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shannon.woods@transgaming.combdf2d802013-02-28 23:16:20 +00001#include "precompiled.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002//
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00003// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00004// Use of this source code is governed by a BSD-style license that can be
5// found in the LICENSE file.
6//
7
8// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
9
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
shannonwoods@chromium.orga2ecfcc2013-05-30 00:11:59 +000011#include "common/utilities.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000012#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000013#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000014#include "libGLESv2/Framebuffer.h"
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000015#include "libGLESv2/RenderBuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000016#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000017#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000018#include "libGLESv2/renderer/renderer11_utils.h"
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +000019#include "libGLESv2/renderer/formatutils11.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"
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +000025#include "libGLESv2/renderer/BufferStorage11.h"
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000026#include "libGLESv2/renderer/VertexDataManager.h"
27#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +000028#include "libGLESv2/renderer/TextureStorage11.h"
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +000029#include "libGLESv2/renderer/Query11.h"
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +000030#include "libGLESv2/renderer/Fence11.h"
Geoff Langb86b9792013-06-04 16:32:05 -040031#include "libGLESv2/renderer/Blit11.h"
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +000032
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000033#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
shannonwoods@chromium.org98949842013-05-30 00:01:51 +000034#include "libGLESv2/renderer/shaders/compiled/clearsingle11ps.h"
35#include "libGLESv2/renderer/shaders/compiled/clearmultiple11ps.h"
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000036
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000037#include "libEGL/Display.h"
38
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +000039#ifdef _DEBUG
40// this flag enables suppressing some spurious warnings that pop up in certain WebGL samples
41// and conformance tests. to enable all warnings, remove this define.
42#define ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS 1
43#endif
44
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000045namespace rx
46{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000047static const DXGI_FORMAT RenderTargetFormats[] =
48 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000049 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000050 DXGI_FORMAT_R8G8B8A8_UNORM
51 };
52
53static const DXGI_FORMAT DepthStencilFormats[] =
54 {
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +000055 DXGI_FORMAT_UNKNOWN,
56 DXGI_FORMAT_D24_UNORM_S8_UINT,
57 DXGI_FORMAT_D16_UNORM
daniel@transgaming.com65e65372012-11-28 19:33:50 +000058 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000059
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000060enum
61{
62 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
63};
64
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000065Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
66{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000067 mVertexDataManager = NULL;
68 mIndexDataManager = NULL;
69
daniel@transgaming.comc5114302012-12-20 21:11:36 +000070 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000071 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000072
Geoff Langb86b9792013-06-04 16:32:05 -040073 mBlit = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000074
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000075 mClearResourcesInitialized = false;
76 mClearVB = NULL;
77 mClearIL = NULL;
78 mClearVS = NULL;
shannonwoods@chromium.org98949842013-05-30 00:01:51 +000079 mClearSinglePS = NULL;
80 mClearMultiplePS = NULL;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000081 mClearScissorRS = NULL;
82 mClearNoScissorRS = NULL;
83
daniel@transgaming.combdf787f2013-02-01 03:20:36 +000084 mSyncQuery = NULL;
85
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000086 mD3d11Module = NULL;
87 mDxgiModule = NULL;
88
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000089 mDeviceLost = false;
90
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +000091 mMaxSupportedSamples = 0;
92
daniel@transgaming.com25072f62012-11-28 19:31:32 +000093 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000094 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000095 mDxgiAdapter = NULL;
96 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +000097
98 mDriverConstantBufferVS = NULL;
99 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000100
101 mBGRATextureSupport = false;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +0000102
103 mIsGeometryShaderActive = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000104}
105
106Renderer11::~Renderer11()
107{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000108 release();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000109}
110
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000111Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
112{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000113 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000114 return static_cast<rx::Renderer11*>(renderer);
115}
116
shannon.woods%transgaming.com@gtempaccount.comf9686c22013-04-13 03:33:45 +0000117#ifndef __d3d11_1_h__
118#define D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET ((D3D11_MESSAGE_ID)3146081)
119#endif
120
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000121EGLint Renderer11::initialize()
122{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000123 if (!initializeCompiler())
124 {
125 return EGL_NOT_INITIALIZED;
126 }
127
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000128 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
129 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000130
131 if (mD3d11Module == NULL || mDxgiModule == NULL)
132 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000133 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000134 return EGL_NOT_INITIALIZED;
135 }
136
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000137 // create the D3D11 device
138 ASSERT(mDevice == NULL);
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000139 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000140
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000141 if (D3D11CreateDevice == NULL)
142 {
143 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
144 return EGL_NOT_INITIALIZED;
145 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000146
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000147 D3D_FEATURE_LEVEL featureLevels[] =
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000148 {
149 D3D_FEATURE_LEVEL_11_0,
150 D3D_FEATURE_LEVEL_10_1,
151 D3D_FEATURE_LEVEL_10_0,
152 };
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000153
shannonwoods@chromium.orgc3419c12013-05-30 00:02:01 +0000154 HRESULT result = S_OK;
155
156#ifdef _DEBUG
157 result = D3D11CreateDevice(NULL,
158 D3D_DRIVER_TYPE_HARDWARE,
159 NULL,
160 D3D11_CREATE_DEVICE_DEBUG,
161 featureLevels,
162 ArraySize(featureLevels),
163 D3D11_SDK_VERSION,
164 &mDevice,
165 &mFeatureLevel,
166 &mDeviceContext);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000167
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000168 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000169 {
shannonwoods@chromium.orgc3419c12013-05-30 00:02:01 +0000170 ERR("Failed creating Debug D3D11 device - falling back to release runtime.\n");
171 }
172
173 if (!mDevice || FAILED(result))
174#endif
175 {
176 result = D3D11CreateDevice(NULL,
177 D3D_DRIVER_TYPE_HARDWARE,
178 NULL,
179 0,
180 featureLevels,
181 ArraySize(featureLevels),
182 D3D11_SDK_VERSION,
183 &mDevice,
184 &mFeatureLevel,
185 &mDeviceContext);
186
187 if (!mDevice || FAILED(result))
188 {
189 ERR("Could not create D3D11 device - aborting!\n");
190 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
191 }
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000192 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000193
194 IDXGIDevice *dxgiDevice = NULL;
195 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
196
197 if (FAILED(result))
198 {
199 ERR("Could not query DXGI device - aborting!\n");
200 return EGL_NOT_INITIALIZED;
201 }
202
203 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
204
205 if (FAILED(result))
206 {
207 ERR("Could not retrieve DXGI adapter - aborting!\n");
208 return EGL_NOT_INITIALIZED;
209 }
210
211 dxgiDevice->Release();
212
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000213 mDxgiAdapter->GetDesc(&mAdapterDescription);
214 memset(mDescription, 0, sizeof(mDescription));
215 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
216
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000217 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
218
219 if (!mDxgiFactory || FAILED(result))
220 {
221 ERR("Could not create DXGI factory - aborting!\n");
222 return EGL_NOT_INITIALIZED;
223 }
224
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000225 // Disable some spurious D3D11 debug warnings to prevent them from flooding the output log
226#if defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG)
227 ID3D11InfoQueue *infoQueue;
228 result = mDevice->QueryInterface(__uuidof(ID3D11InfoQueue), (void **)&infoQueue);
229
230 if (SUCCEEDED(result))
231 {
232 D3D11_MESSAGE_ID hideMessages[] =
233 {
234 D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETS_HAZARD,
shannon.woods%transgaming.com@gtempaccount.comf9686c22013-04-13 03:33:45 +0000235 D3D11_MESSAGE_ID_DEVICE_PSSETSHADERRESOURCES_HAZARD,
236 D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000237 };
238
239 D3D11_INFO_QUEUE_FILTER filter = {0};
240 filter.DenyList.NumIDs = ArraySize(hideMessages);
241 filter.DenyList.pIDList = hideMessages;
242
243 infoQueue->AddStorageFilterEntries(&filter);
244
245 infoQueue->Release();
246 }
247#endif
248
Geoff Lang61e49a52013-05-29 10:22:58 -0400249 mMaxSupportedSamples = 0;
250
251 const d3d11::DXGIFormatSet &dxgiFormats = d3d11::GetAllUsedDXGIFormats();
252 for (d3d11::DXGIFormatSet::const_iterator i = dxgiFormats.begin(); i != dxgiFormats.end(); ++i)
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000253 {
Geoff Lang61e49a52013-05-29 10:22:58 -0400254 MultisampleSupportInfo support = getMultisampleSupportInfo(*i);
255 mMultisampleSupportMap.insert(std::make_pair(*i, support));
256 mMaxSupportedSamples = std::max(mMaxSupportedSamples, support.maxSupportedSamples);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000257 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000258
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000259 initializeDevice();
260
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000261 // BGRA texture support is optional in feature levels 10 and 10_1
262 UINT formatSupport;
263 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
264 if (FAILED(result))
265 {
266 ERR("Error checking BGRA format support: 0x%08X", result);
267 }
268 else
269 {
270 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
271 mBGRATextureSupport = (formatSupport & flags) == flags;
272 }
273
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +0000274 // Check floating point texture support
275 static const unsigned int requiredTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE;
276 static const unsigned int requiredRenderableFlags = D3D11_FORMAT_SUPPORT_RENDER_TARGET;
277 static const unsigned int requiredFilterFlags = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
278
279 DXGI_FORMAT float16Formats[] =
280 {
281 DXGI_FORMAT_R16_FLOAT,
282 DXGI_FORMAT_R16G16_FLOAT,
283 DXGI_FORMAT_R16G16B16A16_FLOAT,
284 };
285
286 DXGI_FORMAT float32Formats[] =
287 {
288 DXGI_FORMAT_R32_FLOAT,
289 DXGI_FORMAT_R32G32_FLOAT,
290 DXGI_FORMAT_R32G32B32_FLOAT,
291 DXGI_FORMAT_R32G32B32A32_FLOAT,
292 };
293
294 mFloat16TextureSupport = true;
295 mFloat16FilterSupport = true;
296 mFloat16RenderSupport = true;
