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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.com1d6aff22012-11-28 19:30:42 +000013#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000014#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000015
16#include "libEGL/Config.h"
17#include "libEGL/Display.h"
18
19namespace rx
20{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000021static const DXGI_FORMAT RenderTargetFormats[] =
22 {
23 DXGI_FORMAT_R8G8B8A8_UNORM
24 };
25
26static const DXGI_FORMAT DepthStencilFormats[] =
27 {
28 DXGI_FORMAT_D24_UNORM_S8_UINT
29 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000030
31Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
32{
33 mD3d11Module = NULL;
34 mDxgiModule = NULL;
35
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000036 mDeviceLost = false;
37
daniel@transgaming.com25072f62012-11-28 19:31:32 +000038 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000039 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000040 mDxgiAdapter = NULL;
41 mDxgiFactory = NULL;
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +000042
43 mForceSetBlendState = true;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +000044 mForceSetRasterState = true;
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000045 mForceSetDepthStencilState = true;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +000046 mForceSetScissor = true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000047}
48
49Renderer11::~Renderer11()
50{
51 releaseDeviceResources();
52
daniel@transgaming.com65e65372012-11-28 19:33:50 +000053 if (mDxgiFactory)
54 {
55 mDxgiFactory->Release();
56 mDxgiFactory = NULL;
57 }
58
59 if (mDxgiAdapter)
60 {
61 mDxgiAdapter->Release();
62 mDxgiAdapter = NULL;
63 }
64
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000065 if (mDeviceContext)
66 {
67 mDeviceContext->Release();
68 mDeviceContext = NULL;
69 }
70
daniel@transgaming.com25072f62012-11-28 19:31:32 +000071 if (mDevice)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000072 {
daniel@transgaming.com25072f62012-11-28 19:31:32 +000073 mDevice->Release();
74 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000075 }
76
77 if (mD3d11Module)
78 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000079 FreeLibrary(mD3d11Module);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000080 mD3d11Module = NULL;
81 }
82
83 if (mDxgiModule)
84 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000085 FreeLibrary(mDxgiModule);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000086 mDxgiModule = NULL;
87 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000088}
89
90EGLint Renderer11::initialize()
91{
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000092 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
93 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000094
95 if (mD3d11Module == NULL || mDxgiModule == NULL)
96 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000097 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000098 return EGL_NOT_INITIALIZED;
99 }
100
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000101 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000102
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000103 if (D3D11CreateDevice == NULL)
104 {
105 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
106 return EGL_NOT_INITIALIZED;
107 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000108
109 D3D_FEATURE_LEVEL featureLevel[] =
110 {
111 D3D_FEATURE_LEVEL_11_0,
112 D3D_FEATURE_LEVEL_10_1,
113 D3D_FEATURE_LEVEL_10_0,
114 };
115
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000116 HRESULT result = D3D11CreateDevice(NULL,
117 D3D_DRIVER_TYPE_HARDWARE,
118 NULL,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000119 0, // D3D11_CREATE_DEVICE_DEBUG
120 featureLevel,
121 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000122 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000123 &mDevice,
124 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000125 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000126
127 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000128 {
129 ERR("Could not create D3D11 device - aborting!\n");
130 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
131 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000132
133 IDXGIDevice *dxgiDevice = NULL;
134 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
135
136 if (FAILED(result))
137 {
138 ERR("Could not query DXGI device - aborting!\n");
139 return EGL_NOT_INITIALIZED;
140 }
141
142 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
143
144 if (FAILED(result))
145 {
146 ERR("Could not retrieve DXGI adapter - aborting!\n");
147 return EGL_NOT_INITIALIZED;
148 }
149
150 dxgiDevice->Release();
151
152 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
153
154 if (!mDxgiFactory || FAILED(result))
155 {
156 ERR("Could not create DXGI factory - aborting!\n");
157 return EGL_NOT_INITIALIZED;
158 }
159
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000160 initializeDevice();
161
162 return EGL_SUCCESS;
163}
164
165// do any one-time device initialization
166// NOTE: this is also needed after a device lost/reset
167// to reset the scene status and ensure the default states are reset.
