blob: 03d9bb43eb6ba6b251e57104e29b3e3057945c4c [file] [log] [blame]
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001//
2// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
8
9#include "common/debug.h"
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.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;
50
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000051 mD3d11Module = NULL;
52 mDxgiModule = NULL;
53
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000054 mDeviceLost = false;
55
daniel@transgaming.com25072f62012-11-28 19:31:32 +000056 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000057 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000058 mDxgiAdapter = NULL;
59 mDxgiFactory = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000060}
61
62Renderer11::~Renderer11()
63{
64 releaseDeviceResources();
65
daniel@transgaming.com65e65372012-11-28 19:33:50 +000066 if (mDxgiFactory)
67 {
68 mDxgiFactory->Release();
69 mDxgiFactory = NULL;
70 }
71
72 if (mDxgiAdapter)
73 {
74 mDxgiAdapter->Release();
75 mDxgiAdapter = NULL;
76 }
77
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000078 if (mDeviceContext)
79 {
80 mDeviceContext->Release();
81 mDeviceContext = NULL;
82 }
83
daniel@transgaming.com25072f62012-11-28 19:31:32 +000084 if (mDevice)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000085 {
daniel@transgaming.com25072f62012-11-28 19:31:32 +000086 mDevice->Release();
87 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000088 }
89
90 if (mD3d11Module)
91 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000092 FreeLibrary(mD3d11Module);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000093 mD3d11Module = NULL;
94 }
95
96 if (mDxgiModule)
97 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000098 FreeLibrary(mDxgiModule);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000099 mDxgiModule = NULL;
100 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000101}
102
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000103Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
104{
105 ASSERT(dynamic_cast<rx::Renderer11*>(renderer) != NULL);
106 return static_cast<rx::Renderer11*>(renderer);
107}
108
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000109EGLint Renderer11::initialize()
110{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000111 if (!initializeCompiler())
112 {
113 return EGL_NOT_INITIALIZED;
114 }
115
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000116 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
117 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000118
119 if (mD3d11Module == NULL || mDxgiModule == NULL)
120 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000121 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000122 return EGL_NOT_INITIALIZED;
123 }
124
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000125 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000126
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000127 if (D3D11CreateDevice == NULL)
128 {
129 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
130 return EGL_NOT_INITIALIZED;
131 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000132
133 D3D_FEATURE_LEVEL featureLevel[] =
134 {
135 D3D_FEATURE_LEVEL_11_0,
136 D3D_FEATURE_LEVEL_10_1,
137 D3D_FEATURE_LEVEL_10_0,
138 };
139
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000140 HRESULT result = D3D11CreateDevice(NULL,
141 D3D_DRIVER_TYPE_HARDWARE,
142 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000143 #if defined(_DEBUG)
144 D3D11_CREATE_DEVICE_DEBUG,
145 #else
146 0,
147 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000148 featureLevel,
149 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000150 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000151 &mDevice,
152 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000153 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000154
155 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000156 {
157 ERR("Could not create D3D11 device - aborting!\n");
158 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
159 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000160
161 IDXGIDevice *dxgiDevice = NULL;
162 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
163
164 if (FAILED(result))
165 {
166 ERR("Could not query DXGI device - aborting!\n");
167 return EGL_NOT_INITIALIZED;
168 }
169
170 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
171
172 if (FAILED(result))
173 {
174 ERR("Could not retrieve DXGI adapter - aborting!\n");
175 return EGL_NOT_INITIALIZED;
176 }
177
178 dxgiDevice->Release();
179
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000180 mDxgiAdapter->GetDesc(&mAdapterDescription);
181 memset(mDescription, 0, sizeof(mDescription));
182 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
183
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000184 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
185
186 if (!mDxgiFactory || FAILED(result))
187 {
188 ERR("Could not create DXGI factory - aborting!\n");
189 return EGL_NOT_INITIALIZED;
190 }
191
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000192 initializeDevice();
193
194 return EGL_SUCCESS;
195}
196
197// do any one-time device initialization
198// NOTE: this is also needed after a device lost/reset
199// to reset the scene status and ensure the default states are reset.