297 for (unsigned int i = 0; i < ArraySize(float16Formats); i++)
298 {
299 if (SUCCEEDED(mDevice->CheckFormatSupport(float16Formats[i], &formatSupport)))
300 {
301 mFloat16TextureSupport = mFloat16TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
302 mFloat16FilterSupport = mFloat16FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
303 mFloat16RenderSupport = mFloat16RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
304 }
305 else
306 {
307 mFloat16TextureSupport = false;
308 mFloat16RenderSupport = false;
309 mFloat16FilterSupport = false;
310 }
311 }
312
313 mFloat32TextureSupport = true;
314 mFloat32FilterSupport = true;
315 mFloat32RenderSupport = true;
316 for (unsigned int i = 0; i < ArraySize(float32Formats); i++)
317 {
318 if (SUCCEEDED(mDevice->CheckFormatSupport(float32Formats[i], &formatSupport)))
319 {
320 mFloat32TextureSupport = mFloat32TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
321 mFloat32FilterSupport = mFloat32FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
322 mFloat32RenderSupport = mFloat32RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
323 }
324 else
325 {
326 mFloat32TextureSupport = false;
327 mFloat32FilterSupport = false;
328 mFloat32RenderSupport = false;
329 }
330 }
331
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +0000332 // Check compressed texture support
333 const unsigned int requiredCompressedTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D;
334
335 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC1_UNORM, &formatSupport)))
336 {
337 mDXT1TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
338 }
339 else
340 {
341 mDXT1TextureSupport = false;
342 }
343
344 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC3_UNORM, &formatSupport)))
345 {
346 mDXT3TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
347 }
348 else
349 {
350 mDXT3TextureSupport = false;
351 }
352
353 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC5_UNORM, &formatSupport)))
354 {
355 mDXT5TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
356 }
357 else
358 {
359 mDXT5TextureSupport = false;
360 }
361
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +0000362 // Check depth texture support
363 DXGI_FORMAT depthTextureFormats[] =
364 {
365 DXGI_FORMAT_D16_UNORM,
366 DXGI_FORMAT_D24_UNORM_S8_UINT,
367 };
368
369 static const unsigned int requiredDepthTextureFlags = D3D11_FORMAT_SUPPORT_DEPTH_STENCIL |
370 D3D11_FORMAT_SUPPORT_TEXTURE2D;
371
372 mDepthTextureSupport = true;
373 for (unsigned int i = 0; i < ArraySize(depthTextureFormats); i++)
374 {
375 if (SUCCEEDED(mDevice->CheckFormatSupport(depthTextureFormats[i], &formatSupport)))
376 {
377 mDepthTextureSupport = mDepthTextureSupport && ((formatSupport & requiredDepthTextureFlags) == requiredDepthTextureFlags);
378 }
379 else
380 {
381 mDepthTextureSupport = false;
382 }
383 }
384
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000385 return EGL_SUCCESS;
386}
387
388// do any one-time device initialization
389// NOTE: this is also needed after a device lost/reset
390// to reset the scene status and ensure the default states are reset.
391void Renderer11::initializeDevice()
392{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000393 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000394 mInputLayoutCache.initialize(mDevice, mDeviceContext);
395
396 ASSERT(!mVertexDataManager && !mIndexDataManager);
397 mVertexDataManager = new VertexDataManager(this);
398 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000399
Geoff Langb86b9792013-06-04 16:32:05 -0400400 ASSERT(!mBlit);
401 mBlit = new Blit11(this);
402
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000403 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000404}
405
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000406int Renderer11::generateConfigs(ConfigDesc **configDescList)
407{
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000408 unsigned int numRenderFormats = ArraySize(RenderTargetFormats);
409 unsigned int numDepthFormats = ArraySize(DepthStencilFormats);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000410 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
411 int numConfigs = 0;
412
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000413 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000414 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000415 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000416 {
417 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
418
419 UINT formatSupport = 0;
420 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000421
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000422 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
423 {
424 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
425
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000426 bool depthStencilFormatOK = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000427
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000428 if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
429 {
430 UINT formatSupport = 0;
431 result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
432 depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
433 }
434
435 if (depthStencilFormatOK)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000436 {
Jamie Madilld6cb2442013-07-10 15:13:38 -0400437 // FIXME: parse types from context version
438 ASSERT(d3d11_gl::GetInternalFormat(renderTargetFormat, 2) == d3d11_gl::GetInternalFormat(renderTargetFormat, 3));
439 ASSERT(d3d11_gl::GetInternalFormat(depthStencilFormat, 2) == d3d11_gl::GetInternalFormat(depthStencilFormat, 3));
440
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000441 ConfigDesc newConfig;
Jamie Madilld6cb2442013-07-10 15:13:38 -0400442 newConfig.renderTargetFormat = d3d11_gl::GetInternalFormat(renderTargetFormat, getCurrentClientVersion());
443 newConfig.depthStencilFormat = d3d11_gl::GetInternalFormat(depthStencilFormat, getCurrentClientVersion());
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000444 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
445 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
shannon.woods%transgaming.com@gtempaccount.comdcf33d52013-04-13 03:33:11 +0000446 newConfig.es3Capable = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000447
448 (*configDescList)[numConfigs++] = newConfig;
449 }
450 }
451 }
452 }
453
454 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000455}
456
457void Renderer11::deleteConfigs(ConfigDesc *configDescList)
458{
459 delete [] (configDescList);
460}
461
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000462void Renderer11::sync(bool block)
463{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000464 if (block)
465 {
466 HRESULT result;
467
468 if (!mSyncQuery)
469 {
470 D3D11_QUERY_DESC queryDesc;
471 queryDesc.Query = D3D11_QUERY_EVENT;
472 queryDesc.MiscFlags = 0;
473
474 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
475 ASSERT(SUCCEEDED(result));
476 }
477
478 mDeviceContext->End(mSyncQuery);
479 mDeviceContext->Flush();
480
481 do
482 {
483 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
484
485 // Keep polling, but allow other threads to do something useful first
486 Sleep(0);
487
488 if (testDeviceLost(true))
489 {
490 return;
491 }
492 }
493 while (result == S_FALSE);
494 }
495 else
496 {
497 mDeviceContext->Flush();
498 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000499}
500
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000501SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
502{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000503 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000504}
505
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000506void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
507{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000508 if (type == gl::SAMPLER_PIXEL)
509 {
510 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
511 {
512 ERR("Pixel shader sampler index %i is not valid.", index);
513 return;
514 }
515
516 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
517 {
518 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
519
520 if (!dxSamplerState)
521 {
522 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
523 "sampler state for pixel shaders at slot %i.", index);
524 }
525
526 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
527
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000528 mCurPixelSamplerStates[index] = samplerState;
529 }
530
531 mForceSetPixelSamplerStates[index] = false;
532 }
533 else if (type == gl::SAMPLER_VERTEX)
534 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000535 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000536 {
537 ERR("Vertex shader sampler index %i is not valid.", index);
538 return;
539 }
540
541 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
542 {
543 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
544
545 if (!dxSamplerState)
546 {
547 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
548 "sampler state for vertex shaders at slot %i.", index);
549 }
550
551 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
552
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000553 mCurVertexSamplerStates[index] = samplerState;
554 }
555
556 mForceSetVertexSamplerStates[index] = false;
557 }
558 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000559}
560
561void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
562{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000563 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000564 unsigned int serial = 0;
565 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000566
567 if (texture)
568 {
569 TextureStorageInterface *texStorage = texture->getNativeTexture();
570 if (texStorage)
571 {
572 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
573 textureSRV = storage11->getSRV();
574 }
575
576 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
577 // missing the shader resource view
578 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000579
580 serial = texture->getTextureSerial();
581 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000582 }
583
584 if (type == gl::SAMPLER_PIXEL)
585 {
586 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
587 {
588 ERR("Pixel shader sampler index %i is not valid.", index);
589 return;
590 }
591
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000592 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
593 {
594 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
595 }
596
597 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000598 }
599 else if (type == gl::SAMPLER_VERTEX)
600 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000601 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000602 {
603 ERR("Vertex shader sampler index %i is not valid.", index);
604 return;
605 }
606
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000607 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
608 {
609 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
610 }
611
612 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000613 }
614 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000615}
616
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000617bool Renderer11::setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], const gl::Buffer *fragmentUniformBuffers[])
618{
619 // convert buffers to ID3D11Buffer*
620 ID3D11Buffer *vertexConstantBuffers[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS] = { NULL };
621 ID3D11Buffer *pixelConstantBuffers[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS] = { NULL };
622
623 for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; uniformBufferIndex++)
624 {
625 const gl::Buffer *uniformBuffer = vertexUniformBuffers[uniformBufferIndex];
626 if (uniformBuffer)
627 {
628 BufferStorage11 *bufferStorage = BufferStorage11::makeBufferStorage11(uniformBuffer->getStorage());
629 ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(GL_UNIFORM_BUFFER);
630
631 if (!constantBuffer)
632 {
633 return false;
634 }
635
Geoff Langc6354ee2013-07-22 10:40:07 -0400636 if (mCurrentConstantBufferVS[uniformBufferIndex] != bufferStorage->getSerial())
637 {
638 mDeviceContext->VSSetConstantBuffers(getReservedVertexUniformBuffers() + uniformBufferIndex,
639 1, &constantBuffer);
640 mCurrentConstantBufferVS[uniformBufferIndex] = bufferStorage->getSerial();
641 }
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000642 }
643 }
644
645 for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS; uniformBufferIndex++)
646 {