168void Renderer11::initializeDevice()
169{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000170 mStateCache.initialize(mDevice);
171
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000172 // Permanent non-default states
173 // TODO
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000174 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000175}
176
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000177int Renderer11::generateConfigs(ConfigDesc **configDescList)
178{
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000179 int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
180 int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
181 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
182 int numConfigs = 0;
183
184 for (int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
185 {
186 for (int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
187 {
188 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
189
190 UINT formatSupport = 0;
191 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
192
193 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
194 {
195 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
196
197 UINT formatSupport = 0;
198 HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
199
200 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL))
201 {
202 ConfigDesc newConfig;
203 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
204 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
205 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
206 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
207
208 (*configDescList)[numConfigs++] = newConfig;
209 }
210 }
211 }
212 }
213
214 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000215}
216
217void Renderer11::deleteConfigs(ConfigDesc *configDescList)
218{
219 delete [] (configDescList);
220}
221
222void Renderer11::startScene()
223{
224 // TODO: nop in d3d11?
225}
226
227void Renderer11::endScene()
228{
229 // TODO: nop in d3d11?
230}
231
232void Renderer11::sync(bool block)
233{
234 // TODO
235 UNIMPLEMENTED();
236}
237
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000238SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
239{
240 // TODO
241 UNIMPLEMENTED();
242
243 //return new rx::SwapChain(this, window, shareHandle, backBufferFormat, depthBufferFormat);
244
245 return NULL;
246}
247
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000248void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
249{
250 // TODO
251 UNIMPLEMENTED();
252}
253
254void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
255{
256 // TODO
257 UNIMPLEMENTED();
258}
259
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000260void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState, unsigned int depthSize)
261{
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000262 if (mForceSetRasterState ||
263 memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0 ||
264 depthSize != mCurDepthSize)
265 {
266 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, depthSize);
267 if (!dxRasterState)
268 {
269 ERR("NULL blend state returned by RenderStateCache::getRasterizerState, setting the "
270 "rasterizer state.");
271 }
272
273 mDeviceContext->RSSetState(dxRasterState);
274
275 if (dxRasterState)
276 {
277 dxRasterState->Release();
278 }
279 mCurRasterState = rasterState;
280 mCurDepthSize = depthSize;
281 }
282
283 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000284}
285
286void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
287 unsigned int sampleMask)
288{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000289 if (mForceSetBlendState ||
290 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
291 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
292 sampleMask != mCurSampleMask)
293 {
294 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
295 if (!dxBlendState)
296 {
297 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
298 "blend state.");
299 }
300
301 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
302 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
303
304 if (dxBlendState)
305 {
306 dxBlendState->Release();
307 }
308 mCurBlendState = blendState;
309 mCurBlendColor = blendColor;
310 mCurSampleMask = sampleMask;
311 }
312
313 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000314}
315
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000316void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
317 int stencilBackRef, bool frontFaceCCW, unsigned int stencilSize)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000318{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000319 if (mForceSetDepthStencilState ||
320 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
321 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
322 {
323 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
324 stencilRef != stencilBackRef ||