200void Renderer11::initializeDevice()
201{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000202 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000203 mInputLayoutCache.initialize(mDevice, mDeviceContext);
204
205 ASSERT(!mVertexDataManager && !mIndexDataManager);
206 mVertexDataManager = new VertexDataManager(this);
207 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000208
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000209 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000210}
211
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000212int Renderer11::generateConfigs(ConfigDesc **configDescList)
213{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000214 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
215 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000216 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
217 int numConfigs = 0;
218
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000219 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000220 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000221 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000222 {
223 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
224
225 UINT formatSupport = 0;
226 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
227
228 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
229 {
230 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
231
232 UINT formatSupport = 0;
233 HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
234
235 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL))
236 {
237 ConfigDesc newConfig;
238 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
239 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
240 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
241 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
242
243 (*configDescList)[numConfigs++] = newConfig;
244 }
245 }
246 }
247 }
248
249 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000250}
251
252void Renderer11::deleteConfigs(ConfigDesc *configDescList)
253{
254 delete [] (configDescList);
255}
256
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000257void Renderer11::sync(bool block)
258{
259 // TODO
260 UNIMPLEMENTED();
261}
262
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000263SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
264{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000265 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000266}
267
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000268void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
269{
270 // TODO
271 UNIMPLEMENTED();
272}
273
274void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
275{
276 // TODO
277 UNIMPLEMENTED();
278}
279
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000280void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000281{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000282 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000283 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000284 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
285 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000286 if (!dxRasterState)
287 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000288 ERR("NULL blend state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000289 "rasterizer state.");
290 }
291
292 mDeviceContext->RSSetState(dxRasterState);
293
294 if (dxRasterState)
295 {
296 dxRasterState->Release();
297 }
298 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000299 }
300
301 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000302}
303
304void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
305 unsigned int sampleMask)
306{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000307 if (mForceSetBlendState ||
308 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
309 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
310 sampleMask != mCurSampleMask)
311 {
312 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
313 if (!dxBlendState)
314 {
315 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
316 "blend state.");
317 }
318
319 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
320 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
321
322 if (dxBlendState)
323 {
324 dxBlendState->Release();
325 }
326 mCurBlendState = blendState;
327 mCurBlendColor = blendColor;
328 mCurSampleMask = sampleMask;
329 }
330
331 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000332}
333
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000334void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000335 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000336{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000337 if (mForceSetDepthStencilState ||
338 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
339 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
340 {
341 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
342 stencilRef != stencilBackRef ||
343 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
344 {
345 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
346 "invalid under WebGL.");
347 return error(GL_INVALID_OPERATION);
348 }
349
350 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
351 if (!dxDepthStencilState)
352 {
353 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
354 "setting the default depth stencil state.");
355 }
356
357 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
358
359 if (dxDepthStencilState)
360 {
361 dxDepthStencilState->Release();
362 }
363 mCurDepthStencilState = depthStencilState;
364 mCurStencilRef = stencilRef;
365 mCurStencilBackRef = stencilBackRef;
366 }
367
368 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000369}
370
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000371void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000372{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000373 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
374 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000375 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000376 if (enabled)
377 {
378 D3D11_RECT rect;
379 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
380 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
381 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
382 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000383
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000384 mDeviceContext->RSSetScissorRects(1, &rect);
385 }
386
387 if (enabled != mScissorEnabled)
388 {
389 mForceSetRasterState = true;
390 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000391
392 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000393 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000394 }
395
396 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000397}
398
daniel@transgaming.com12985182012-12-20 20:56:31 +0000399bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
400 bool ignoreViewport, gl::ProgramBinary *currentProgram, bool forceSetUniforms)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000401{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000402 gl::Rectangle actualViewport = viewport;
403 float actualZNear = gl::clamp01(zNear);
404 float actualZFar = gl::clamp01(zFar);
405 if (ignoreViewport)
406 {
407 actualViewport.x = 0;
408 actualViewport.y = 0;
409 actualViewport.width = mRenderTargetDesc.width;
410 actualViewport.height = mRenderTargetDesc.height;
411 actualZNear = 0.0f;
412 actualZFar = 1.0f;
413 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000414
415 D3D11_VIEWPORT dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000416 dxViewport.TopLeftX = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
417 dxViewport.TopLeftY = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
418 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.TopLeftX));
419 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.TopLeftY));
420 dxViewport.MinDepth = actualZNear;
421 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000422
423 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
424 {
425 return false; // Nothing to render
426 }
427
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000428 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
429 actualZNear != mCurNear || actualZFar != mCurFar;
430
daniel@transgaming.com53670042012-11-28 20:55:51 +0000431 if (viewportChanged)
432 {
433 mDeviceContext->RSSetViewports(1, &dxViewport);
434
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000435 mCurViewport = actualViewport;
436 mCurNear = actualZNear;
437 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000438 }
439
440 if (currentProgram && (viewportChanged || forceSetUniforms))
441 {
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000442 currentProgram->applyDxHalfPixelSize(0.0f, 0.0f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000443
444 // These values are used for computing gl_FragCoord in Program::linkVaryings().
