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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.com53670042012-11-28 20:55:51 +000013#include "libGLESv2/Program.h"
14#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000015#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000016#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000017#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000018#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000019
20#include "libEGL/Config.h"
21#include "libEGL/Display.h"
22
23namespace rx
24{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000025static const DXGI_FORMAT RenderTargetFormats[] =
26 {
27 DXGI_FORMAT_R8G8B8A8_UNORM
28 };
29
30static const DXGI_FORMAT DepthStencilFormats[] =
31 {
32 DXGI_FORMAT_D24_UNORM_S8_UINT
33 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000034
35Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
36{
37 mD3d11Module = NULL;
38 mDxgiModule = NULL;
39
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000040 mDeviceLost = false;
41
daniel@transgaming.com25072f62012-11-28 19:31:32 +000042 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000043 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000044 mDxgiAdapter = NULL;
45 mDxgiFactory = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000046}
47
48Renderer11::~Renderer11()
49{
50 releaseDeviceResources();
51
daniel@transgaming.com65e65372012-11-28 19:33:50 +000052 if (mDxgiFactory)
53 {
54 mDxgiFactory->Release();
55 mDxgiFactory = NULL;
56 }
57
58 if (mDxgiAdapter)
59 {
60 mDxgiAdapter->Release();
61 mDxgiAdapter = NULL;
62 }
63
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000064 if (mDeviceContext)
65 {
66 mDeviceContext->Release();
67 mDeviceContext = NULL;
68 }
69
daniel@transgaming.com25072f62012-11-28 19:31:32 +000070 if (mDevice)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000071 {
daniel@transgaming.com25072f62012-11-28 19:31:32 +000072 mDevice->Release();
73 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000074 }
75
76 if (mD3d11Module)
77 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000078 FreeLibrary(mD3d11Module);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000079 mD3d11Module = NULL;
80 }
81
82 if (mDxgiModule)
83 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000084 FreeLibrary(mDxgiModule);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000085 mDxgiModule = NULL;
86 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000087}
88
daniel@transgaming.comb64ed282012-11-28 20:54:02 +000089Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
90{
91 ASSERT(dynamic_cast<rx::Renderer11*>(renderer) != NULL);
92 return static_cast<rx::Renderer11*>(renderer);
93}
94
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000095EGLint Renderer11::initialize()
96{
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000097 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
98 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000099
100 if (mD3d11Module == NULL || mDxgiModule == NULL)
101 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000102 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000103 return EGL_NOT_INITIALIZED;
104 }
105
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000106 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000107
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000108 if (D3D11CreateDevice == NULL)
109 {
110 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
111 return EGL_NOT_INITIALIZED;
112 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000113
114 D3D_FEATURE_LEVEL featureLevel[] =
115 {
116 D3D_FEATURE_LEVEL_11_0,
117 D3D_FEATURE_LEVEL_10_1,
118 D3D_FEATURE_LEVEL_10_0,
119 };
120
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000121 HRESULT result = D3D11CreateDevice(NULL,
122 D3D_DRIVER_TYPE_HARDWARE,
123 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000124 #if defined(_DEBUG)
125 D3D11_CREATE_DEVICE_DEBUG,
126 #else
127 0,
128 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000129 featureLevel,
130 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000131 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000132 &mDevice,
133 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000134 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000135
136 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000137 {
138 ERR("Could not create D3D11 device - aborting!\n");
139 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
140 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000141
142 IDXGIDevice *dxgiDevice = NULL;
143 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
144
145 if (FAILED(result))
146 {
147 ERR("Could not query DXGI device - aborting!\n");
148 return EGL_NOT_INITIALIZED;
149 }
150
151 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
152
153 if (FAILED(result))
154 {
155 ERR("Could not retrieve DXGI adapter - aborting!\n");
156 return EGL_NOT_INITIALIZED;
157 }
158
159 dxgiDevice->Release();
160
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000161 mDxgiAdapter->GetDesc(&mAdapterDescription);
162 memset(mDescription, 0, sizeof(mDescription));
163 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
164
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000165 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
166
167 if (!mDxgiFactory || FAILED(result))
168 {
169 ERR("Could not create DXGI factory - aborting!\n");
170 return EGL_NOT_INITIALIZED;
171 }
172
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000173 initializeDevice();
174
175 return EGL_SUCCESS;
176}
177
178// do any one-time device initialization
179// NOTE: this is also needed after a device lost/reset
180// to reset the scene status and ensure the default states are reset.
