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daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001//
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00002// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00003// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
8
9#include "common/debug.h"
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000013#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000014#include "libGLESv2/Program.h"
15#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000016#include "libGLESv2/Framebuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000017#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000018#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000019#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +000020#include "libGLESv2/renderer/ShaderExecutable11.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000021#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.coma8aac672012-12-20 21:08:00 +000022#include "libGLESv2/renderer/Image11.h"
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +000023#include "libGLESv2/renderer/VertexBuffer11.h"
daniel@transgaming.com11c2af52012-12-20 21:10:01 +000024#include "libGLESv2/renderer/IndexBuffer11.h"
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000025#include "libGLESv2/renderer/VertexDataManager.h"
26#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +000027#include "libGLESv2/renderer/TextureStorage11.h"
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{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000270 if (type == gl::SAMPLER_PIXEL)
271 {
272 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
273 {
274 ERR("Pixel shader sampler index %i is not valid.", index);
275 return;
276 }
277
278 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
279 {
280 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
281
282 if (!dxSamplerState)
283 {
284 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
285 "sampler state for pixel shaders at slot %i.", index);
286 }
287
288 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
289
290 if (dxSamplerState)
291 {
292 dxSamplerState->Release();
293 }
294 mCurPixelSamplerStates[index] = samplerState;
295 }
296
297 mForceSetPixelSamplerStates[index] = false;
298 }
299 else if (type == gl::SAMPLER_VERTEX)
300 {
301 if (index < 0 || index >= gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF)
302 {
303 ERR("Vertex shader sampler index %i is not valid.", index);
304 return;
305 }
306
307 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
308 {
309 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
310
311 if (!dxSamplerState)
312 {
313 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
314 "sampler state for vertex shaders at slot %i.", index);
315 }
316
317 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
318
319 if (dxSamplerState)
320 {
321 dxSamplerState->Release();
322 }
323 mCurVertexSamplerStates[index] = samplerState;
324 }
325
326 mForceSetVertexSamplerStates[index] = false;
327 }
328 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000329}
330
331void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
332{
333 // TODO
334 UNIMPLEMENTED();
335}
336
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000337void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000338{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000339 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000340 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000341 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
342 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000343 if (!dxRasterState)
344 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000345 ERR("NULL blend state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000346 "rasterizer state.");
347 }
348
349 mDeviceContext->RSSetState(dxRasterState);
350
351 if (dxRasterState)
352 {
353 dxRasterState->Release();
354 }
355 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000356 }
357
358 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000359}
360
361void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
362 unsigned int sampleMask)
363{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000364 if (mForceSetBlendState ||
365 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
366 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
367 sampleMask != mCurSampleMask)
368 {
369 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
370 if (!dxBlendState)
371 {
372 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
373 "blend state.");
374 }
375
376 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
377 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
378
379 if (dxBlendState)
380 {
381 dxBlendState->Release();
382 }
383 mCurBlendState = blendState;
384 mCurBlendColor = blendColor;
385 mCurSampleMask = sampleMask;
386 }
387
388 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000389}
390
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000391void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000392 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000393{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000394 if (mForceSetDepthStencilState ||