647 const gl::Buffer *uniformBuffer = fragmentUniformBuffers[uniformBufferIndex];
648 if (uniformBuffer)
649 {
650 BufferStorage11 *bufferStorage = BufferStorage11::makeBufferStorage11(uniformBuffer->getStorage());
651 ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(GL_UNIFORM_BUFFER);
652
653 if (!constantBuffer)
654 {
655 return false;
656 }
657
Geoff Langc6354ee2013-07-22 10:40:07 -0400658 if (mCurrentConstantBufferPS[uniformBufferIndex] != bufferStorage->getSerial())
659 {
660 mDeviceContext->PSSetConstantBuffers(getReservedFragmentUniformBuffers() + uniformBufferIndex,
661 1, &constantBuffer);
662 mCurrentConstantBufferPS[uniformBufferIndex] = bufferStorage->getSerial();
663 }
664
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000665 pixelConstantBuffers[uniformBufferIndex] = constantBuffer;
666 }
667 }
668
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000669 return true;
670}
671
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000672void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000673{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000674 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000675 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000676 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
677 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000678 if (!dxRasterState)
679 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000680 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000681 "rasterizer state.");
682 }
683
684 mDeviceContext->RSSetState(dxRasterState);
685
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000686 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000687 }
688
689 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000690}
691
Geoff Lang2a64ee42013-05-31 11:22:40 -0400692void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::ColorF &blendColor,
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000693 unsigned int sampleMask)
694{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000695 if (mForceSetBlendState ||
696 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
Geoff Lang2a64ee42013-05-31 11:22:40 -0400697 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::ColorF)) != 0 ||
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000698 sampleMask != mCurSampleMask)
699 {
700 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
701 if (!dxBlendState)
702 {
703 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
704 "blend state.");
705 }
706
shannonwoods@chromium.org568c82e2013-05-30 00:13:15 +0000707 float blendColors[4] = {0.0f};
708 if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
709 blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
710 {
711 blendColors[0] = blendColor.red;
712 blendColors[1] = blendColor.green;
713 blendColors[2] = blendColor.blue;
714 blendColors[3] = blendColor.alpha;
715 }
716 else
717 {
718 blendColors[0] = blendColor.alpha;
719 blendColors[1] = blendColor.alpha;
720 blendColors[2] = blendColor.alpha;
721 blendColors[3] = blendColor.alpha;
722 }
723
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000724 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
725
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000726 mCurBlendState = blendState;
727 mCurBlendColor = blendColor;
728 mCurSampleMask = sampleMask;
729 }
730
731 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000732}
733
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000734void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000735 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000736{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000737 if (mForceSetDepthStencilState ||
738 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
739 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
740 {
741 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
742 stencilRef != stencilBackRef ||
743 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
744 {
745 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
746 "invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000747 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000748 }
749
750 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
751 if (!dxDepthStencilState)
752 {
753 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
754 "setting the default depth stencil state.");
755 }
756
757 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
758
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000759 mCurDepthStencilState = depthStencilState;
760 mCurStencilRef = stencilRef;
761 mCurStencilBackRef = stencilBackRef;
762 }
763
764 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000765}
766
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000767void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000768{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000769 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
770 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000771 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000772 if (enabled)
773 {
774 D3D11_RECT rect;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000775 rect.left = std::max(0, scissor.x);
776 rect.top = std::max(0, scissor.y);
777 rect.right = scissor.x + std::max(0, scissor.width);
778 rect.bottom = scissor.y + std::max(0, scissor.height);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000779
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000780 mDeviceContext->RSSetScissorRects(1, &rect);
781 }
782
783 if (enabled != mScissorEnabled)
784 {
785 mForceSetRasterState = true;
786 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000787
788 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000789 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000790 }
791
792 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000793}
794
daniel@transgaming.com12985182012-12-20 20:56:31 +0000795bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000796 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000797{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000798 gl::Rectangle actualViewport = viewport;
799 float actualZNear = gl::clamp01(zNear);
800 float actualZFar = gl::clamp01(zFar);
801 if (ignoreViewport)
802 {
803 actualViewport.x = 0;
804 actualViewport.y = 0;
805 actualViewport.width = mRenderTargetDesc.width;
806 actualViewport.height = mRenderTargetDesc.height;
807 actualZNear = 0.0f;
808 actualZFar = 1.0f;
809 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000810
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000811 // Get D3D viewport bounds, which depends on the feature level
812 const Range& viewportBounds = getViewportBounds();
813
814 // Clamp width and height first to the gl maximum, then clamp further if we extend past the D3D maximum bounds
daniel@transgaming.com53670042012-11-28 20:55:51 +0000815 D3D11_VIEWPORT dxViewport;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000816 dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end);
817 dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end);
818 dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension());
819 dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension());
820 dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX));
821 dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY));
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000822 dxViewport.MinDepth = actualZNear;
823 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000824
825 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
826 {
827 return false; // Nothing to render
828 }
829
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000830 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
831 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000832
daniel@transgaming.com53670042012-11-28 20:55:51 +0000833 if (viewportChanged)
834 {
835 mDeviceContext->RSSetViewports(1, &dxViewport);
836
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000837 mCurViewport = actualViewport;
838 mCurNear = actualZNear;
839 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000840
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +0000841 mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f;
842 mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f;
843 mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
844 mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000845
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000846 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
847 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000848
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000849 mVertexConstants.depthRange[0] = actualZNear;
850 mVertexConstants.depthRange[1] = actualZFar;
851 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000852
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000853 mPixelConstants.depthRange[0] = actualZNear;
854 mPixelConstants.depthRange[1] = actualZFar;
855 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000856 }
857
858 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000859 return true;
860}
861
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000862bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
863{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000864 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000865
Geoff Lang57e713e2013-07-31 17:01:58 -0400866 GLsizei minCount = 0;
867
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000868 switch (mode)
869 {
Geoff Lang57e713e2013-07-31 17:01:58 -0400870 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; minCount = 1; break;
871 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; minCount = 2; break;
872 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break;
873 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break;
874 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break;
875 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; minCount = 3; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000876 // emulate fans via rewriting index buffer
Geoff Lang57e713e2013-07-31 17:01:58 -0400877 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000878 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000879 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000880 }
881
Geoff Lang4c095862013-07-22 10:43:36 -0400882 if (primitiveTopology != mCurrentPrimitiveTopology)
883 {
884 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
885 mCurrentPrimitiveTopology = primitiveTopology;
886 }
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000887
Geoff Lang57e713e2013-07-31 17:01:58 -0400888 return count >= minCount;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000889}
890
891bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000892{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000893 // Get the color render buffer and serial
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000894 // Also extract the render target dimensions and view
895 unsigned int renderTargetWidth = 0;
896 unsigned int renderTargetHeight = 0;
897 GLenum renderTargetFormat = 0;
898 unsigned int renderTargetSerials[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {0};
899 ID3D11RenderTargetView* framebufferRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
900 bool missingColorRenderTarget = true;
901
902 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000903 {
shannon.woods%transgaming.com@gtempaccount.com4059a382013-04-13 03:31:16 +0000904 const GLenum drawBufferState = framebuffer->getDrawBufferState(colorAttachment);
905
906 if (framebuffer->getColorbufferType(colorAttachment) != GL_NONE && drawBufferState != GL_NONE)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000907 {
shannon.woods%transgaming.com@gtempaccount.com4059a382013-04-13 03:31:16 +0000908 // the draw buffer must be either "none", "back" for the default buffer or the same index as this color (in order)
909 ASSERT(drawBufferState == GL_BACK || drawBufferState == (GL_COLOR_ATTACHMENT0_EXT + colorAttachment));
910
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000911 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(colorAttachment);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000912
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000913 if (!colorbuffer)
914 {
915 ERR("render target pointer unexpectedly null.");
916 return false;
917 }
shannon.woods@transgaming.com3e3da582013-02-28 23:09:03 +0000918
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000919 // check for zero-sized default framebuffer, which is a special case.
