vs_4_0";
1713 break;
1714 case GL_FRAGMENT_SHADER:
1715 profile = "ps_4_0";
1716 break;
1717 default:
1718 UNREACHABLE();
1719 return NULL;
1720 }
1721
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00001722 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001723 if (!binary)
1724 return NULL;
1725
daniel@transgaming.com2275f912012-12-20 21:13:22 +00001726 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001727 binary->Release();
1728
1729 return executable;
1730}
1731
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00001732VertexBuffer *Renderer11::createVertexBuffer()
1733{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00001734 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00001735}
1736
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00001737IndexBuffer *Renderer11::createIndexBuffer()
1738{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00001739 return new IndexBuffer11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00001740}
1741
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001742bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
1743 bool blitRenderTarget, bool blitDepthStencil)
1744{
1745 // TODO
1746 UNIMPLEMENTED();
1747 return false;
1748}
1749
1750void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
1751 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
1752{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00001753 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00001754 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00001755
1756 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
1757 if (colorbuffer)
1758 {
1759 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
1760 if (renderTarget)
1761 {
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00001762 subresourceIndex = renderTarget->getSubresourceIndex();
1763
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00001764 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
1765 if (colorBufferRTV)
1766 {
1767 ID3D11Resource *textureResource = NULL;
1768 colorBufferRTV->GetResource(&textureResource);
1769
1770 if (textureResource)
1771 {
1772 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)&colorBufferTexture);
1773 textureResource->Release();
1774
1775 if (FAILED(result))
1776 {
1777 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
1778 "HRESULT: 0x%X.", result);
1779 return;
1780 }
1781 }
1782 }
1783 }
1784 }
1785
1786 if (colorBufferTexture)
1787 {
1788 gl::Rectangle area;
1789 area.x = x;
1790 area.y = y;
1791 area.width = width;
1792 area.height = height;
1793
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00001794 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
1795 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00001796
1797 colorBufferTexture->Release();
1798 colorBufferTexture = NULL;
1799 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001800}
1801
daniel@transgaming.com244e1832012-12-20 20:52:35 +00001802Image *Renderer11::createImage()
1803{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00001804 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00001805}
1806
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00001807void Renderer11::generateMipmap(Image *dest, Image *src)
1808{
1809 // TODO
1810 UNIMPLEMENTED();
1811 return;
1812}
1813
daniel@transgaming.com413d2712012-12-20 21:11:04 +00001814TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
1815{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00001816 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
1817 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00001818}
1819
1820TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
1821{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00001822 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00001823}
1824
1825TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
1826{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00001827 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00001828}
1829
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00001830static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
1831{
1832 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
1833 destFormat == GL_ALPHA &&
1834 destType == GL_UNSIGNED_BYTE)
1835 {
1836 return 1;
1837 }
1838 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
1839 destFormat == GL_RGBA &&
1840 destType == GL_UNSIGNED_BYTE)
1841 {
1842 return 4;
1843 }
1844 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
1845 destFormat == GL_BGRA_EXT &&
1846 destType == GL_UNSIGNED_BYTE)
1847 {
1848 return 4;
1849 }
1850 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
1851 destFormat == GL_RGBA &&
1852 destType == GL_HALF_FLOAT_OES)
1853 {
1854 return 8;
1855 }
1856 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
1857 destFormat == GL_RGB &&
1858 destType == GL_FLOAT)
1859 {
1860 return 12;
1861 }
1862 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
1863 destFormat == GL_RGBA &&
1864 destType == GL_FLOAT)
1865 {
1866 return 16;
1867 }
1868 else
1869 {
1870 return 0;
1871 }
1872}
1873