395 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
396 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
397 {
398 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
399 stencilRef != stencilBackRef ||
400 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
401 {
402 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
403 "invalid under WebGL.");
404 return error(GL_INVALID_OPERATION);
405 }
406
407 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
408 if (!dxDepthStencilState)
409 {
410 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
411 "setting the default depth stencil state.");
412 }
413
414 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
415
416 if (dxDepthStencilState)
417 {
418 dxDepthStencilState->Release();
419 }
420 mCurDepthStencilState = depthStencilState;
421 mCurStencilRef = stencilRef;
422 mCurStencilBackRef = stencilBackRef;
423 }
424
425 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000426}
427
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000428void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000429{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000430 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
431 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000432 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000433 if (enabled)
434 {
435 D3D11_RECT rect;
436 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
437 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
438 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
439 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000440
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000441 mDeviceContext->RSSetScissorRects(1, &rect);
442 }
443
444 if (enabled != mScissorEnabled)
445 {
446 mForceSetRasterState = true;
447 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000448
449 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000450 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000451 }
452
453 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000454}
455
daniel@transgaming.com12985182012-12-20 20:56:31 +0000456bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
457 bool ignoreViewport, gl::ProgramBinary *currentProgram, bool forceSetUniforms)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000458{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000459 gl::Rectangle actualViewport = viewport;
460 float actualZNear = gl::clamp01(zNear);
461 float actualZFar = gl::clamp01(zFar);
462 if (ignoreViewport)
463 {
464 actualViewport.x = 0;
465 actualViewport.y = 0;
466 actualViewport.width = mRenderTargetDesc.width;
467 actualViewport.height = mRenderTargetDesc.height;
468 actualZNear = 0.0f;
469 actualZFar = 1.0f;
470 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000471
472 D3D11_VIEWPORT dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000473 dxViewport.TopLeftX = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
474 dxViewport.TopLeftY = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
475 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.TopLeftX));
476 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.TopLeftY));
477 dxViewport.MinDepth = actualZNear;
478 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000479
480 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
481 {
482 return false; // Nothing to render
483 }
484
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000485 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
486 actualZNear != mCurNear || actualZFar != mCurFar;
487
daniel@transgaming.com53670042012-11-28 20:55:51 +0000488 if (viewportChanged)
489 {
490 mDeviceContext->RSSetViewports(1, &dxViewport);
491
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000492 mCurViewport = actualViewport;
493 mCurNear = actualZNear;
494 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000495 }
496
497 if (currentProgram && (viewportChanged || forceSetUniforms))
498 {
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000499 currentProgram->applyDxHalfPixelSize(0.0f, 0.0f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000500
501 // These values are used for computing gl_FragCoord in Program::linkVaryings().
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000502 currentProgram->applyDxCoord(actualViewport.width * 0.5f,
503 actualViewport.height * 0.5f,
504 actualViewport.x + (actualViewport.width * 0.5f),
505 actualViewport.y + (actualViewport.height * 0.5f));
daniel@transgaming.com53670042012-11-28 20:55:51 +0000506
daniel@transgaming.com12985182012-12-20 20:56:31 +0000507 GLfloat ccw = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000508 currentProgram->applyDxDepthFront((actualZFar - actualZNear) * 0.5f, (actualZNear + actualZFar) * 0.5f, ccw);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000509
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000510 currentProgram->applyDxDepthRange(actualZNear, actualZFar, actualZFar - actualZNear);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000511 }
512
513 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000514 return true;
515}
516
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000517bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