920 // in this case we do not wish to modify any state and just silently return false.
921 // this will not report any gl error but will cause the calling method to return.
922 if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0)
923 {
924 return false;
925 }
926
927 renderTargetSerials[colorAttachment] = colorbuffer->getSerial();
928
929 // Extract the render target dimensions and view
930 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
931 if (!renderTarget)
932 {
933 ERR("render target pointer unexpectedly null.");
934 return false;
935 }
936
937 framebufferRTVs[colorAttachment] = renderTarget->getRenderTargetView();
938 if (!framebufferRTVs[colorAttachment])
939 {
940 ERR("render target view pointer unexpectedly null.");
941 return false;
942 }
943
944 if (missingColorRenderTarget)
945 {
946 renderTargetWidth = colorbuffer->getWidth();
947 renderTargetHeight = colorbuffer->getHeight();
948 renderTargetFormat = colorbuffer->getActualFormat();
949 missingColorRenderTarget = false;
950 }
951 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000952 }
953
954 // Get the depth stencil render buffer and serials
955 gl::Renderbuffer *depthStencil = NULL;
956 unsigned int depthbufferSerial = 0;
957 unsigned int stencilbufferSerial = 0;
958 if (framebuffer->getDepthbufferType() != GL_NONE)
959 {
960 depthStencil = framebuffer->getDepthbuffer();
961 if (!depthStencil)
962 {
963 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000964 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000965 return false;
966 }
967
968 depthbufferSerial = depthStencil->getSerial();
969 }
970 else if (framebuffer->getStencilbufferType() != GL_NONE)
971 {
972 depthStencil = framebuffer->getStencilbuffer();
973 if (!depthStencil)
974 {
975 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000976 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000977 return false;
978 }
979
980 stencilbufferSerial = depthStencil->getSerial();
981 }
982
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000983 // Extract the depth stencil sizes and view
984 unsigned int depthSize = 0;
985 unsigned int stencilSize = 0;
986 ID3D11DepthStencilView* framebufferDSV = NULL;
987 if (depthStencil)
988 {
989 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
990 if (!depthStencilRenderTarget)
991 {
992 ERR("render target pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000993 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000994 return false;
995 }
996
997 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
998 if (!framebufferDSV)
999 {
1000 ERR("depth stencil view pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001001 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001002 return false;
1003 }
1004
1005 // If there is no render buffer, the width, height and format values come from
1006 // the depth stencil
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001007 if (missingColorRenderTarget)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001008 {
1009 renderTargetWidth = depthStencil->getWidth();
1010 renderTargetHeight = depthStencil->getHeight();
1011 renderTargetFormat = depthStencil->getActualFormat();
1012 }
1013
1014 depthSize = depthStencil->getDepthSize();
1015 stencilSize = depthStencil->getStencilSize();
1016 }
1017
1018 // Apply the render target and depth stencil
1019 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001020 memcmp(renderTargetSerials, mAppliedRenderTargetSerials, sizeof(renderTargetSerials)) != 0 ||
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001021 depthbufferSerial != mAppliedDepthbufferSerial ||
1022 stencilbufferSerial != mAppliedStencilbufferSerial)
1023 {
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001024 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), framebufferRTVs, framebufferDSV);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001025
1026 mRenderTargetDesc.width = renderTargetWidth;
1027 mRenderTargetDesc.height = renderTargetHeight;
1028 mRenderTargetDesc.format = renderTargetFormat;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00001029 mForceSetViewport = true;
1030 mForceSetScissor = true;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001031
1032 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
1033 {
1034 mCurDepthSize = depthSize;
1035 mForceSetRasterState = true;
1036 }
1037
1038 mCurStencilSize = stencilSize;
1039
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001040 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
1041 {
1042 mAppliedRenderTargetSerials[rtIndex] = renderTargetSerials[rtIndex];
1043 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001044 mAppliedDepthbufferSerial = depthbufferSerial;
1045 mAppliedStencilbufferSerial = stencilbufferSerial;
1046 mRenderTargetDescInitialized = true;
1047 mDepthStencilInitialized = true;
1048 }
1049
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001050 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001051}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001052
Jamie Madill57a89722013-07-02 11:57:03 -04001053GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, const gl::VertexAttribute vertexAttributes[], gl::VertexAttribCurrentValueData currentValues[],
Jamie Madilla857c362013-07-02 11:57:02 -04001054 GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +00001055{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001056 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
Jamie Madilla857c362013-07-02 11:57:02 -04001057 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, currentValues, programBinary, first, count, attributes, instances);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001058 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +00001059 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001060 return err;
1061 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +00001062
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001063 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +00001064}
1065
daniel@transgaming.com31240482012-11-28 21:06:41 +00001066GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001067{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001068 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001069
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001070 if (err == GL_NO_ERROR)
1071 {
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001072 if (indexInfo->storage)
1073 {
1074 if (indexInfo->serial != mAppliedStorageIBSerial || indexInfo->startOffset != mAppliedIBOffset)
1075 {
1076 BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(indexInfo->storage);
1077 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1078
shannonwoods@chromium.org675526e2013-05-30 00:04:49 +00001079 mDeviceContext->IASetIndexBuffer(storage->getBuffer(GL_ELEMENT_ARRAY_BUFFER), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001080
1081 mAppliedIBSerial = 0;
1082 mAppliedStorageIBSerial = storage->getSerial();
1083 mAppliedIBOffset = indexInfo->startOffset;
1084 }
1085 }
1086 else if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001087 {
1088 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1089
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +00001090 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001091
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001092 mAppliedIBSerial = indexInfo->serial;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001093 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001094 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001095 }
1096 }
1097
1098 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001099}
1100
1101void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
1102{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001103 if (mode == GL_LINE_LOOP)
1104 {
1105 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1106 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001107 else if (mode == GL_TRIANGLE_FAN)
1108 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001109 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001110 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001111 else if (instances > 0)
1112 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001113 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001114 }
1115 else
1116 {
1117 mDeviceContext->Draw(count, 0);
1118 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001119}
1120
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001121void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001122{
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001123 if (mode == GL_LINE_LOOP)
1124 {
1125 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
1126 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001127 else if (mode == GL_TRIANGLE_FAN)
1128 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001129 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
1130 }
1131 else if (instances > 0)
1132 {
1133 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001134 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001135 else
1136 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +00001137 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001138 }
1139}
1140
1141void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1142{
1143 // Get the raw indices for an indexed draw
1144 if (type != GL_NONE && elementArrayBuffer)
1145 {
1146 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001147 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001148 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001149 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001150 }
1151
1152 if (!mLineLoopIB)
1153 {
1154 mLineLoopIB = new StreamingIndexBufferInterface(this);
1155 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1156 {
1157 delete mLineLoopIB;
1158 mLineLoopIB = NULL;
1159
1160 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001161 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001162 }
1163 }
1164
Geoff Lang57e713e2013-07-31 17:01:58 -04001165 // Checked by Renderer11::applyPrimitiveType
1166 ASSERT(count >= 0);
1167
1168 if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int)))
Geoff Langeadfd572013-07-09 15:55:07 -04001169 {
1170 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP, too many indices required.");
1171 return gl::error(GL_OUT_OF_MEMORY);
1172 }
1173
Geoff Lang57e713e2013-07-31 17:01:58 -04001174 const unsigned int spaceNeeded = (static_cast<unsigned int>(count) + 1) * sizeof(unsigned int);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001175 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1176 {
1177 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001178 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001179 }
1180
1181 void* mappedMemory = NULL;
1182 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1183 if (offset == -1 || mappedMemory == NULL)
1184 {
1185 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001186 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001187 }
1188
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001189 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001190 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001191
1192 switch (type)
1193 {
1194 case GL_NONE: // Non-indexed draw
1195 for (int i = 0; i < count; i++)
1196 {
1197 data[i] = i;
1198 }
1199 data[count] = 0;
1200 break;
1201 case GL_UNSIGNED_BYTE:
1202 for (int i = 0; i < count; i++)
1203 {
1204 data[i] = static_cast<const GLubyte*>(indices)[i];
1205 }
1206 data[count] = static_cast<const GLubyte*>(indices)[0];
1207 break;
1208 case GL_UNSIGNED_SHORT:
1209 for (int i = 0; i < count; i++)
1210 {
1211 data[i] = static_cast<const GLushort*>(indices)[i];
1212 }
1213 data[count] = static_cast<const GLushort*>(indices)[0];
1214 break;
1215 case GL_UNSIGNED_INT:
1216 for (int i = 0; i < count; i++)
1217 {
1218 data[i] = static_cast<const GLuint*>(indices)[i];
1219 }
1220 data[count] = static_cast<const GLuint*>(indices)[0];
1221 break;
1222 default: UNREACHABLE();
1223 }
1224