181void Renderer11::initializeDevice()
182{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000183 mStateCache.initialize(mDevice);
184
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000185 markAllStateDirty();
186
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000187 // Permanent non-default states
188 // TODO
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000189 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000190}
191
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000192int Renderer11::generateConfigs(ConfigDesc **configDescList)
193{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000194 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
195 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000196 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
197 int numConfigs = 0;
198
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000199 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000200 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000201 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000202 {
203 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
204
205 UINT formatSupport = 0;
206 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
207
208 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
209 {
210 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
211
212 UINT formatSupport = 0;
213 HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
214
215 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL))
216 {
217 ConfigDesc newConfig;
218 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
219 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
220 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
221 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
222
223 (*configDescList)[numConfigs++] = newConfig;
224 }
225 }
226 }
227 }
228
229 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000230}
231
232void Renderer11::deleteConfigs(ConfigDesc *configDescList)
233{
234 delete [] (configDescList);
235}
236
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000237void Renderer11::sync(bool block)
238{
239 // TODO
240 UNIMPLEMENTED();
241}
242
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000243SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
244{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000245 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000246}
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));
daniel@transgaming.com1dd557a2012-11-28 19:44:00 +0000363 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(renderTargetHeight));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000364 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(renderTargetWidth));
daniel@transgaming.com1dd557a2012-11-28 19:44:00 +0000365 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(renderTargetHeight));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000366
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
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000377bool Renderer11::setViewport(const gl::Rectangle& viewport, float zNear, float zFar,
378 unsigned int renderTargetWidth, unsigned int renderTargetHeight,
379 gl::ProgramBinary *currentProgram, bool forceSetUniforms)
380{
daniel@transgaming.com53670042012-11-28 20:55:51 +0000381 bool viewportChanged = mForceSetViewport || memcmp(&viewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
382 zNear != mCurNear || zFar != mCurFar;
383
384 D3D11_VIEWPORT dxViewport;
385 dxViewport.TopLeftX = gl::clamp(viewport.x, 0, static_cast<int>(renderTargetWidth));
386 dxViewport.TopLeftY = gl::clamp(viewport.y, 0, static_cast<int>(renderTargetHeight));
387 dxViewport.Width = gl::clamp(viewport.width, 0, static_cast<int>(renderTargetWidth) - static_cast<int>(dxViewport.TopLeftX));
388 dxViewport.Height = gl::clamp(viewport.height, 0, static_cast<int>(renderTargetHeight) - static_cast<int>(dxViewport.TopLeftY));
389 dxViewport.MinDepth = zNear;
390 dxViewport.MaxDepth = zFar;
391
392 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
393 {
394 return false; // Nothing to render
395 }
396
397 if (viewportChanged)
398 {
399 mDeviceContext->RSSetViewports(1, &dxViewport);
400
401 mCurViewport = viewport;
402 mCurNear = zNear;
403 mCurFar = zFar;
404 }
405
406 if (currentProgram && (viewportChanged || forceSetUniforms))
407 {
408 GLint halfPixelSize = currentProgram->getDxHalfPixelSizeLocation();
409 GLfloat xy[2] = { 0.0f, 0.0f };
410 currentProgram->setUniform2fv(halfPixelSize, 1, xy);
411
412 // These values are used for computing gl_FragCoord in Program::linkVaryings().