518{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000519 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000520
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000521 switch (mode)
522 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000523 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
524 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000525 case GL_LINE_LOOP: UNIMPLEMENTED(); /* TODO */ break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000526 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
527 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
528 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000529 case GL_TRIANGLE_FAN: UNIMPLEMENTED(); /* TODO */ break;
530 default:
531 return error(GL_INVALID_ENUM, false);
532 }
533
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000534 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000535
536 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000537}
538
539bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000540{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000541 // Get the color render buffer and serial
542 gl::Renderbuffer *renderbufferObject = NULL;
543 unsigned int renderTargetSerial = 0;
544 if (framebuffer->getColorbufferType() != GL_NONE)
545 {
546 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000547
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000548 if (!renderbufferObject)
549 {
550 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000551 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000552 }
553
554 renderTargetSerial = renderbufferObject->getSerial();
555 }
556
557 // Get the depth stencil render buffer and serials
558 gl::Renderbuffer *depthStencil = NULL;
559 unsigned int depthbufferSerial = 0;
560 unsigned int stencilbufferSerial = 0;
561 if (framebuffer->getDepthbufferType() != GL_NONE)
562 {
563 depthStencil = framebuffer->getDepthbuffer();
564 if (!depthStencil)
565 {
566 ERR("Depth stencil pointer unexpectedly null.");
567 return false;
568 }
569
570 depthbufferSerial = depthStencil->getSerial();
571 }
572 else if (framebuffer->getStencilbufferType() != GL_NONE)
573 {
574 depthStencil = framebuffer->getStencilbuffer();
575 if (!depthStencil)
576 {
577 ERR("Depth stencil pointer unexpectedly null.");
578 return false;
579 }
580
581 stencilbufferSerial = depthStencil->getSerial();
582 }
583
584 // Extract the render target dimensions and view
585 unsigned int renderTargetWidth = 0;
586 unsigned int renderTargetHeight = 0;
587 GLenum renderTargetFormat = 0;
588 ID3D11RenderTargetView* framebufferRTV = NULL;
589 if (renderbufferObject)
590 {
591 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
592 if (!renderTarget)
593 {
594 ERR("render target pointer unexpectedly null.");
595 return false;
596 }
597
598 framebufferRTV = renderTarget->getRenderTargetView();
599 if (!framebufferRTV)
600 {
601 ERR("render target view pointer unexpectedly null.");
602 return false;
603 }
604
605 renderTargetWidth = renderbufferObject->getWidth();
606 renderTargetHeight = renderbufferObject->getHeight();
607 renderTargetFormat = renderbufferObject->getActualFormat();
608 }
609
610 // Extract the depth stencil sizes and view
611 unsigned int depthSize = 0;
612 unsigned int stencilSize = 0;
613 ID3D11DepthStencilView* framebufferDSV = NULL;
614 if (depthStencil)
615 {
616 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
617 if (!depthStencilRenderTarget)
618 {
619 ERR("render target pointer unexpectedly null.");
620 if (framebufferRTV)
621 {
622 framebufferRTV->Release();
623 }
624 return false;
625 }
626
627 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
628 if (!framebufferDSV)
629 {
630 ERR("depth stencil view pointer unexpectedly null.");
631 if (framebufferRTV)
632 {
633 framebufferRTV->Release();
634 }
635 return false;
636 }
637
638 // If there is no render buffer, the width, height and format values come from
639 // the depth stencil
640 if (!renderbufferObject)
641 {
642 renderTargetWidth = depthStencil->getWidth();
643 renderTargetHeight = depthStencil->getHeight();
644 renderTargetFormat = depthStencil->getActualFormat();
645 }
646
647 depthSize = depthStencil->getDepthSize();
648 stencilSize = depthStencil->getStencilSize();
649 }
650
651 // Apply the render target and depth stencil
652 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
653 renderTargetSerial != mAppliedRenderTargetSerial ||
654 depthbufferSerial != mAppliedDepthbufferSerial ||
655 stencilbufferSerial != mAppliedStencilbufferSerial)
656 {
657 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
658
659 mRenderTargetDesc.width = renderTargetWidth;
660 mRenderTargetDesc.height = renderTargetHeight;
661 mRenderTargetDesc.format = renderTargetFormat;
662 mForceSetViewport = true; // TODO: It may not be required to clamp the viewport in D3D11
663 mForceSetScissor = true; // TODO: It may not be required to clamp the scissor in D3D11
664
665 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
666 {
667 mCurDepthSize = depthSize;
668 mForceSetRasterState = true;
669 }
670
671 mCurStencilSize = stencilSize;
672
673 mAppliedRenderTargetSerial = renderTargetSerial;
674 mAppliedDepthbufferSerial = depthbufferSerial;