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000445 currentProgram->applyDxCoord(actualViewport.width * 0.5f,
446 actualViewport.height * 0.5f,
447 actualViewport.x + (actualViewport.width * 0.5f),
448 actualViewport.y + (actualViewport.height * 0.5f));
daniel@transgaming.com53670042012-11-28 20:55:51 +0000449
daniel@transgaming.com12985182012-12-20 20:56:31 +0000450 GLfloat ccw = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000451 currentProgram->applyDxDepthFront((actualZFar - actualZNear) * 0.5f, (actualZNear + actualZFar) * 0.5f, ccw);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000452
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000453 currentProgram->applyDxDepthRange(actualZNear, actualZFar, actualZFar - actualZNear);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000454 }
455
456 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000457 return true;
458}
459
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000460bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
461{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000462 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000463
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000464 switch (mode)
465 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000466 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
467 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000468 case GL_LINE_LOOP: UNIMPLEMENTED(); /* TODO */ break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000469 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
470 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
471 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000472 case GL_TRIANGLE_FAN: UNIMPLEMENTED(); /* TODO */ break;
473 default:
474 return error(GL_INVALID_ENUM, false);
475 }
476
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000477 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000478
479 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000480}
481
482bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000483{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000484 // Get the color render buffer and serial
485 gl::Renderbuffer *renderbufferObject = NULL;
486 unsigned int renderTargetSerial = 0;
487 if (framebuffer->getColorbufferType() != GL_NONE)
488 {
489 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000490
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000491 if (!renderbufferObject)
492 {
493 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000494 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000495 }
496
497 renderTargetSerial = renderbufferObject->getSerial();
498 }
499
500 // Get the depth stencil render buffer and serials
501 gl::Renderbuffer *depthStencil = NULL;
502 unsigned int depthbufferSerial = 0;
503 unsigned int stencilbufferSerial = 0;
504 if (framebuffer->getDepthbufferType() != GL_NONE)
505 {
506 depthStencil = framebuffer->getDepthbuffer();
507 if (!depthStencil)
508 {
509 ERR("Depth stencil pointer unexpectedly null.");
510 return false;
511 }
512
513 depthbufferSerial = depthStencil->getSerial();
514 }
515 else if (framebuffer->getStencilbufferType() != GL_NONE)
516 {
517 depthStencil = framebuffer->getStencilbuffer();
518 if (!depthStencil)
519 {
520 ERR("Depth stencil pointer unexpectedly null.");
521 return false;
522 }
523
524 stencilbufferSerial = depthStencil->getSerial();
525 }
526
527 // Extract the render target dimensions and view
528 unsigned int renderTargetWidth = 0;
529 unsigned int renderTargetHeight = 0;
530 GLenum renderTargetFormat = 0;
531 ID3D11RenderTargetView* framebufferRTV = NULL;
532 if (renderbufferObject)
533 {
534 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
535 if (!renderTarget)
536 {
537 ERR("render target pointer unexpectedly null.");
538 return false;
539 }
540
541 framebufferRTV = renderTarget->getRenderTargetView();
542 if (!framebufferRTV)
543 {
544 ERR("render target view pointer unexpectedly null.");
545 return false;
546 }
547
548 renderTargetWidth = renderbufferObject->getWidth();
549 renderTargetHeight = renderbufferObject->getHeight();
550 renderTargetFormat = renderbufferObject->getActualFormat();
551 }
552
553 // Extract the depth stencil sizes and view
554 unsigned int depthSize = 0;
555 unsigned int stencilSize = 0;
556 ID3D11DepthStencilView* framebufferDSV = NULL;
557 if (depthStencil)
558 {
559 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
560 if (!depthStencilRenderTarget)
561 {
562 ERR("render target pointer unexpectedly null.");
563 if (framebufferRTV)
564 {
565 framebufferRTV->Release();
566 }
567 return false;
568 }
569
570 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
571 if (!framebufferDSV)
572 {
573 ERR("depth stencil view pointer unexpectedly null.");
574 if (framebufferRTV)
575 {
576 framebufferRTV->Release();
577 }
578 return false;
579 }
580
581 // If there is no render buffer, the width, height and format values come from
582 // the depth stencil
583 if (!renderbufferObject)
584 {
585 renderTargetWidth = depthStencil->getWidth();
586 renderTargetHeight = depthStencil->getHeight();
587 renderTargetFormat = depthStencil->getActualFormat();
588 }
589
590 depthSize = depthStencil->getDepthSize();
591 stencilSize = depthStencil->getStencilSize();
592 }
593
594 // Apply the render target and depth stencil
595 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