1225 if (!mLineLoopIB->unmapBuffer())
1226 {
1227 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001228 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001229 }
1230
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001231 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001232 {
1233 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
1234
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001235 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001236 mAppliedIBSerial = mLineLoopIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001237 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001238 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001239 }
1240
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001241 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001242}
1243
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001244void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001245{
1246 // Get the raw indices for an indexed draw
1247 if (type != GL_NONE && elementArrayBuffer)
1248 {
1249 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001250 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001251 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001252 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001253 }
1254
1255 if (!mTriangleFanIB)
1256 {
1257 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1258 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1259 {
1260 delete mTriangleFanIB;
1261 mTriangleFanIB = NULL;
1262
1263 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001264 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001265 }
1266 }
1267
Geoff Lang57e713e2013-07-31 17:01:58 -04001268 // Checked by Renderer11::applyPrimitiveType
1269 ASSERT(count >= 3);
1270
Geoff Langeadfd572013-07-09 15:55:07 -04001271 const unsigned int numTris = count - 2;
1272
Geoff Lang57e713e2013-07-31 17:01:58 -04001273 if (numTris > (std::numeric_limits<unsigned int>::max() / (sizeof(unsigned int) * 3)))
Geoff Langeadfd572013-07-09 15:55:07 -04001274 {
1275 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN, too many indices required.");
1276 return gl::error(GL_OUT_OF_MEMORY);
1277 }
1278
1279 const unsigned int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001280 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1281 {
1282 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001283 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001284 }
1285
1286 void* mappedMemory = NULL;
1287 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
1288 if (offset == -1 || mappedMemory == NULL)
1289 {
1290 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001291 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001292 }
1293
1294 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1295 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
1296
1297 switch (type)
1298 {
1299 case GL_NONE: // Non-indexed draw
Geoff Langeadfd572013-07-09 15:55:07 -04001300 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001301 {
1302 data[i*3 + 0] = 0;
1303 data[i*3 + 1] = i + 1;
1304 data[i*3 + 2] = i + 2;
1305 }
1306 break;
1307 case GL_UNSIGNED_BYTE:
Geoff Langeadfd572013-07-09 15:55:07 -04001308 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001309 {
1310 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1311 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1312 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1313 }
1314 break;
1315 case GL_UNSIGNED_SHORT:
Geoff Langeadfd572013-07-09 15:55:07 -04001316 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001317 {
1318 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1319 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1320 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1321 }
1322 break;
1323 case GL_UNSIGNED_INT:
Geoff Langeadfd572013-07-09 15:55:07 -04001324 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001325 {
1326 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1327 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1328 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1329 }
1330 break;
1331 default: UNREACHABLE();
1332 }
1333
1334 if (!mTriangleFanIB->unmapBuffer())
1335 {
1336 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001337 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001338 }
1339
1340 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1341 {
1342 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1343
1344 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1345 mAppliedIBSerial = mTriangleFanIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001346 mAppliedStorageIBSerial = 0;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001347 mAppliedIBOffset = indexBufferOffset;
1348 }
1349
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001350 if (instances > 0)
1351 {
1352 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1353 }
1354 else
1355 {
1356 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1357 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001358}
1359
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001360void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1361{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001362 unsigned int programBinarySerial = programBinary->getSerial();
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001363 const bool updateProgramState = (programBinarySerial != mAppliedProgramBinarySerial);
1364
1365 if (updateProgramState)
daniel@transgaming.come4991412012-12-20 20:55:34 +00001366 {
1367 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1368 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001369
daniel@transgaming.come4991412012-12-20 20:55:34 +00001370 ID3D11VertexShader *vertexShader = NULL;
1371 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001372
daniel@transgaming.come4991412012-12-20 20:55:34 +00001373 ID3D11PixelShader *pixelShader = NULL;
1374 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001375
daniel@transgaming.come4991412012-12-20 20:55:34 +00001376 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1377 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001378
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001379 programBinary->dirtyAllUniforms();
1380
1381 mAppliedProgramBinarySerial = programBinarySerial;
1382 }
1383
1384 // Only use the geometry shader currently for point sprite drawing
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001385 const bool usesGeometryShader = (programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode);
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001386
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001387 if (updateProgramState || usesGeometryShader != mIsGeometryShaderActive)
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001388 {
1389 if (usesGeometryShader)
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001390 {
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001391 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
1392 ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001393 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1394 }
1395 else
1396 {
1397 mDeviceContext->GSSetShader(NULL, NULL, 0);
1398 }
1399
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001400 mIsGeometryShaderActive = usesGeometryShader;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001401 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001402}
1403
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001404void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001405{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001406 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1407 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001408
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001409 unsigned int totalRegisterCountVS = 0;
1410 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001411
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001412 bool vertexUniformsDirty = false;
1413 bool pixelUniformsDirty = false;
1414
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001415 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1416 {
1417 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001418
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001419 if (uniform->isReferencedByVertexShader())
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001420 {
1421 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001422 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001423 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001424
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001425 if (uniform->isReferencedByFragmentShader())
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001426 {
1427 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001428 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001429 }
1430 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001431
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001432 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1433 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1434
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001435 float (*mapVS)[4] = NULL;
1436 float (*mapPS)[4] = NULL;
1437
Shannon Woods5ab33c82013-06-26 15:31:09 -04001438 if (totalRegisterCountVS > 0 && vertexUniformsDirty)
1439 {
1440 D3D11_MAPPED_SUBRESOURCE map = {0};
1441 HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1442 ASSERT(SUCCEEDED(result));
1443 mapVS = (float(*)[4])map.pData;
1444 }
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001445
Shannon Woods5ab33c82013-06-26 15:31:09 -04001446 if (totalRegisterCountPS > 0 && pixelUniformsDirty)
1447 {
1448 D3D11_MAPPED_SUBRESOURCE map = {0};
1449 HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1450 ASSERT(SUCCEEDED(result));
1451 mapPS = (float(*)[4])map.pData;
1452 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001453
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001454 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001455 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001456 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001457
Nicolas Capense6050882013-07-08 10:43:10 -04001458 if (!gl::IsSampler(uniform->type))
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001459 {
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001460 if (uniform->isReferencedByVertexShader() && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001461 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001462 memcpy(mapVS + uniform->vsRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001463 }
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001464
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001465 if (uniform->isReferencedByFragmentShader() && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001466 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001467 memcpy(mapPS + uniform->psRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001468 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001469 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001470
1471 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001472 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001473
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001474 if (mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001475 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001476 mDeviceContext->Unmap(vertexConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001477 }
1478
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001479 if (mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001480 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001481 mDeviceContext->Unmap(pixelConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001482 }
Geoff Langc6354ee2013-07-22 10:40:07 -04001483
1484 if (mCurrentVertexConstantBuffer != vertexConstantBuffer)
1485 {
1486 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1487 mCurrentVertexConstantBuffer = vertexConstantBuffer;
1488 }
1489