675 mAppliedStencilbufferSerial = stencilbufferSerial;
676 mRenderTargetDescInitialized = true;
677 mDepthStencilInitialized = true;
678 }
679
680 if (framebufferRTV)
681 {
682 framebufferRTV->Release();
683 }
684 if (framebufferDSV)
685 {
686 framebufferDSV->Release();
687 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000688
689 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000690}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000691
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000692GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000693{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000694 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
695 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
696 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000697 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000698 return err;
699 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000700
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000701 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000702}
703
daniel@transgaming.com31240482012-11-28 21:06:41 +0000704GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000705{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000706 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000707
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000708 if (err == GL_NO_ERROR)
709 {
710 if (indexInfo->serial != mAppliedIBSerial)
711 {
712 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
713
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000714 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000715 mAppliedIBSerial = indexInfo->serial;
716 }
717 }
718
719 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000720}
721
722void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
723{
daniel@transgaming.comd4cf2512012-11-28 21:05:41 +0000724 mDeviceContext->Draw(count, 0);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000725}
726
daniel@transgaming.com31240482012-11-28 21:06:41 +0000727void 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 +0000728{
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000729 if (mode == GL_LINE_LOOP)
730 {
731 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
732 }
733 else
734 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +0000735 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000736 }
737}
738
739void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
740{
741 // Get the raw indices for an indexed draw
742 if (type != GL_NONE && elementArrayBuffer)
743 {
744 gl::Buffer *indexBuffer = elementArrayBuffer;
745 intptr_t offset = reinterpret_cast<intptr_t>(indices);
746 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
747 }
748
749 if (!mLineLoopIB)
750 {
751 mLineLoopIB = new StreamingIndexBufferInterface(this);
752 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
753 {
754 delete mLineLoopIB;
755 mLineLoopIB = NULL;
756
757 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
758 return error(GL_OUT_OF_MEMORY);
759 }
760 }
761
762 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
763 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
764 {
765 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
766 return error(GL_OUT_OF_MEMORY);
767 }
768
769 void* mappedMemory = NULL;
770 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
771 if (offset == -1 || mappedMemory == NULL)
772 {
773 ERR("Could not map index buffer for GL_LINE_LOOP.");
774 return error(GL_OUT_OF_MEMORY);
775 }
776
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000777 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
778
779 switch (type)
780 {
781 case GL_NONE: // Non-indexed draw
782 for (int i = 0; i < count; i++)
783 {
784 data[i] = i;
785 }
786 data[count] = 0;
787 break;
788 case GL_UNSIGNED_BYTE:
789 for (int i = 0; i < count; i++)
790 {
791 data[i] = static_cast<const GLubyte*>(indices)[i];
792 }
793 data[count] = static_cast<const GLubyte*>(indices)[0];
794 break;
795 case GL_UNSIGNED_SHORT:
796 for (int i = 0; i < count; i++)
797 {
798 data[i] = static_cast<const GLushort*>(indices)[i];
799 }
800 data[count] = static_cast<const GLushort*>(indices)[0];
801 break;
802 case GL_UNSIGNED_INT:
803 for (int i = 0; i < count; i++)
804 {
805 data[i] = static_cast<const GLuint*>(indices)[i];
806 }
807 data[count] = static_cast<const GLuint*>(indices)[0];
808 break;
809 default: UNREACHABLE();
810 }
811
812 if (!mLineLoopIB->unmapBuffer())
813 {
814 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
815 return error(GL_OUT_OF_MEMORY);
816 }
817
818 if (mAppliedIBSerial != mLineLoopIB->getSerial())
819 {
820 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
821
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000822 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000823 mAppliedIBSerial = mLineLoopIB->getSerial();
824 }
825
826 mDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
827 mDeviceContext->DrawIndexed(count, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000828}
829
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +0000830void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
831{
daniel@transgaming.come4991412012-12-20 20:55:34 +0000832 unsigned int programBinarySerial = programBinary->getSerial();