325 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
326 {
327 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
328 "invalid under WebGL.");
329 return error(GL_INVALID_OPERATION);
330 }
331
332 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
333 if (!dxDepthStencilState)
334 {
335 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
336 "setting the default depth stencil state.");
337 }
338
339 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
340
341 if (dxDepthStencilState)
342 {
343 dxDepthStencilState->Release();
344 }
345 mCurDepthStencilState = depthStencilState;
346 mCurStencilRef = stencilRef;
347 mCurStencilBackRef = stencilBackRef;
348 }
349
350 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000351}
352
353void Renderer11::setScissorRectangle(const gl::Rectangle& scissor, unsigned int renderTargetWidth,
354 unsigned int renderTargetHeight)
355{
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000356 if (mForceSetScissor ||
357 renderTargetWidth != mCurRenderTargetWidth ||
358 renderTargetHeight != mCurRenderTargetHeight ||
359 memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0)
360 {
361 D3D11_RECT rect;
362 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(renderTargetWidth));
363 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(renderTargetWidth));
364 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(renderTargetWidth));
365 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(renderTargetWidth));
366
367 mDeviceContext->RSSetScissorRects(1, &rect);
368
369 mCurScissor = scissor;
370 mCurRenderTargetWidth = renderTargetWidth;
371 mCurRenderTargetHeight = renderTargetHeight;
372 }
373
374 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000375}
376
377void Renderer11::applyRenderTarget(gl::Framebuffer *frameBuffer)
378{
379 // TODO
380 UNIMPLEMENTED();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000381
382 mForceSetScissor = true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000383}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000384
daniel@transgaming.comd084c622012-11-28 19:36:05 +0000385void Renderer11::clear(GLbitfield mask, const gl::Color &colorClear, float depthClear, int stencilClear,
386 gl::Framebuffer *frameBuffer)
387{
388 // TODO
389 UNIMPLEMENTED();
390}
391
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000392void Renderer11::releaseDeviceResources()
393{
394 // TODO
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000395 // UNIMPLEMENTED();
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000396 mStateCache.clear();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000397}
398
399void Renderer11::markDeviceLost()
400{
401 mDeviceLost = true;
402}
403
404bool Renderer11::isDeviceLost()
405{
406 return mDeviceLost;
407}
408
409// set notify to true to broadcast a message to all contexts of the device loss
410bool Renderer11::testDeviceLost(bool notify)
411{
412 bool isLost = false;
413
414 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000415 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000416
417 if (isLost)
418 {
419 // ensure we note the device loss --
420 // we'll probably get this done again by markDeviceLost
421 // but best to remember it!
422 // Note that we don't want to clear the device loss status here
423 // -- this needs to be done by resetDevice
424 mDeviceLost = true;
425 if (notify)
426 {
427 mDisplay->notifyDeviceLost();
428 }
429 }
430
431 return isLost;
432}
433
434bool Renderer11::testDeviceResettable()
435{
436 HRESULT status = D3D_OK;
437
438 // TODO
439 UNIMPLEMENTED();
440
441 switch (status)
442 {
443 case D3DERR_DEVICENOTRESET:
444 case D3DERR_DEVICEHUNG:
445 return true;
446 default:
447 return false;
448 }
449}
450
451bool Renderer11::resetDevice()
452{
453 releaseDeviceResources();
454
455 // TODO
456 UNIMPLEMENTED();
457
458 // reset device defaults
459 initializeDevice();
460 mDeviceLost = false;
461
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000462 mForceSetBlendState = true;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000463 mForceSetRasterState = true;
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000464 mForceSetDepthStencilState = true;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000465 mForceSetScissor = true;
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000466
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000467 return true;
468}
469
470DWORD Renderer11::getAdapterVendor() const
471{
472 // TODO
473 UNIMPLEMENTED();
474 return 0;
475}
476
477const char *Renderer11::getAdapterDescription() const
478{
479 // TODO
480 UNIMPLEMENTED();
481 return "UNIMPLEMENTED";
482}
483
484GUID Renderer11::getAdapterIdentifier() const
485{
486 // TODO
487 UNIMPLEMENTED();
488 GUID foo = {};
489 return foo;
490}
491
492bool Renderer11::getDXT1TextureSupport()
493{
494 // TODO
495 UNIMPLEMENTED();
496 return false;
497}
498
499bool Renderer11::getDXT3TextureSupport()