1490 if (mCurrentPixelConstantBuffer != pixelConstantBuffer)
1491 {
1492 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
1493 mCurrentPixelConstantBuffer = pixelConstantBuffer;
1494 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001495
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001496 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001497 if (!mDriverConstantBufferVS)
1498 {
1499 D3D11_BUFFER_DESC constantBufferDescription = {0};
1500 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1501 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1502 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1503 constantBufferDescription.CPUAccessFlags = 0;
1504 constantBufferDescription.MiscFlags = 0;
1505 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001506
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001507 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001508 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001509
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001510 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1511 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001512
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001513 if (!mDriverConstantBufferPS)
1514 {
1515 D3D11_BUFFER_DESC constantBufferDescription = {0};
1516 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1517 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1518 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1519 constantBufferDescription.CPUAccessFlags = 0;
1520 constantBufferDescription.MiscFlags = 0;
1521 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001522
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001523 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001524 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001525
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001526 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1527 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001528
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001529 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1530 {
1531 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1532 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1533 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001534
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001535 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1536 {
1537 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1538 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1539 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001540
1541 // needed for the point sprite geometry shader
Geoff Langc6354ee2013-07-22 10:40:07 -04001542 if (mCurrentGeometryConstantBuffer != mDriverConstantBufferPS)
1543 {
1544 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
1545 mCurrentGeometryConstantBuffer = mDriverConstantBufferPS;
1546 }
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001547}
1548
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001549void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001550{
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +00001551 bool alphaUnmasked = gl::GetAlphaBits(mRenderTargetDesc.format, getCurrentClientVersion()) == 0 ||
1552 clearParams.colorMaskAlpha;
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001553 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1554 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1555 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001556
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001557 unsigned int stencilUnmasked = 0x0;
1558 if (frameBuffer->hasStencil())
1559 {
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +00001560 unsigned int stencilSize = gl::GetStencilBits(frameBuffer->getStencilbuffer()->getActualFormat(),
1561 getCurrentClientVersion());
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001562 stencilUnmasked = (0x1 << stencilSize) - 1;
1563 }
1564 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1565 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001566
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001567 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1568 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1569 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001570
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001571 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1572 {
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001573 maskedClear(clearParams, frameBuffer->usingExtendedDrawBuffers());
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001574 }
1575 else
1576 {
1577 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1578 {
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001579 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001580 {
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001581 if (frameBuffer->isEnabledColorAttachment(colorAttachment))
1582 {
1583 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer(colorAttachment);
1584 if (renderbufferObject)
1585 {
1586 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1587 if (!renderTarget)
1588 {
1589 ERR("render target pointer unexpectedly null.");
1590 return;
1591 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001592
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001593 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1594 if (!framebufferRTV)
1595 {
1596 ERR("render target view pointer unexpectedly null.");
1597 return;
1598 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001599
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001600 const float clearValues[4] = { clearParams.colorClearValue.red,
1601 clearParams.colorClearValue.green,
1602 clearParams.colorClearValue.blue,
1603 clearParams.colorClearValue.alpha };
1604 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001605 }
1606 }
1607 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001608 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001609 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001610 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001611 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1612 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001613 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001614 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1615 if (!renderTarget)
1616 {
1617 ERR("render target pointer unexpectedly null.");
1618 return;
1619 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001620
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001621 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1622 if (!framebufferDSV)
1623 {
1624 ERR("depth stencil view pointer unexpectedly null.");
1625 return;
1626 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001627
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001628 UINT clearFlags = 0;
1629 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1630 {
1631 clearFlags |= D3D11_CLEAR_DEPTH;
1632 }
1633 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1634 {
1635 clearFlags |= D3D11_CLEAR_STENCIL;
1636 }
1637
shannon.woods@transgaming.combe211b32013-02-28 23:17:16 +00001638 float depthClear = gl::clamp01(clearParams.depthClearValue);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001639 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1640
1641 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001642 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001643 }
1644 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001645}
1646
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001647void Renderer11::maskedClear(const gl::ClearParameters &clearParams, bool usingExtendedDrawBuffers)
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001648{
1649 HRESULT result;
1650
1651 if (!mClearResourcesInitialized)
1652 {
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001653 ASSERT(!mClearVB && !mClearVS && !mClearSinglePS && !mClearMultiplePS && !mClearScissorRS && !mClearNoScissorRS);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001654
1655 D3D11_BUFFER_DESC vbDesc;
1656 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1657 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1658 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1659 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1660 vbDesc.MiscFlags = 0;
1661 vbDesc.StructureByteStride = 0;
1662
1663 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1664 ASSERT(SUCCEEDED(result));
1665 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1666
1667 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1668 {
1669 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1670 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1671 };
1672
1673 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1674 ASSERT(SUCCEEDED(result));
1675 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1676
1677 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1678 ASSERT(SUCCEEDED(result));
1679 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1680
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001681 result = mDevice->CreatePixelShader(g_PS_ClearSingle, sizeof(g_PS_ClearSingle), NULL, &mClearSinglePS);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001682 ASSERT(SUCCEEDED(result));
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001683 d3d11::SetDebugName(mClearSinglePS, "Renderer11 masked clear pixel shader (1 RT)");
1684
1685 result = mDevice->CreatePixelShader(g_PS_ClearMultiple, sizeof(g_PS_ClearMultiple), NULL, &mClearMultiplePS);
1686 ASSERT(SUCCEEDED(result));
1687 d3d11::SetDebugName(mClearMultiplePS, "Renderer11 masked clear pixel shader (MRT)");
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001688
1689 D3D11_RASTERIZER_DESC rsScissorDesc;
1690 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1691 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1692 rsScissorDesc.FrontCounterClockwise = FALSE;
1693 rsScissorDesc.DepthBias = 0;
1694 rsScissorDesc.DepthBiasClamp = 0.0f;
1695 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1696 rsScissorDesc.DepthClipEnable = FALSE;
1697 rsScissorDesc.ScissorEnable = TRUE;
1698 rsScissorDesc.MultisampleEnable = FALSE;
1699 rsScissorDesc.AntialiasedLineEnable = FALSE;
1700
1701 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1702 ASSERT(SUCCEEDED(result));
1703 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1704
1705 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1706 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1707 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1708 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1709 rsNoScissorDesc.DepthBias = 0;
1710 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1711 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1712 rsNoScissorDesc.DepthClipEnable = FALSE;
1713 rsNoScissorDesc.ScissorEnable = FALSE;
1714 rsNoScissorDesc.MultisampleEnable = FALSE;
1715 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1716
1717 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1718 ASSERT(SUCCEEDED(result));
1719 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1720
1721 mClearResourcesInitialized = true;
1722 }
1723
1724 // Prepare the depth stencil state to write depth values if the depth should be cleared
1725 // and stencil values if the stencil should be cleared
1726 gl::DepthStencilState glDSState;
1727 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1728 glDSState.depthFunc = GL_ALWAYS;
1729 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1730 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1731 glDSState.stencilFunc = GL_ALWAYS;
1732 glDSState.stencilMask = 0;
1733 glDSState.stencilFail = GL_REPLACE;
1734 glDSState.stencilPassDepthFail = GL_REPLACE;
1735 glDSState.stencilPassDepthPass = GL_REPLACE;
1736 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1737 glDSState.stencilBackFunc = GL_ALWAYS;
1738 glDSState.stencilBackMask = 0;
1739 glDSState.stencilBackFail = GL_REPLACE;