833 if (programBinarySerial != mAppliedProgramBinarySerial)
834 {
835 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
836 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000837
daniel@transgaming.come4991412012-12-20 20:55:34 +0000838 ID3D11VertexShader *vertexShader = NULL;
839 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000840
daniel@transgaming.come4991412012-12-20 20:55:34 +0000841 ID3D11PixelShader *pixelShader = NULL;
842 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000843
daniel@transgaming.come4991412012-12-20 20:55:34 +0000844 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
845 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
846 programBinary->dirtyAllUniforms();
847
848 mAppliedProgramBinarySerial = programBinarySerial;
849 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +0000850}
851
daniel@transgaming.comab1c1462012-12-20 21:08:30 +0000852void Renderer11::applyUniforms(const gl::UniformArray *uniformArray)
853{
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000854 D3D11_BUFFER_DESC constantBufferDescription = {0};
855 constantBufferDescription.ByteWidth = D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * sizeof(float[4]);
856 constantBufferDescription.Usage = D3D11_USAGE_DYNAMIC;
857 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
858 constantBufferDescription.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
859 constantBufferDescription.MiscFlags = 0;
860 constantBufferDescription.StructureByteStride = 0;
861
862 ID3D11Buffer *constantBufferVS = NULL;
863 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &constantBufferVS);
864 ASSERT(SUCCEEDED(result));
865
866 ID3D11Buffer *constantBufferPS = NULL;
867 result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &constantBufferPS);
868 ASSERT(SUCCEEDED(result));
869
870 D3D11_MAPPED_SUBRESOURCE mapVS = {0};
871 result = mDeviceContext->Map(constantBufferVS, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapVS);
872 ASSERT(SUCCEEDED(result));
873
874 D3D11_MAPPED_SUBRESOURCE mapPS = {0};
875 result = mDeviceContext->Map(constantBufferPS, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapPS);
876 ASSERT(SUCCEEDED(result));
877
878 float (*cVS)[4] = (float(*)[4])mapVS.pData;
879 float (*cPS)[4] = (float(*)[4])mapPS.pData;
880
881 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +0000882 {
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000883 const gl::Uniform *uniform = *uniform_iterator;
884 GLfloat (*f)[4] = (GLfloat(*)[4])uniform->data;
885
886 switch (uniform->type)
887 {
daniel@transgaming.comda8d3802012-12-20 21:12:55 +0000888 case GL_SAMPLER_2D:
889 case GL_SAMPLER_CUBE:
890 break;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000891 case GL_FLOAT:
892 case GL_FLOAT_VEC2:
893 case GL_FLOAT_VEC3:
894 case GL_FLOAT_VEC4:
895 case GL_FLOAT_MAT2:
896 case GL_FLOAT_MAT3:
897 case GL_FLOAT_MAT4:
898 if (uniform->vs.registerCount)
899 {
daniel@transgaming.come6d12e92012-12-20 21:12:47 +0000900 for (unsigned int i = 0; i < uniform->vs.registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000901 {
902 cVS[uniform->vs.registerIndex + i][0] = f[i][0];
903 cVS[uniform->vs.registerIndex + i][1] = f[i][1];
904 cVS[uniform->vs.registerIndex + i][2] = f[i][2];
905 cVS[uniform->vs.registerIndex + i][3] = f[i][3];
906 }
907 }
908 if (uniform->ps.registerCount)
909 {
daniel@transgaming.come6d12e92012-12-20 21:12:47 +0000910 for (unsigned int i = 0; i < uniform->ps.registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000911 {
912 cPS[uniform->ps.registerIndex + i][0] = f[i][0];
913 cPS[uniform->ps.registerIndex + i][1] = f[i][1];
914 cPS[uniform->ps.registerIndex + i][2] = f[i][2];
915 cPS[uniform->ps.registerIndex + i][3] = f[i][3];
916 }
917 }
918 break;
919 default:
920 UNIMPLEMENTED(); // FIXME
921 UNREACHABLE();
922 }
daniel@transgaming.comab1c1462012-12-20 21:08:30 +0000923 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000924
925 mDeviceContext->Unmap(constantBufferVS, 0);
926 mDeviceContext->VSSetConstantBuffers(0, 1, &constantBufferVS);
927 constantBufferVS->Release();
928
929 mDeviceContext->Unmap(constantBufferPS, 0);
930 mDeviceContext->PSSetConstantBuffers(0, 1, &constantBufferPS);
931 constantBufferPS->Release();
daniel@transgaming.comab1c1462012-12-20 21:08:30 +0000932}
933
daniel@transgaming.com084a2572012-11-28 20:55:17 +0000934void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +0000935{
daniel@transgaming.com54e67542012-11-28 21:02:31 +0000936 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
937 {
938 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
939 if (renderbufferObject)
940 {
941 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
942 if (!renderTarget)
943 {
944 ERR("render target pointer unexpectedly null.");
945 return;
946 }
947
948 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
949 if (!framebufferRTV)
950 {
951 ERR("render target view pointer unexpectedly null.");
952 return;
953 }
954
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000955 if (mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
956 mCurScissor.x + mCurScissor.width < renderTarget->getWidth() ||