596 renderTargetSerial != mAppliedRenderTargetSerial ||
597 depthbufferSerial != mAppliedDepthbufferSerial ||
598 stencilbufferSerial != mAppliedStencilbufferSerial)
599 {
600 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
601
602 mRenderTargetDesc.width = renderTargetWidth;
603 mRenderTargetDesc.height = renderTargetHeight;
604 mRenderTargetDesc.format = renderTargetFormat;
605 mForceSetViewport = true; // TODO: It may not be required to clamp the viewport in D3D11
606 mForceSetScissor = true; // TODO: It may not be required to clamp the scissor in D3D11
607
608 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
609 {
610 mCurDepthSize = depthSize;
611 mForceSetRasterState = true;
612 }
613
614 mCurStencilSize = stencilSize;
615
616 mAppliedRenderTargetSerial = renderTargetSerial;
617 mAppliedDepthbufferSerial = depthbufferSerial;
618 mAppliedStencilbufferSerial = stencilbufferSerial;
619 mRenderTargetDescInitialized = true;
620 mDepthStencilInitialized = true;
621 }
622
623 if (framebufferRTV)
624 {
625 framebufferRTV->Release();
626 }
627 if (framebufferDSV)
628 {
629 framebufferDSV->Release();
630 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000631
632 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000633}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000634
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000635GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000636{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000637 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
638 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
639 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000640 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000641 return err;
642 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000643
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000644 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000645}
646
daniel@transgaming.com31240482012-11-28 21:06:41 +0000647GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000648{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000649 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000650
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000651 if (err == GL_NO_ERROR)
652 {
653 if (indexInfo->serial != mAppliedIBSerial)
654 {
655 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
656
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000657 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000658 mAppliedIBSerial = indexInfo->serial;
659 }
660 }
661
662 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000663}
664
665void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
666{
daniel@transgaming.comd4cf2512012-11-28 21:05:41 +0000667 mDeviceContext->Draw(count, 0);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000668}
669
daniel@transgaming.com31240482012-11-28 21:06:41 +0000670void 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 +0000671{
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000672 if (mode == GL_LINE_LOOP)
673 {
674 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
675 }
676 else
677 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +0000678 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000679 }
680}
681
682void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
683{
684 // Get the raw indices for an indexed draw
685 if (type != GL_NONE && elementArrayBuffer)
686 {
687 gl::Buffer *indexBuffer = elementArrayBuffer;
688 intptr_t offset = reinterpret_cast<intptr_t>(indices);
689 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
690 }
691
692 if (!mLineLoopIB)
693 {
694 mLineLoopIB = new StreamingIndexBufferInterface(this);
695 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
696 {
697 delete mLineLoopIB;
698 mLineLoopIB = NULL;
699
700 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
701 return error(GL_OUT_OF_MEMORY);
702 }
703 }
704
705 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
706 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
707 {
708 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
709 return error(GL_OUT_OF_MEMORY);
710 }
711
712 void* mappedMemory = NULL;
713 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
714 if (offset == -1 || mappedMemory == NULL)
715 {
716 ERR("Could not map index buffer for GL_LINE_LOOP.");
717 return error(GL_OUT_OF_MEMORY);
718 }
719
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000720 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
721
722 switch (type)
723 {
724 case GL_NONE: // Non-indexed draw
725 for (int i = 0; i < count; i++)
726 {
727 data[i] = i;
728 }
729 data[count] = 0;
730 break;
731 case GL_UNSIGNED_BYTE:
732 for (int i = 0; i < count; i++)
733 {
734 data[i] = static_cast<const GLubyte*>(indices)[i];
735 }
736 data[count] = static_cast<const GLubyte*>(indices)[0];
737 break;
738 case GL_UNSIGNED_SHORT:
739 for (int i = 0; i < count; i++)
740 {
741 data[i] = static_cast<const GLushort*>(indices)[i];
742 }
743 data[count] = static_cast<const GLushort*>(indices)[0];
744 break;
745 case GL_UNSIGNED_INT:
746 for (int i = 0; i < count; i++)
747 {
748 data[i] = static_cast<const GLuint*>(indices)[i];
749 }
750 data[count] = static_cast<const GLuint*>(indices)[0];
751 break;
752 default: UNREACHABLE();
753 }
754
755 if (!mLineLoopIB->unmapBuffer())
756 {
757 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