500{
501 // TODO
502 UNIMPLEMENTED();
503 return false;
504}
505
506bool Renderer11::getDXT5TextureSupport()
507{
508 // TODO
509 UNIMPLEMENTED();
510 return false;
511}
512
513bool Renderer11::getDepthTextureSupport() const
514{
515 // TODO
516 UNIMPLEMENTED();
517 return false;
518}
519
520bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
521{
522 // TODO
523 UNIMPLEMENTED();
524
525 *filtering = false;
526 *renderable = false;
527 return false;
528}
529
530bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
531{
532 // TODO
533 UNIMPLEMENTED();
534
535 *filtering = false;
536 *renderable = false;
537 return false;
538}
539
540bool Renderer11::getLuminanceTextureSupport()
541{
542 // TODO
543 UNIMPLEMENTED();
544 return false;
545}
546
547bool Renderer11::getLuminanceAlphaTextureSupport()
548{
549 // TODO
550 UNIMPLEMENTED();
551 return false;
552}
553
554bool Renderer11::getTextureFilterAnisotropySupport() const
555{
556 // TODO
557 UNIMPLEMENTED();
558 return false;
559}
560
561float Renderer11::getTextureMaxAnisotropy() const
562{
563 // TODO
564 UNIMPLEMENTED();
565 return 1.0f;
566}
567
568bool Renderer11::getEventQuerySupport()
569{
570 // TODO
571 UNIMPLEMENTED();
572 return false;
573}
574
575bool Renderer11::getVertexTextureSupport() const
576{
577 // TODO
578 UNIMPLEMENTED();
579 return false;
580}
581
582bool Renderer11::getNonPower2TextureSupport() const
583{
584 // TODO
585 UNIMPLEMENTED();
586 return false;
587}
588
589bool Renderer11::getOcclusionQuerySupport() const
590{
591 // TODO
592 UNIMPLEMENTED();
593 return false;
594}
595
596bool Renderer11::getInstancingSupport() const
597{
598 // TODO
599 UNIMPLEMENTED();
600 return false;
601}
602
603bool Renderer11::getShareHandleSupport() const
604{
605 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000606 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000607
608 // PIX doesn't seem to support using share handles, so disable them.
609 return false && !gl::perfActive();
610}
611
612bool Renderer11::getShaderModel3Support() const
613{
614 // TODO
615 UNIMPLEMENTED();
616 return true;
617}
618
619float Renderer11::getMaxPointSize() const
620{
621 // TODO
622 UNIMPLEMENTED();
623 return 1.0f;
624}
625
626int Renderer11::getMaxTextureWidth() const
627{
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000628 switch (mFeatureLevel)
629 {
630 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
631 case D3D_FEATURE_LEVEL_10_1:
632 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
633 default: UNREACHABLE(); return 0;
634 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000635}
636
637int Renderer11::getMaxTextureHeight() const
638{
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000639 switch (mFeatureLevel)
640 {
641 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
642 case D3D_FEATURE_LEVEL_10_1:
643 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
644 default: UNREACHABLE(); return 0;
645 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000646}
647
648bool Renderer11::get32BitIndexSupport() const
649{
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000650 switch (mFeatureLevel)
651 {
652 case D3D_FEATURE_LEVEL_11_0:
653 case D3D_FEATURE_LEVEL_10_1:
654 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
655 default: UNREACHABLE(); return false;
656 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000657}
658
659int Renderer11::getMinSwapInterval() const
660{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +0000661 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000662}
663
664int Renderer11::getMaxSwapInterval() const
665{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +0000666 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000667}
668
669int Renderer11::getMaxSupportedSamples() const
670{
671 // TODO
672 UNIMPLEMENTED();
673 return 1;
674}
675
daniel@transgaming.com31b13e12012-11-28 19:34:30 +0000676bool Renderer11::copyToRenderTarget(TextureStorage2D *dest, TextureStorage2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +0000677{
678 // TODO
679 UNIMPLEMENTED();
680 return false;
681}
682
daniel@transgaming.com31b13e12012-11-28 19:34:30 +0000683bool Renderer11::copyToRenderTarget(TextureStorageCubeMap *dest, TextureStorageCubeMap *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +0000684{
685 // TODO
686 UNIMPLEMENTED();
687 return false;
688}
689
daniel@transgaming.com38380882012-11-28 19:36:39 +0000690bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
691 GLint xoffset, GLint yoffset, TextureStorage2D *storage, GLint level)
692{
693 // TODO
694 UNIMPLEMENTED();
695 return false;
696}
697
698bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
699 GLint xoffset, GLint yoffset, TextureStorageCubeMap *storage, GLenum target, GLint level)
700{
701 // TODO
702 UNIMPLEMENTED();
703 return false;
704}
705
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000706}