957 mCurScissor.y + mCurScissor.height < renderTarget->getHeight()))
daniel@transgaming.com54e67542012-11-28 21:02:31 +0000958 {
959 // TODO: clearing of subregion of render target
960 UNIMPLEMENTED();
961 }
962
963 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
964 const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
965 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
966 clearParams.colorMaskBlue && alphaUnmasked);
967
968 if (needMaskedColorClear)
969 {
970 // TODO: masked color clearing
971 UNIMPLEMENTED();
972 }
973 else
974 {
975 const float clearValues[4] = { clearParams.colorClearValue.red,
976 clearParams.colorClearValue.green,
977 clearParams.colorClearValue.blue,
978 clearParams.colorClearValue.alpha };
979 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
980 }
981
982 framebufferRTV->Release();
983 }
984 }
985 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
986 {
987 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
988 if (renderbufferObject)
989 {
daniel@transgaming.comd0f82bc2012-12-20 21:11:42 +0000990 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
daniel@transgaming.com54e67542012-11-28 21:02:31 +0000991 if (!renderTarget)
992 {
993 ERR("render target pointer unexpectedly null.");
994 return;
995 }
996
997 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
998 if (!framebufferDSV)
999 {
1000 ERR("depth stencil view pointer unexpectedly null.");
1001 return;
1002 }
1003
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001004 if (mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1005 mCurScissor.x + mCurScissor.width < renderTarget->getWidth() ||
1006 mCurScissor.y + mCurScissor.height < renderTarget->getHeight()))
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001007 {
1008 // TODO: clearing of subregion of depth stencil view
1009 UNIMPLEMENTED();
1010 }
1011
1012 unsigned int stencilUnmasked = 0x0;
1013 if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
1014 {
1015 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1016 stencilUnmasked = (0x1 << stencilSize) - 1;
1017 }
1018
1019 const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1020 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
1021
1022 if (needMaskedStencilClear)
1023 {
1024 // TODO: masked clearing of depth stencil
1025 UNIMPLEMENTED();
1026 }
1027 else
1028 {
1029 UINT clearFlags = 0;
1030 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1031 {
1032 clearFlags |= D3D11_CLEAR_DEPTH;
1033 }
1034 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1035 {
1036 clearFlags |= D3D11_CLEAR_STENCIL;
1037 }
1038
1039 float depthClear = clearParams.depthClearValue;
1040 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1041
1042 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
1043 }
1044
1045 framebufferDSV->Release();
1046 }
1047 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001048}
1049
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001050void Renderer11::markAllStateDirty()
1051{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001052 mAppliedRenderTargetSerial = 0;
1053 mAppliedDepthbufferSerial = 0;
1054 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001055 mDepthStencilInitialized = false;
1056 mRenderTargetDescInitialized = false;
1057
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001058 for (int i = 0; i < gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; i++)
1059 {
1060 mForceSetVertexSamplerStates[i] = true;
1061 }
1062 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1063 {
1064 mForceSetPixelSamplerStates[i] = true;
1065 }
1066
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001067 mForceSetBlendState = true;
1068 mForceSetRasterState = true;
1069 mForceSetDepthStencilState = true;
1070 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001071 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001072
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001073 mAppliedIBSerial = 0;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001074 mAppliedProgramBinarySerial = 0;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001075}
1076
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001077void Renderer11::releaseDeviceResources()
1078{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001079 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001080 mInputLayoutCache.clear();
1081
1082 delete mVertexDataManager;
1083 mVertexDataManager = NULL;
1084
1085 delete mIndexDataManager;
1086 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001087
1088 delete mLineLoopIB;
1089 mLineLoopIB = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001090}
1091
1092void Renderer11::markDeviceLost()
1093{
1094 mDeviceLost = true;
1095}
1096
1097bool Renderer11::isDeviceLost()
1098{
1099 return mDeviceLost;
1100}
1101
1102// set notify to true to broadcast a message to all contexts of the device loss
1103bool Renderer11::testDeviceLost(bool notify)
1104{
1105 bool isLost = false;
1106
1107 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +00001108 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001109
1110 if (isLost)
1111 {
1112 // ensure we note the device loss --
1113 // we'll probably get this done again by markDeviceLost
1114 // but best to remember it!