1740 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1741 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1742 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1743
1744 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1745
1746 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1747
1748 // Prepare the blend state to use a write mask if the color buffer should be cleared
1749 gl::BlendState glBlendState;
1750 glBlendState.blend = false;
1751 glBlendState.sourceBlendRGB = GL_ONE;
1752 glBlendState.destBlendRGB = GL_ZERO;
1753 glBlendState.sourceBlendAlpha = GL_ONE;
1754 glBlendState.destBlendAlpha = GL_ZERO;
1755 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1756 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1757 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1758 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1759 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
shannon.woods@transgaming.com50ea9932013-02-28 23:13:40 +00001760 glBlendState.colorMaskAlpha = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskAlpha : false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001761 glBlendState.sampleAlphaToCoverage = false;
1762 glBlendState.dither = false;
1763
1764 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1765 static const UINT sampleMask = 0xFFFFFFFF;
1766
1767 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1768
1769 // Set the vertices
1770 D3D11_MAPPED_SUBRESOURCE mappedResource;
1771 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1772 if (FAILED(result))
1773 {
1774 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1775 return;
1776 }
1777
1778 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1779
1780 float depthClear = gl::clamp01(clearParams.depthClearValue);
1781 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1782 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1783 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1784 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1785
1786 mDeviceContext->Unmap(mClearVB, 0);
1787
1788 // Apply state
1789 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1790 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1791 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1792
1793 // Apply shaders
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001794 ID3D11PixelShader *pixelShader = usingExtendedDrawBuffers ? mClearMultiplePS : mClearSinglePS;
1795
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001796 mDeviceContext->IASetInputLayout(mClearIL);
1797 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001798 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
shannon.woods@transgaming.com2c53e472013-02-28 23:13:56 +00001799 mDeviceContext->GSSetShader(NULL, NULL, 0);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001800
1801 // Apply vertex buffer
1802 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1803 static UINT startIdx = 0;
1804 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1805 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1806
1807 // Draw the clear quad
1808 mDeviceContext->Draw(4, 0);
1809
1810 // Clean up
1811 markAllStateDirty();
1812}
1813
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001814void Renderer11::markAllStateDirty()
1815{
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001816 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
1817 {
1818 mAppliedRenderTargetSerials[rtIndex] = 0;
1819 }
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001820 mAppliedDepthbufferSerial = 0;
1821 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001822 mDepthStencilInitialized = false;
1823 mRenderTargetDescInitialized = false;
1824
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001825 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001826 {
1827 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001828 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001829 }
1830 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1831 {
1832 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001833 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001834 }
1835
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001836 mForceSetBlendState = true;
1837 mForceSetRasterState = true;
1838 mForceSetDepthStencilState = true;
1839 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001840 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001841
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001842 mAppliedIBSerial = 0;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001843 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001844 mAppliedIBOffset = 0;
1845
daniel@transgaming.come4991412012-12-20 20:55:34 +00001846 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001847 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1848 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
Geoff Lang1f53cab2013-07-22 10:37:22 -04001849
1850 mInputLayoutCache.markDirty();
Geoff Langc6354ee2013-07-22 10:40:07 -04001851
1852 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; i++)
1853 {
1854 mCurrentConstantBufferVS[i] = -1;
1855 mCurrentConstantBufferPS[i] = -1;
1856 }
1857
1858 mCurrentVertexConstantBuffer = NULL;
1859 mCurrentPixelConstantBuffer = NULL;
1860 mCurrentGeometryConstantBuffer = NULL;
Geoff Lang4c095862013-07-22 10:43:36 -04001861
1862 mCurrentPrimitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001863}
1864
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001865void Renderer11::releaseDeviceResources()
1866{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001867 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001868 mInputLayoutCache.clear();
1869
1870 delete mVertexDataManager;
1871 mVertexDataManager = NULL;
1872
1873 delete mIndexDataManager;
1874 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001875
1876 delete mLineLoopIB;
1877 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001878
1879 delete mTriangleFanIB;
1880 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001881
Geoff Langb86b9792013-06-04 16:32:05 -04001882 delete mBlit;
1883 mBlit = NULL;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001884
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001885 SafeRelease(mClearVB);
1886 SafeRelease(mClearIL);
1887 SafeRelease(mClearVS);
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001888 SafeRelease(mClearSinglePS);
1889 SafeRelease(mClearMultiplePS);
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001890 SafeRelease(mClearScissorRS);
1891 SafeRelease(mClearNoScissorRS);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001892
1893 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001894
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001895 SafeRelease(mDriverConstantBufferVS);
1896 SafeRelease(mDriverConstantBufferPS);
1897 SafeRelease(mSyncQuery);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001898}
1899
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001900void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001901{
1902 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001903 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001904}
1905
1906bool Renderer11::isDeviceLost()
1907{
1908 return mDeviceLost;
1909}
1910
1911// set notify to true to broadcast a message to all contexts of the device loss
1912bool Renderer11::testDeviceLost(bool notify)
1913{
1914 bool isLost = false;
1915
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001916 // GetRemovedReason is used to test if the device is removed
1917 HRESULT result = mDevice->GetDeviceRemovedReason();
1918 isLost = d3d11::isDeviceLostError(result);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001919
1920 if (isLost)
1921 {
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001922 // Log error if this is a new device lost event
1923 if (mDeviceLost == false)
1924 {
1925 ERR("The D3D11 device was removed: 0x%08X", result);
1926 }
1927
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001928 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001929 // we'll probably get this done again by notifyDeviceLost
1930 // but best to remember it!
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001931 // Note that we don't want to clear the device loss status here
1932 // -- this needs to be done by resetDevice
1933 mDeviceLost = true;
1934 if (notify)
1935 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001936 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001937 }
1938 }
1939
1940 return isLost;
1941}
1942
1943bool Renderer11::testDeviceResettable()
1944{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001945 // determine if the device is resettable by creating a dummy device
1946 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001947
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001948 if (D3D11CreateDevice == NULL)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001949 {
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001950 return false;
1951 }
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001952
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001953 D3D_FEATURE_LEVEL featureLevels[] =
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001954 {
1955 D3D_FEATURE_LEVEL_11_0,
1956 D3D_FEATURE_LEVEL_10_1,
1957 D3D_FEATURE_LEVEL_10_0,
1958 };
1959
1960 ID3D11Device* dummyDevice;
1961 D3D_FEATURE_LEVEL dummyFeatureLevel;
1962 ID3D11DeviceContext* dummyContext;
1963
1964 HRESULT result = D3D11CreateDevice(NULL,
1965 D3D_DRIVER_TYPE_HARDWARE,
1966 NULL,
1967 #if defined(_DEBUG)
1968 D3D11_CREATE_DEVICE_DEBUG,
1969 #else
1970 0,
1971 #endif
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001972 featureLevels,
1973 ArraySize(featureLevels),
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001974 D3D11_SDK_VERSION,
1975 &dummyDevice,
1976 &dummyFeatureLevel,
1977 &dummyContext);
1978
1979 if (!mDevice || FAILED(result))
1980 {
1981 return false;
1982 }
1983
1984 dummyContext->Release();
1985 dummyDevice->Release();
1986
1987 return true;
1988}
1989
1990void Renderer11::release()
1991{
1992 releaseDeviceResources();
1993
1994 if (mDxgiFactory)
1995 {
1996 mDxgiFactory->Release();
1997 mDxgiFactory = NULL;
1998 }
1999
2000 if (mDxgiAdapter)
2001 {
2002 mDxgiAdapter->Release();
2003 mDxgiAdapter = NULL;
2004 }
2005
2006 if (mDeviceContext)
2007 {
2008 mDeviceContext->ClearState();
2009 mDeviceContext->Flush();
2010 mDeviceContext->Release();
2011 mDeviceContext = NULL;
2012 }
2013
2014 if (mDevice)
2015 {
2016 mDevice->Release();
2017 mDevice = NULL;
2018 }
2019
2020 if (mD3d11Module)
2021 {
2022 FreeLibrary(mD3d11Module);
2023 mD3d11Module = NULL;
2024 }
2025
2026 if (mDxgiModule)
2027 {
2028 FreeLibrary(mDxgiModule);
2029 mDxgiModule = NULL;
2030 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002031}
2032
2033bool Renderer11::resetDevice()
2034{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00002035 // recreate everything
2036 release();
2037 EGLint result = initialize();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002038
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00002039 if (result != EGL_SUCCESS)
2040 {
2041 ERR("Could not reinitialize D3D11 device: %08X", result);
2042 return false;
2043 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002044
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002045 mDeviceLost = false;
2046
2047 return true;
2048}
2049
2050DWORD Renderer11::getAdapterVendor() const
2051{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002052 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002053}
2054
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002055std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002056{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002057 std::ostringstream rendererString;
2058
2059 rendererString << mDescription;
2060 rendererString << " Direct3D11";
2061
2062 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
2063 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
2064
2065 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002066}
2067