758 return error(GL_OUT_OF_MEMORY);
759 }
760
761 if (mAppliedIBSerial != mLineLoopIB->getSerial())
762 {
763 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
764
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000765 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000766 mAppliedIBSerial = mLineLoopIB->getSerial();
767 }
768
769 mDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
770 mDeviceContext->DrawIndexed(count, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000771}
772
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +0000773void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
774{
daniel@transgaming.come4991412012-12-20 20:55:34 +0000775 unsigned int programBinarySerial = programBinary->getSerial();
776 if (programBinarySerial != mAppliedProgramBinarySerial)
777 {
778 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
779 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000780
daniel@transgaming.come4991412012-12-20 20:55:34 +0000781 ID3D11VertexShader *vertexShader = NULL;
782 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000783
daniel@transgaming.come4991412012-12-20 20:55:34 +0000784 ID3D11PixelShader *pixelShader = NULL;
785 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000786
daniel@transgaming.come4991412012-12-20 20:55:34 +0000787 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
788 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
789 programBinary->dirtyAllUniforms();
790
791 mAppliedProgramBinarySerial = programBinarySerial;
792 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +0000793}
794
daniel@transgaming.comab1c1462012-12-20 21:08:30 +0000795void Renderer11::applyUniforms(const gl::UniformArray *uniformArray)
796{
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000797 D3D11_BUFFER_DESC constantBufferDescription = {0};
798 constantBufferDescription.ByteWidth = D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * sizeof(float[4]);
799 constantBufferDescription.Usage = D3D11_USAGE_DYNAMIC;
800 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
801 constantBufferDescription.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
802 constantBufferDescription.MiscFlags = 0;
803 constantBufferDescription.StructureByteStride = 0;
804
805 ID3D11Buffer *constantBufferVS = NULL;
806 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &constantBufferVS);
807 ASSERT(SUCCEEDED(result));
808
809 ID3D11Buffer *constantBufferPS = NULL;
810 result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &constantBufferPS);
811 ASSERT(SUCCEEDED(result));
812
813 D3D11_MAPPED_SUBRESOURCE mapVS = {0};
814 result = mDeviceContext->Map(constantBufferVS, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapVS);
815 ASSERT(SUCCEEDED(result));
816
817 D3D11_MAPPED_SUBRESOURCE mapPS = {0};
818 result = mDeviceContext->Map(constantBufferPS, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapPS);
819 ASSERT(SUCCEEDED(result));
820
821 float (*cVS)[4] = (float(*)[4])mapVS.pData;
822 float (*cPS)[4] = (float(*)[4])mapPS.pData;
823
824 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +0000825 {
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000826 const gl::Uniform *uniform = *uniform_iterator;
827 GLfloat (*f)[4] = (GLfloat(*)[4])uniform->data;
828
829 switch (uniform->type)
830 {
daniel@transgaming.comda8d3802012-12-20 21:12:55 +0000831 case GL_SAMPLER_2D:
832 case GL_SAMPLER_CUBE:
833 break;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000834 case GL_FLOAT:
835 case GL_FLOAT_VEC2:
836 case GL_FLOAT_VEC3:
837 case GL_FLOAT_VEC4:
838 case GL_FLOAT_MAT2:
839 case GL_FLOAT_MAT3:
840 case GL_FLOAT_MAT4:
841 if (uniform->vs.registerCount)
842 {
daniel@transgaming.come6d12e92012-12-20 21:12:47 +0000843 for (unsigned int i = 0; i < uniform->vs.registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000844 {
845 cVS[uniform->vs.registerIndex + i][0] = f[i][0];
846 cVS[uniform->vs.registerIndex + i][1] = f[i][1];
847 cVS[uniform->vs.registerIndex + i][2] = f[i][2];
848 cVS[uniform->vs.registerIndex + i][3] = f[i][3];
849 }
850 }
851 if (uniform->ps.registerCount)
852 {
daniel@transgaming.come6d12e92012-12-20 21:12:47 +0000853 for (unsigned int i = 0; i < uniform->ps.registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000854 {
855 cPS[uniform->ps.registerIndex + i][0] = f[i][0];
856 cPS[uniform->ps.registerIndex + i][1] = f[i][1];
857 cPS[uniform->ps.registerIndex + i][2] = f[i][2];
858 cPS[uniform->ps.registerIndex + i][3] = f[i][3];
859 }
860 }
861 break;
862 default:
863 UNIMPLEMENTED(); // FIXME
864 UNREACHABLE();
865 }
daniel@transgaming.comab1c1462012-12-20 21:08:30 +0000866 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000867
868 mDeviceContext->Unmap(constantBufferVS, 0);
869 mDeviceContext->VSSetConstantBuffers(0, 1, &constantBufferVS);
870 constantBufferVS->Release();
871
872 mDeviceContext->Unmap(constantBufferPS, 0);
873 mDeviceContext->PSSetConstantBuffers(0, 1, &constantBufferPS);
874 constantBufferPS->Release();
daniel@transgaming.comab1c1462012-12-20 21:08:30 +0000875}
876
daniel@transgaming.com084a2572012-11-28 20:55:17 +0000877void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +0000878{
daniel@transgaming.com54e67542012-11-28 21:02:31 +0000879 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
880 {
881 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
882 if (renderbufferObject)
883 {