1874static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
1875 unsigned int y, int inputPitch, gl::Color *outColor)
1876{
1877 switch (format)
1878 {
1879 case DXGI_FORMAT_R8G8B8A8_UNORM:
1880 {
1881 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
1882 outColor->red = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
1883 outColor->green = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
1884 outColor->blue = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
1885 outColor->alpha = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
1886 }
1887 break;
1888
1889 case DXGI_FORMAT_A8_UNORM:
1890 {
1891 outColor->red = 0.0f;
1892 outColor->green = 0.0f;
1893 outColor->blue = 0.0f;
1894 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
1895 }
1896 break;
1897
1898 case DXGI_FORMAT_R32G32B32A32_FLOAT:
1899 {
1900 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
1901 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
1902 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
1903 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
1904 }
1905 break;
1906
1907 case DXGI_FORMAT_R32G32B32_FLOAT:
1908 {
1909 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
1910 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
1911 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
1912 outColor->alpha = 1.0f;
1913 }
1914 break;
1915
1916 case DXGI_FORMAT_R16G16B16A16_FLOAT:
1917 {
1918 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
1919 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
1920 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
1921 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
1922 }
1923 break;
1924
1925 case DXGI_FORMAT_B8G8R8A8_UNORM:
1926 {
1927 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
1928 outColor->red = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
1929 outColor->blue = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
1930 outColor->green = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
1931 outColor->alpha = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
1932 }
1933 break;
1934
1935 case DXGI_FORMAT_R8_UNORM:
1936 {
1937 outColor->red = *(data + x + y * inputPitch) / 255.0f;
1938 outColor->green = 0.0f;
1939 outColor->blue = 0.0f;
1940 outColor->alpha = 1.0f;
1941 }
1942 break;
1943
1944 case DXGI_FORMAT_R8G8_UNORM:
1945 {
1946 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
1947
1948 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
1949 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
1950 outColor->blue = 0.0f;
1951 outColor->alpha = 1.0f;
1952 }
1953 break;
1954
1955 case DXGI_FORMAT_R16_FLOAT:
1956 {
1957 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
1958 outColor->green = 0.0f;
1959 outColor->blue = 0.0f;
1960 outColor->alpha = 1.0f;
1961 }
1962 break;
1963
1964 case DXGI_FORMAT_R16G16_FLOAT:
1965 {
1966 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
1967 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
1968 outColor->blue = 0.0f;
1969 outColor->alpha = 1.0f;
1970 }
1971 break;
1972
1973 default:
1974 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
1975 UNIMPLEMENTED();
1976 break;
1977 }
1978}
1979
1980static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
1981 unsigned int y, int outputPitch, void *outData)
1982{
1983 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
1984 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
1985
1986 switch (format)
1987 {
1988 case GL_RGBA:
1989 switch (type)
1990 {
1991 case GL_UNSIGNED_BYTE:
1992 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
1993 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
1994 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
1995 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
1996 break;
1997
1998 default:
1999 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
2000 UNIMPLEMENTED();
2001 break;
2002 }
2003 break;
2004
2005 case GL_BGRA_EXT:
2006 switch (type)
2007 {
2008 case GL_UNSIGNED_BYTE:
2009 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2010 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2011 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
2012 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
2013 break;
2014
2015 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
2016 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2017 // this type is packed as follows:
2018 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2019 // --------------------------------------------------------------------------------
2020 // | 4th | 3rd | 2nd | 1st component |
2021 // --------------------------------------------------------------------------------
2022 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2023 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2024 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
2025 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
2026 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
2027 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
2028 break;
2029
2030 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