1115 // Note that we don't want to clear the device loss status here
1116 // -- this needs to be done by resetDevice
1117 mDeviceLost = true;
1118 if (notify)
1119 {
1120 mDisplay->notifyDeviceLost();
1121 }
1122 }
1123
1124 return isLost;
1125}
1126
1127bool Renderer11::testDeviceResettable()
1128{
1129 HRESULT status = D3D_OK;
1130
1131 // TODO
1132 UNIMPLEMENTED();
1133
1134 switch (status)
1135 {
1136 case D3DERR_DEVICENOTRESET:
1137 case D3DERR_DEVICEHUNG:
1138 return true;
1139 default:
1140 return false;
1141 }
1142}
1143
1144bool Renderer11::resetDevice()
1145{
1146 releaseDeviceResources();
1147
1148 // TODO
1149 UNIMPLEMENTED();
1150
1151 // reset device defaults
1152 initializeDevice();
1153 mDeviceLost = false;
1154
1155 return true;
1156}
1157
1158DWORD Renderer11::getAdapterVendor() const
1159{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001160 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001161}
1162
1163const char *Renderer11::getAdapterDescription() const
1164{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001165 return mDescription;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001166}
1167
1168GUID Renderer11::getAdapterIdentifier() const
1169{
1170 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001171 // UNIMPLEMENTED();
1172 GUID foo = {0};
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001173 return foo;
1174}
1175
1176bool Renderer11::getDXT1TextureSupport()
1177{
1178 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001179 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001180 return false;
1181}
1182
1183bool Renderer11::getDXT3TextureSupport()
1184{
1185 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001186 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001187 return false;
1188}
1189
1190bool Renderer11::getDXT5TextureSupport()
1191{
1192 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001193 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001194 return false;
1195}
1196
1197bool Renderer11::getDepthTextureSupport() const
1198{
1199 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001200 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001201 return false;
1202}
1203
1204bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
1205{
1206 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001207 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001208
1209 *filtering = false;
1210 *renderable = false;
1211 return false;
1212}
1213
1214bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
1215{
1216 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001217 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001218
1219 *filtering = false;
1220 *renderable = false;
1221 return false;
1222}
1223
1224bool Renderer11::getLuminanceTextureSupport()
1225{
1226 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001227 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001228 return false;
1229}
1230
1231bool Renderer11::getLuminanceAlphaTextureSupport()
1232{
1233 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001234 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001235 return false;
1236}
1237
1238bool Renderer11::getTextureFilterAnisotropySupport() const
1239{
1240 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001241 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001242 return false;
1243}
1244
1245float Renderer11::getTextureMaxAnisotropy() const
1246{
1247 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001248 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001249 return 1.0f;
1250}
1251
1252bool Renderer11::getEventQuerySupport()
1253{
1254 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001255 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001256 return false;
1257}
1258
1259bool Renderer11::getVertexTextureSupport() const
1260{
1261 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001262 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001263 return false;
1264}
1265
1266bool Renderer11::getNonPower2TextureSupport() const
1267{
1268 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001269 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001270 return false;
1271}
1272
1273bool Renderer11::getOcclusionQuerySupport() const
1274{
1275 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001276 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001277 return false;
1278}
1279
1280bool Renderer11::getInstancingSupport() const
1281{
1282 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001283 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001284 return false;
1285}
1286
1287bool Renderer11::getShareHandleSupport() const
1288{
1289 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001290 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001291
1292 // PIX doesn't seem to support using share handles, so disable them.
1293 return false && !gl::perfActive();
1294}
1295
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001296int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001297{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001298 switch (mFeatureLevel)
1299 {
1300 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
1301 case D3D_FEATURE_LEVEL_10_1:
1302 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
1303 default: UNREACHABLE(); return 0;
1304 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001305}
1306
1307float Renderer11::getMaxPointSize() const
1308{
1309 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001310 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001311 return 1.0f;
1312}
1313
1314int Renderer11::getMaxTextureWidth() const
1315{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001316 switch (mFeatureLevel)
1317 {
1318 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1319 case D3D_FEATURE_LEVEL_10_1:
1320 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1321 default: UNREACHABLE(); return 0;
1322 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001323}
1324
1325int Renderer11::getMaxTextureHeight() const
1326{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001327 switch (mFeatureLevel)
1328 {
1329 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1330 case D3D_FEATURE_LEVEL_10_1:
1331 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1332 default: UNREACHABLE(); return 0;
1333 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001334}
1335
1336bool Renderer11::get32BitIndexSupport() const
1337{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001338 switch (mFeatureLevel)
1339 {
1340 case D3D_FEATURE_LEVEL_11_0:
1341 case D3D_FEATURE_LEVEL_10_1:
1342 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
1343 default: UNREACHABLE(); return false;