413 GLint coord = currentProgram->getDxCoordLocation();
414 GLfloat whxy[4] = { viewport.width * 0.5f,
415 viewport.height * 0.5f,
416 viewport.x + (viewport.width * 0.5f),
417 viewport.y + (viewport.height * 0.5f) };
418 currentProgram->setUniform4fv(coord, 1, whxy);
419
420 GLint depth = currentProgram->getDxDepthLocation();
421 GLfloat dz[2] = { (zFar - zNear) * 0.5f, (zNear + zFar) * 0.5f };
422 currentProgram->setUniform2fv(depth, 1, dz);
423
424 GLint depthRange = currentProgram->getDxDepthRangeLocation();
425 GLfloat nearFarDiff[3] = { zNear, zFar, zFar - zNear };
426 currentProgram->setUniform3fv(depthRange, 1, nearFarDiff);
427 }
428
429 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000430 return true;
431}
432
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000433bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
434{
435 // TODO
436 UNIMPLEMENTED();
437
438 return false;
439}
440
441bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000442{
443 // TODO
444 UNIMPLEMENTED();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000445
446 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000447 mForceSetViewport = true;
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000448
449 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000450}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000451
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000452GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000453{
454 // TODO
455 UNIMPLEMENTED();
456
457 return GL_OUT_OF_MEMORY;
458}
459
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000460GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, gl::TranslatedIndexData *indexInfo)
461{
462 // TODO
463 UNIMPLEMENTED();
464
465 return GL_OUT_OF_MEMORY;
466}
467
468void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
469{
470 // TODO
471 UNIMPLEMENTED();
472}
473
daniel@transgaming.com97400dd2012-11-28 20:57:00 +0000474void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const gl::TranslatedIndexData &indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000475{
476 // TODO
477 UNIMPLEMENTED();
478}
479
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +0000480void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
481{
482 // TODO
483 UNIMPLEMENTED();
484}
485
daniel@transgaming.com084a2572012-11-28 20:55:17 +0000486void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +0000487{
488 // TODO
489 UNIMPLEMENTED();
490}
491
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000492void Renderer11::markAllStateDirty()
493{
494 mForceSetBlendState = true;
495 mForceSetRasterState = true;
496 mForceSetDepthStencilState = true;
497 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000498 mForceSetViewport = true;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000499}
500
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000501void Renderer11::releaseDeviceResources()
502{
503 // TODO
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000504 // UNIMPLEMENTED();
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000505 mStateCache.clear();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000506}
507
508void Renderer11::markDeviceLost()
509{
510 mDeviceLost = true;
511}
512
513bool Renderer11::isDeviceLost()
514{
515 return mDeviceLost;
516}
517
518// set notify to true to broadcast a message to all contexts of the device loss
519bool Renderer11::testDeviceLost(bool notify)
520{
521 bool isLost = false;
522
523 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000524 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000525
526 if (isLost)
527 {
528 // ensure we note the device loss --
529 // we'll probably get this done again by markDeviceLost
530 // but best to remember it!
531 // Note that we don't want to clear the device loss status here
532 // -- this needs to be done by resetDevice
533 mDeviceLost = true;
534 if (notify)
535 {
536 mDisplay->notifyDeviceLost();
537 }
538 }
539
540 return isLost;
541}
542
543bool Renderer11::testDeviceResettable()
544{
545 HRESULT status = D3D_OK;
546
547 // TODO
548 UNIMPLEMENTED();
549
550 switch (status)
551 {
552 case D3DERR_DEVICENOTRESET:
553 case D3DERR_DEVICEHUNG:
554 return true;
555 default:
556 return false;
557 }
558}
559
560bool Renderer11::resetDevice()
561{
562 releaseDeviceResources();
563
564 // TODO
565 UNIMPLEMENTED();
566
567 // reset device defaults
568 initializeDevice();
569 mDeviceLost = false;
570
571 return true;
572}
573
574DWORD Renderer11::getAdapterVendor() const
575{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000576 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000577}
578
579const char *Renderer11::getAdapterDescription() const
580{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000581 return mDescription;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000582}
583
584GUID Renderer11::getAdapterIdentifier() const
585{
586 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000587 // UNIMPLEMENTED();
588 GUID foo = {0};
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000589 return foo;
590}
591
592bool Renderer11::getDXT1TextureSupport()
593{
594 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000595 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000596 return false;
597}
598
599bool Renderer11::getDXT3TextureSupport()
600{
601 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000602 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000603 return false;
604}
605
606bool Renderer11::getDXT5TextureSupport()
607{
608 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000609 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000610 return false;
611}
612
613bool Renderer11::getDepthTextureSupport() const
614{
615 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000616 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000617 return false;
618}
619
620bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
621{
622 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000623 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000624
625 *filtering = false;
626 *renderable = false;
627 return false;
628}
629
630bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
631{
632 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000633 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000634
635 *filtering = false;
636 *renderable = false;
637 return false;
638}
639
640bool Renderer11::getLuminanceTextureSupport()
641{
642 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000643 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000644 return false;
645}
646
647bool Renderer11::getLuminanceAlphaTextureSupport()
648{
649 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000650 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000651 return false;
652}
653
654bool Renderer11::getTextureFilterAnisotropySupport() const
655{
656 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000657 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000658 return false;
659}
660
661float Renderer11::getTextureMaxAnisotropy() const
662{
663 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000664 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000665 return 1.0f;
666}
667
668bool Renderer11::getEventQuerySupport()
669{
670 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000671 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000672 return false;
673}
674
675bool Renderer11::getVertexTextureSupport() const
676{
677 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000678 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000679 return false;
680}
681
682bool Renderer11::getNonPower2TextureSupport() const
683{
684 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000685 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000686 return false;
687}
688
689bool Renderer11::getOcclusionQuerySupport() const
690{
691 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000692 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000693 return false;
694}
695
696bool Renderer11::getInstancingSupport() const
697{
698 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000699 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000700 return false;
701}
702
703bool Renderer11::getShareHandleSupport() const
704{
705 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000706 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000707
708 // PIX doesn't seem to support using share handles, so disable them.