2031 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2032 // this type is packed as follows:
2033 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2034 // --------------------------------------------------------------------------------
2035 // | 4th | 3rd | 2nd | 1st component |
2036 // --------------------------------------------------------------------------------
2037 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2038 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2039 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
2040 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
2041 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
2042 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
2043 break;
2044
2045 default:
2046 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
2047 UNIMPLEMENTED();
2048 break;
2049 }
2050 break;
2051
2052 case GL_RGB:
2053 switch (type)
2054 {
2055 case GL_UNSIGNED_SHORT_5_6_5:
2056 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2057 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
2058 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
2059 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
2060 break;
2061
2062 case GL_UNSIGNED_BYTE:
2063 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
2064 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2065 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2066 break;
2067
2068 default:
2069 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
2070 UNIMPLEMENTED();
2071 break;
2072 }
2073 break;
2074
2075 default:
2076 ERR("WritePixelColor not implemented for format 0x%X.", format);
2077 UNIMPLEMENTED();
2078 break;
2079 }
2080}
2081
2082void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
2083 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
2084 GLint packAlignment, void *pixels)
2085{
2086 D3D11_TEXTURE2D_DESC textureDesc;
2087 texture->GetDesc(&textureDesc);
2088
2089 D3D11_TEXTURE2D_DESC stagingDesc;
2090 stagingDesc.Width = area.width;
2091 stagingDesc.Height = area.height;
2092 stagingDesc.MipLevels = 1;
2093 stagingDesc.ArraySize = 1;
2094 stagingDesc.Format = textureDesc.Format;
2095 stagingDesc.SampleDesc.Count = 1;
2096 stagingDesc.SampleDesc.Quality = 0;
2097 stagingDesc.Usage = D3D11_USAGE_STAGING;
2098 stagingDesc.BindFlags = 0;
2099 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
2100 stagingDesc.MiscFlags = 0;
2101
2102 ID3D11Texture2D* stagingTex = NULL;
2103 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
2104 if (FAILED(result))
2105 {
2106 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
2107 return;
2108 }
2109
2110 ID3D11Texture2D* srcTex = NULL;
2111 if (textureDesc.SampleDesc.Count > 1)
2112 {
2113 D3D11_TEXTURE2D_DESC resolveDesc;
2114 resolveDesc.Width = textureDesc.Width;
2115 resolveDesc.Height = textureDesc.Height;
2116 resolveDesc.MipLevels = 1;
2117 resolveDesc.ArraySize = 1;
2118 resolveDesc.Format = textureDesc.Format;
2119 resolveDesc.SampleDesc.Count = 1;
2120 resolveDesc.SampleDesc.Quality = 0;
2121 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
2122 resolveDesc.BindFlags = 0;
2123 resolveDesc.CPUAccessFlags = 0;
2124 resolveDesc.MiscFlags = 0;
2125
2126 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
2127 if (FAILED(result))
2128 {
2129 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
2130 stagingTex->Release();
2131 return;
2132 }
2133
2134 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
2135 subResource = 0;
2136 }
2137 else
2138 {
2139 srcTex = texture;
2140 srcTex->AddRef();
2141 }
2142
2143 D3D11_BOX srcBox;
2144 srcBox.left = area.x;
2145 srcBox.right = area.x + area.width;
2146 srcBox.top = area.y;
2147 srcBox.bottom = area.y + area.height;
2148 srcBox.front = 0;
2149 srcBox.back = 1;
2150
2151 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
2152
2153 srcTex->Release();
2154 srcTex = NULL;
2155
2156 D3D11_MAPPED_SUBRESOURCE mapping;
2157 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
2158
2159 unsigned char *source;
2160 int inputPitch;
2161 if (packReverseRowOrder)
2162 {
2163 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
2164 inputPitch = -static_cast<int>(mapping.RowPitch);
2165 }
2166 else
2167 {
2168 source = static_cast<unsigned char*>(mapping.pData);
2169 inputPitch = static_cast<int>(mapping.RowPitch);
2170 }
2171
2172 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
2173 if (fastPixelSize != 0)
2174 {
2175 unsigned char *dest = static_cast<unsigned char*>(pixels);
2176 for (int j = 0; j < area.height; j++)
2177 {
2178 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
2179 }
2180 }
2181 else
2182 {
2183 gl::Color pixelColor;
2184 for (int j = 0; j < area.height; j++)
2185 {
2186 for (int i = 0; i < area.width; i++)
2187 {
2188 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
2189 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
2190 }
2191 }
2192 }
2193
2194 mDeviceContext->Unmap(stagingTex, 0);
2195
2196 stagingTex->Release();
2197 stagingTex = NULL;
2198}
2199
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002200}