884 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
885 if (!renderTarget)
886 {
887 ERR("render target pointer unexpectedly null.");
888 return;
889 }
890
891 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
892 if (!framebufferRTV)
893 {
894 ERR("render target view pointer unexpectedly null.");
895 return;
896 }
897
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000898 if (mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
899 mCurScissor.x + mCurScissor.width < renderTarget->getWidth() ||
900 mCurScissor.y + mCurScissor.height < renderTarget->getHeight()))
daniel@transgaming.com54e67542012-11-28 21:02:31 +0000901 {
902 // TODO: clearing of subregion of render target
903 UNIMPLEMENTED();
904 }
905
906 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
907 const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
908 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
909 clearParams.colorMaskBlue && alphaUnmasked);
910
911 if (needMaskedColorClear)
912 {
913 // TODO: masked color clearing
914 UNIMPLEMENTED();
915 }
916 else
917 {
918 const float clearValues[4] = { clearParams.colorClearValue.red,
919 clearParams.colorClearValue.green,
920 clearParams.colorClearValue.blue,
921 clearParams.colorClearValue.alpha };
922 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
923 }
924
925 framebufferRTV->Release();
926 }
927 }
928 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
929 {
930 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
931 if (renderbufferObject)
932 {
daniel@transgaming.comd0f82bc2012-12-20 21:11:42 +0000933 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
daniel@transgaming.com54e67542012-11-28 21:02:31 +0000934 if (!renderTarget)
935 {
936 ERR("render target pointer unexpectedly null.");
937 return;
938 }
939
940 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
941 if (!framebufferDSV)
942 {
943 ERR("depth stencil view pointer unexpectedly null.");
944 return;
945 }
946
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000947 if (mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
948 mCurScissor.x + mCurScissor.width < renderTarget->getWidth() ||
949 mCurScissor.y + mCurScissor.height < renderTarget->getHeight()))
daniel@transgaming.com54e67542012-11-28 21:02:31 +0000950 {
951 // TODO: clearing of subregion of depth stencil view
952 UNIMPLEMENTED();
953 }
954
955 unsigned int stencilUnmasked = 0x0;
956 if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
957 {
958 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
959 stencilUnmasked = (0x1 << stencilSize) - 1;
960 }
961
962 const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
963 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
964
965 if (needMaskedStencilClear)
966 {
967 // TODO: masked clearing of depth stencil
968 UNIMPLEMENTED();
969 }
970 else
971 {
972 UINT clearFlags = 0;
973 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
974 {
975 clearFlags |= D3D11_CLEAR_DEPTH;
976 }
977 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
978 {
979 clearFlags |= D3D11_CLEAR_STENCIL;
980 }
981
982 float depthClear = clearParams.depthClearValue;
983 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
984
985 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
986 }
987
988 framebufferDSV->Release();
989 }
990 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +0000991}
992
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000993void Renderer11::markAllStateDirty()
994{
daniel@transgaming.com9a067372012-12-20 20:55:24 +0000995 mAppliedRenderTargetSerial = 0;
996 mAppliedDepthbufferSerial = 0;
997 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +0000998 mDepthStencilInitialized = false;
999 mRenderTargetDescInitialized = false;
1000
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001001 mForceSetBlendState = true;
1002 mForceSetRasterState = true;
1003 mForceSetDepthStencilState = true;
1004 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001005 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001006
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001007 mAppliedIBSerial = 0;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001008 mAppliedProgramBinarySerial = 0;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001009}
1010
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001011void Renderer11::releaseDeviceResources()
1012{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001013 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001014 mInputLayoutCache.clear();
1015
1016 delete mVertexDataManager;
1017 mVertexDataManager = NULL;
1018
1019 delete mIndexDataManager;
1020 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001021
1022 delete mLineLoopIB;
1023 mLineLoopIB = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001024}
1025
1026void Renderer11::markDeviceLost()
1027{
1028 mDeviceLost = true;
1029}
1030
1031bool Renderer11::isDeviceLost()
1032{
1033 return mDeviceLost;
1034}
1035
1036// set notify to true to broadcast a message to all contexts of the device loss
1037bool Renderer11::testDeviceLost(bool notify)
1038{
1039 bool isLost = false;
1040
1041 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +00001042 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001043
1044 if (isLost)
1045 {
1046 // ensure we note the device loss --
1047 // we'll probably get this done again by markDeviceLost
1048 // but best to remember it!