1344 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001345}
1346
1347int Renderer11::getMinSwapInterval() const
1348{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001349 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001350}
1351
1352int Renderer11::getMaxSwapInterval() const
1353{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001354 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001355}
1356
1357int Renderer11::getMaxSupportedSamples() const
1358{
1359 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001360 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001361 return 1;
1362}
1363
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001364bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001365{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001366 if (source && dest)
1367 {
1368 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
1369 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
1370
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001371 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001372 return true;
1373 }
1374
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001375 return false;
1376}
1377
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001378bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001379{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001380 if (source && dest)
1381 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001382 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
1383 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001384
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001385 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001386 return true;
1387 }
1388
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001389 return false;
1390}
1391
daniel@transgaming.com38380882012-11-28 19:36:39 +00001392bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001393 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00001394{
1395 // TODO
1396 UNIMPLEMENTED();
1397 return false;
1398}
1399
1400bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001401 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00001402{
1403 // TODO
1404 UNIMPLEMENTED();
1405 return false;
1406}
1407
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001408RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
1409{
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00001410 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
1411 RenderTarget11 *renderTarget = NULL;
1412 if (depth)
1413 {
1414 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), swapChain11->getWidth(), swapChain11->getHeight());
1415 }
1416 else
1417 {
1418 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(), swapChain11->getWidth(), swapChain11->getHeight());
1419 }
1420 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001421}
1422
1423RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
1424{
1425 // TODO
1426 UNIMPLEMENTED();
1427 return NULL;
1428}
1429
daniel@transgaming.com2275f912012-12-20 21:13:22 +00001430ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, GLenum type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00001431{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001432 ShaderExecutable11 *executable = NULL;
1433
1434 switch (type)
1435 {
1436 case GL_VERTEX_SHADER:
1437 {
1438 ID3D11VertexShader *vshader = NULL;
1439 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
1440 ASSERT(SUCCEEDED(result));
1441
1442 if (vshader)
1443 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00001444 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001445 }
1446 }
1447 break;
1448 case GL_FRAGMENT_SHADER:
1449 {
1450 ID3D11PixelShader *pshader = NULL;
1451 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
1452 ASSERT(SUCCEEDED(result));
1453
1454 if (pshader)
1455 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00001456 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001457 }
1458 }
1459 break;
1460 default:
1461 UNREACHABLE();
1462 break;
1463 }
1464
1465 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00001466}
1467
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00001468ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type)
1469{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001470 const char *profile = NULL;
1471
1472 switch (type)
1473 {
1474 case GL_VERTEX_SHADER:
1475 profile = "vs_4_0";
1476 break;
1477 case GL_FRAGMENT_SHADER:
1478 profile = "ps_4_0";
1479 break;
1480 default:
1481 UNREACHABLE();
1482 return NULL;
1483 }
1484
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00001485 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001486 if (!binary)
1487 return NULL;
1488
daniel@transgaming.com2275f912012-12-20 21:13:22 +00001489 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001490 binary->Release();
1491
1492 return executable;
1493}
1494
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00001495VertexBuffer *Renderer11::createVertexBuffer()
1496{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00001497 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00001498}
1499
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00001500IndexBuffer *Renderer11::createIndexBuffer()
1501{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00001502 return new IndexBuffer11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00001503}
1504
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001505bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
1506 bool blitRenderTarget, bool blitDepthStencil)
1507{
1508 // TODO
1509 UNIMPLEMENTED();
1510 return false;
1511}
1512
1513void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
1514 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
1515{
1516 // TODO
1517 UNIMPLEMENTED();
1518 return;
1519}
1520
daniel@transgaming.com244e1832012-12-20 20:52:35 +00001521Image *Renderer11::createImage()
1522{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00001523 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00001524}
1525
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00001526void Renderer11::generateMipmap(Image *dest, Image *src)
1527{
1528 // TODO
1529 UNIMPLEMENTED();
1530 return;
1531}
1532
daniel@transgaming.com413d2712012-12-20 21:11:04 +00001533TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
1534{
1535 // TODO
1536 UNIMPLEMENTED();
1537 return NULL;
1538}
1539
1540TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
1541{
1542 // TODO
1543 UNIMPLEMENTED();
1544 return NULL;
1545}
1546
1547TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
1548{
1549 // TODO
1550 UNIMPLEMENTED();
1551 return NULL;
1552}
1553
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001554}