709 return false && !gl::perfActive();
710}
711
daniel@transgaming.com9549bea2012-11-28 20:57:23 +0000712int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000713{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +0000714 switch (mFeatureLevel)
715 {
716 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
717 case D3D_FEATURE_LEVEL_10_1:
718 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
719 default: UNREACHABLE(); return 0;
720 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000721}
722
723float Renderer11::getMaxPointSize() const
724{
725 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000726 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000727 return 1.0f;
728}
729
730int Renderer11::getMaxTextureWidth() const
731{
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000732 switch (mFeatureLevel)
733 {
734 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
735 case D3D_FEATURE_LEVEL_10_1:
736 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
737 default: UNREACHABLE(); return 0;
738 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000739}
740
741int Renderer11::getMaxTextureHeight() const
742{
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000743 switch (mFeatureLevel)
744 {
745 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
746 case D3D_FEATURE_LEVEL_10_1:
747 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
748 default: UNREACHABLE(); return 0;
749 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000750}
751
752bool Renderer11::get32BitIndexSupport() const
753{
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000754 switch (mFeatureLevel)
755 {
756 case D3D_FEATURE_LEVEL_11_0:
757 case D3D_FEATURE_LEVEL_10_1:
758 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
759 default: UNREACHABLE(); return false;
760 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000761}
762
763int Renderer11::getMinSwapInterval() const
764{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +0000765 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000766}
767
768int Renderer11::getMaxSwapInterval() const
769{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +0000770 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000771}
772
773int Renderer11::getMaxSupportedSamples() const
774{
775 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000776 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000777 return 1;
778}
779
daniel@transgaming.com31b13e12012-11-28 19:34:30 +0000780bool Renderer11::copyToRenderTarget(TextureStorage2D *dest, TextureStorage2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +0000781{
782 // TODO
783 UNIMPLEMENTED();
784 return false;
785}
786
daniel@transgaming.com31b13e12012-11-28 19:34:30 +0000787bool Renderer11::copyToRenderTarget(TextureStorageCubeMap *dest, TextureStorageCubeMap *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +0000788{
789 // TODO
790 UNIMPLEMENTED();
791 return false;
792}
793
daniel@transgaming.com38380882012-11-28 19:36:39 +0000794bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
795 GLint xoffset, GLint yoffset, TextureStorage2D *storage, GLint level)
796{
797 // TODO
798 UNIMPLEMENTED();
799 return false;
800}
801
802bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
803 GLint xoffset, GLint yoffset, TextureStorageCubeMap *storage, GLenum target, GLint level)
804{
805 // TODO
806 UNIMPLEMENTED();
807 return false;
808}
809
daniel@transgaming.comf2423652012-11-28 20:53:50 +0000810RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
811{
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +0000812 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
813 RenderTarget11 *renderTarget = NULL;
814 if (depth)
815 {
816 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), swapChain11->getWidth(), swapChain11->getHeight());
817 }
818 else
819 {
820 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(), swapChain11->getWidth(), swapChain11->getHeight());
821 }
822 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +0000823}
824
825RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
826{
827 // TODO
828 UNIMPLEMENTED();
829 return NULL;
830}
831
daniel@transgaming.com55318902012-11-28 20:58:58 +0000832ShaderExecutable *Renderer11::loadExecutable(const DWORD *function, size_t length, GLenum type, void *data)
833{
834 // TODO
835 UNIMPLEMENTED();
836 return NULL;
837}
838
daniel@transgaming.coma9c71422012-11-28 20:58:45 +0000839ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type)
840{
841 // TODO
842 UNIMPLEMENTED();
843 return NULL;
844}
845
daniel@transgaming.com6c872172012-11-28 19:39:33 +0000846bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
847 bool blitRenderTarget, bool blitDepthStencil)
848{
849 // TODO
850 UNIMPLEMENTED();
851 return false;
852}
853
854void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
855 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
856{
857 // TODO
858 UNIMPLEMENTED();
859 return;
860}
861
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000862}