1049 // Note that we don't want to clear the device loss status here
1050 // -- this needs to be done by resetDevice
1051 mDeviceLost = true;
1052 if (notify)
1053 {
1054 mDisplay->notifyDeviceLost();
1055 }
1056 }
1057
1058 return isLost;
1059}
1060
1061bool Renderer11::testDeviceResettable()
1062{
1063 HRESULT status = D3D_OK;
1064
1065 // TODO
1066 UNIMPLEMENTED();
1067
1068 switch (status)
1069 {
1070 case D3DERR_DEVICENOTRESET:
1071 case D3DERR_DEVICEHUNG:
1072 return true;
1073 default:
1074 return false;
1075 }
1076}
1077
1078bool Renderer11::resetDevice()
1079{
1080 releaseDeviceResources();
1081
1082 // TODO
1083 UNIMPLEMENTED();
1084
1085 // reset device defaults
1086 initializeDevice();
1087 mDeviceLost = false;
1088
1089 return true;
1090}
1091
1092DWORD Renderer11::getAdapterVendor() const
1093{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001094 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001095}
1096
1097const char *Renderer11::getAdapterDescription() const
1098{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001099 return mDescription;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001100}
1101
1102GUID Renderer11::getAdapterIdentifier() const
1103{
1104 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001105 // UNIMPLEMENTED();
1106 GUID foo = {0};
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001107 return foo;
1108}
1109
1110bool Renderer11::getDXT1TextureSupport()
1111{
1112 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001113 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001114 return false;
1115}
1116
1117bool Renderer11::getDXT3TextureSupport()
1118{
1119 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001120 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001121 return false;
1122}
1123
1124bool Renderer11::getDXT5TextureSupport()
1125{
1126 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001127 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001128 return false;
1129}
1130
1131bool Renderer11::getDepthTextureSupport() const
1132{
1133 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001134 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001135 return false;
1136}
1137
1138bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
1139{
1140 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001141 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001142
1143 *filtering = false;
1144 *renderable = false;
1145 return false;
1146}
1147
1148bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
1149{
1150 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001151 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001152
1153 *filtering = false;
1154 *renderable = false;
1155 return false;
1156}
1157
1158bool Renderer11::getLuminanceTextureSupport()
1159{
1160 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001161 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001162 return false;
1163}
1164
1165bool Renderer11::getLuminanceAlphaTextureSupport()
1166{
1167 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001168 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001169 return false;
1170}
1171
1172bool Renderer11::getTextureFilterAnisotropySupport() const
1173{
1174 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001175 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001176 return false;
1177}
1178
1179float Renderer11::getTextureMaxAnisotropy() const
1180{
1181 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001182 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001183 return 1.0f;
1184}
1185
1186bool Renderer11::getEventQuerySupport()
1187{
1188 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001189 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001190 return false;
1191}
1192
1193bool Renderer11::getVertexTextureSupport() const
1194{
1195 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001196 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001197 return false;
1198}
1199
1200bool Renderer11::getNonPower2TextureSupport() const
1201{
1202 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001203 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001204 return false;
1205}
1206
1207bool Renderer11::getOcclusionQuerySupport() const
1208{
1209 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001210 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001211 return false;
1212}
1213
1214bool Renderer11::getInstancingSupport() const
1215{
1216 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001217 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001218 return false;
1219}
1220
1221bool Renderer11::getShareHandleSupport() const
1222{
1223 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001224 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001225
1226 // PIX doesn't seem to support using share handles, so disable them.
1227 return false && !gl::perfActive();
1228}
1229
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001230int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001231{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001232 switch (mFeatureLevel)
1233 {
1234 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
1235 case D3D_FEATURE_LEVEL_10_1:
1236 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
1237 default: UNREACHABLE(); return 0;
1238 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001239}
1240
1241float Renderer11::getMaxPointSize() const
1242{
1243 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001244 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001245 return 1.0f;
1246}
1247
1248int Renderer11::getMaxTextureWidth() const
1249{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001250 switch (mFeatureLevel)
1251 {
1252 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1253 case D3D_FEATURE_LEVEL_10_1:
1254 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1255 default: UNREACHABLE(); return 0;
1256 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001257}
1258
1259int Renderer11::getMaxTextureHeight() const
1260{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001261 switch (mFeatureLevel)
1262 {
1263 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1264 case D3D_FEATURE_LEVEL_10_1:
1265 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1266 default: UNREACHABLE(); return 0;
1267 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001268}
1269
1270bool Renderer11::get32BitIndexSupport() const
1271{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001272 switch (mFeatureLevel)
1273 {
1274 case D3D_FEATURE_LEVEL_11_0:
1275 case D3D_FEATURE_LEVEL_10_1:
1276 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
1277 default: UNREACHABLE(); return false;
1278 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001279}
1280
1281int Renderer11::getMinSwapInterval() const
1282{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001283 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001284}
1285
1286int Renderer11::getMaxSwapInterval() const
1287{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001288 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001289}
1290
1291int Renderer11::getMaxSupportedSamples() const
1292{
1293 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001294 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001295 return 1;
1296}
1297
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001298bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001299{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001300 if (source && dest)
1301 {
1302 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
1303 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
1304
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001305 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001306 return true;
1307 }
1308
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001309 return false;
1310}
1311
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001312bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001313{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001314 if (source && dest)
1315 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001316 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
1317 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001318
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001319 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001320 return true;
1321 }
1322
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001323 return false;
1324}
1325
daniel@transgaming.com38380882012-11-28 19:36:39 +00001326bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001327 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00001328{
1329 // TODO
1330 UNIMPLEMENTED();
1331 return false;
1332}
1333
1334bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001335 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00001336{
1337 // TODO
1338 UNIMPLEMENTED();
1339 return false;
1340}
1341
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001342RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
1343{
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00001344 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
1345 RenderTarget11 *renderTarget = NULL;
1346 if (depth)
1347 {
1348 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), swapChain11->getWidth(), swapChain11->getHeight());
1349 }
1350 else
1351 {
1352 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(), swapChain11->getWidth(), swapChain11->getHeight());
1353 }
1354 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001355}
1356
1357RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
1358{
1359 // TODO
1360 UNIMPLEMENTED();
1361 return NULL;
1362}
1363
daniel@transgaming.com2275f912012-12-20 21:13:22 +00001364ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, GLenum type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00001365{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001366 ShaderExecutable11 *executable = NULL;
1367
1368 switch (type)
1369 {
1370 case GL_VERTEX_SHADER:
1371 {
1372 ID3D11VertexShader *vshader = NULL;
1373 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
1374 ASSERT(SUCCEEDED(result));
1375
1376 if (vshader)
1377 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00001378 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001379 }
1380 }
1381 break;
1382 case GL_FRAGMENT_SHADER:
1383 {
1384 ID3D11PixelShader *pshader = NULL;
1385 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
1386 ASSERT(SUCCEEDED(result));
1387
1388 if (pshader)
1389 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00001390 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001391 }
1392 }
1393 break;
1394 default:
1395 UNREACHABLE();
1396 break;
1397 }
1398
1399 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00001400}
1401
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00001402ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type)
1403{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001404 const char *profile = NULL;
1405
1406 switch (type)
1407 {
1408 case GL_VERTEX_SHADER:
1409 profile = "vs_4_0";
1410 break;
1411 case GL_FRAGMENT_SHADER:
1412 profile = "ps_4_0";
1413 break;
1414 default:
1415 UNREACHABLE();
1416 return NULL;
1417 }
1418
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00001419 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001420 if (!binary)
1421 return NULL;
1422
daniel@transgaming.com2275f912012-12-20 21:13:22 +00001423 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001424 binary->Release();
1425
1426 return executable;
1427}
1428
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00001429VertexBuffer *Renderer11::createVertexBuffer()
1430{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00001431 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00001432}
1433
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00001434IndexBuffer *Renderer11::createIndexBuffer()
1435{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00001436 return new IndexBuffer11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00001437}
1438
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001439bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
1440 bool blitRenderTarget, bool blitDepthStencil)
1441{
1442 // TODO
1443 UNIMPLEMENTED();
1444 return false;
1445}
1446
1447void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
1448 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
1449{
1450 // TODO
1451 UNIMPLEMENTED();
1452 return;
1453}
1454
daniel@transgaming.com244e1832012-12-20 20:52:35 +00001455Image *Renderer11::createImage()
1456{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00001457 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00001458}
1459
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00001460void Renderer11::generateMipmap(Image *dest, Image *src)
1461{
1462 // TODO
1463 UNIMPLEMENTED();
1464 return;
1465}
1466
daniel@transgaming.com413d2712012-12-20 21:11:04 +00001467TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
1468{
1469 // TODO
1470 UNIMPLEMENTED();
1471 return NULL;
1472}
1473
1474TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
1475{
1476 // TODO
1477 UNIMPLEMENTED();
1478 return NULL;
1479}
1480
1481TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
1482{
1483 // TODO
1484 UNIMPLEMENTED();
1485 return NULL;
1486}
1487
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001488}