2068GUID Renderer11::getAdapterIdentifier() const
2069{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00002070 // Use the adapter LUID as our adapter ID
2071 // This number is local to a machine is only guaranteed to be unique between restarts
2072 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
2073 GUID adapterId = {0};
2074 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
2075 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002076}
2077
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00002078bool Renderer11::getBGRATextureSupport() const
2079{
2080 return mBGRATextureSupport;
2081}
2082
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002083bool Renderer11::getDXT1TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002084{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002085 return mDXT1TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002086}
2087
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002088bool Renderer11::getDXT3TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002089{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002090 return mDXT3TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002091}
2092
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002093bool Renderer11::getDXT5TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002094{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002095 return mDXT5TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002096}
2097
2098bool Renderer11::getDepthTextureSupport() const
2099{
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +00002100 return mDepthTextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002101}
2102
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002103bool Renderer11::getFloat32TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002104{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002105 return mFloat32TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002106}
2107
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002108bool Renderer11::getFloat32TextureFilteringSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002109{
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002110 return mFloat32FilterSupport;
2111}
2112
2113bool Renderer11::getFloat32TextureRenderingSupport() const
2114{
2115 return mFloat32RenderSupport;
2116}
2117
2118bool Renderer11::getFloat16TextureSupport() const
2119{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002120 return mFloat16TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002121}
2122
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002123bool Renderer11::getFloat16TextureFilteringSupport() const
2124{
2125 return mFloat16FilterSupport;
2126}
2127
2128bool Renderer11::getFloat16TextureRenderingSupport() const
2129{
2130 return mFloat16RenderSupport;
2131}
2132
Geoff Langd42cf4e2013-06-05 16:09:17 -04002133bool Renderer11::getRGB565TextureSupport() const
2134{
2135 return false;
2136}
2137
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002138bool Renderer11::getLuminanceTextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002139{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002140 return false;
2141}
2142
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002143bool Renderer11::getLuminanceAlphaTextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002144{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002145 return false;
2146}
2147
2148bool Renderer11::getTextureFilterAnisotropySupport() const
2149{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002150 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002151}
2152
2153float Renderer11::getTextureMaxAnisotropy() const
2154{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002155 switch (mFeatureLevel)
2156 {
2157 case D3D_FEATURE_LEVEL_11_0:
2158 return D3D11_MAX_MAXANISOTROPY;
2159 case D3D_FEATURE_LEVEL_10_1:
2160 case D3D_FEATURE_LEVEL_10_0:
2161 return D3D10_MAX_MAXANISOTROPY;
2162 default: UNREACHABLE();
2163 return 0;
2164 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002165}
2166
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002167bool Renderer11::getEventQuerySupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002168{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002169 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002170}
2171
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002172Range Renderer11::getViewportBounds() const
2173{
2174 switch (mFeatureLevel)
2175 {
2176 case D3D_FEATURE_LEVEL_11_0:
2177 return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
2178 case D3D_FEATURE_LEVEL_10_1:
2179 case D3D_FEATURE_LEVEL_10_0:
2180 return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
2181 default: UNREACHABLE();
2182 return Range(0, 0);
2183 }
2184}
2185
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002186unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002187{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002188 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2189 switch (mFeatureLevel)
2190 {
2191 case D3D_FEATURE_LEVEL_11_0:
2192 case D3D_FEATURE_LEVEL_10_1:
2193 case D3D_FEATURE_LEVEL_10_0:
2194 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
2195 default: UNREACHABLE();
2196 return 0;
2197 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002198}
2199
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002200unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
2201{
2202 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2203}
2204
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002205unsigned int Renderer11::getReservedVertexUniformVectors() const
2206{
Shannon Woods5ab33c82013-06-26 15:31:09 -04002207 return 0; // Driver uniforms are stored in a separate constant buffer
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002208}
2209
2210unsigned int Renderer11::getReservedFragmentUniformVectors() const
2211{
Shannon Woods5ab33c82013-06-26 15:31:09 -04002212 return 0; // Driver uniforms are stored in a separate constant buffer
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002213}
2214
2215unsigned int Renderer11::getMaxVertexUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002216{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002217 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2218 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2219 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002220}
2221
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002222unsigned int Renderer11::getMaxFragmentUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002223{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002224 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2225 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2226 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002227}
2228
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002229unsigned int Renderer11::getMaxVaryingVectors() const
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002230{
2231 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
shannonwoods@chromium.org74b86cf2013-05-30 00:02:58 +00002232 META_ASSERT(D3D11_VS_OUTPUT_REGISTER_COUNT <= D3D11_PS_INPUT_REGISTER_COUNT);
2233 META_ASSERT(D3D10_VS_OUTPUT_REGISTER_COUNT <= D3D10_PS_INPUT_REGISTER_COUNT);
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002234 switch (mFeatureLevel)
2235 {
2236 case D3D_FEATURE_LEVEL_11_0:
2237 return D3D11_VS_OUTPUT_REGISTER_COUNT;
2238 case D3D_FEATURE_LEVEL_10_1:
2239 case D3D_FEATURE_LEVEL_10_0:
2240 return D3D10_VS_OUTPUT_REGISTER_COUNT;
2241 default: UNREACHABLE();
2242 return 0;
2243 }
2244}
2245
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002246unsigned int Renderer11::getMaxVertexShaderUniformBuffers() const
2247{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002248 META_ASSERT(gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
2249 gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
2250
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002251 switch (mFeatureLevel)
2252 {
2253 case D3D_FEATURE_LEVEL_11_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002254 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedVertexUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002255 case D3D_FEATURE_LEVEL_10_1:
2256 case D3D_FEATURE_LEVEL_10_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002257 return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedVertexUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002258 default: UNREACHABLE();
2259 return 0;
2260 }
2261}
2262
2263unsigned int Renderer11::getMaxFragmentShaderUniformBuffers() const
2264{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002265 META_ASSERT(gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
2266 gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
2267
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002268 switch (mFeatureLevel)
2269 {
2270 case D3D_FEATURE_LEVEL_11_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002271 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedFragmentUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002272 case D3D_FEATURE_LEVEL_10_1:
2273 case D3D_FEATURE_LEVEL_10_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002274 return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedFragmentUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002275 default: UNREACHABLE();
2276 return 0;
2277 }
2278}
2279
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002280unsigned int Renderer11::getReservedVertexUniformBuffers() const
2281{
2282 // we reserve one buffer for the application uniforms, and one for driver uniforms
2283 return 2;
2284}
2285
2286unsigned int Renderer11::getReservedFragmentUniformBuffers() const
2287{
2288 // we reserve one buffer for the application uniforms, and one for driver uniforms
2289 return 2;
2290}
2291
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002292unsigned int Renderer11::getMaxTransformFeedbackBuffers() const
2293{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002294 META_ASSERT(gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D11_SO_BUFFER_SLOT_COUNT &&
2295 gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D10_SO_BUFFER_SLOT_COUNT);
2296
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002297 switch (mFeatureLevel)
2298 {
2299 case D3D_FEATURE_LEVEL_11_0:
2300 return D3D11_SO_BUFFER_SLOT_COUNT;
2301 case D3D_FEATURE_LEVEL_10_1:
2302 case D3D_FEATURE_LEVEL_10_0:
2303 return D3D10_SO_BUFFER_SLOT_COUNT;
2304 default: UNREACHABLE();
2305 return 0;
2306 }
2307}
2308
shannonwoods@chromium.org33e798f2013-05-30 00:05:05 +00002309unsigned int Renderer11::getMaxUniformBufferSize() const
2310{
2311 // Each component is a 4-element vector of 4-byte units (floats)
2312 const unsigned int bytesPerComponent = 4 * sizeof(float);
2313
2314 switch (mFeatureLevel)
2315 {
2316 case D3D_FEATURE_LEVEL_11_0:
2317 return D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
2318 case D3D_FEATURE_LEVEL_10_1:
2319 case D3D_FEATURE_LEVEL_10_0:
2320 return D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
2321 default: UNREACHABLE();
2322 return 0;
2323 }
2324}
2325
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002326bool Renderer11::getNonPower2TextureSupport() const
2327{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00002328 switch (mFeatureLevel)
2329 {
2330 case D3D_FEATURE_LEVEL_11_0:
2331 case D3D_FEATURE_LEVEL_10_1:
2332 case D3D_FEATURE_LEVEL_10_0:
2333 return true;
2334 default: UNREACHABLE();
2335 return false;
2336 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002337}
2338
2339bool Renderer11::getOcclusionQuerySupport() const
2340{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002341 switch (mFeatureLevel)
2342 {
2343 case D3D_FEATURE_LEVEL_11_0:
2344 case D3D_FEATURE_LEVEL_10_1:
2345 case D3D_FEATURE_LEVEL_10_0:
2346 return true;
2347 default: UNREACHABLE();
2348 return false;
2349 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002350}
2351
2352bool Renderer11::getInstancingSupport() const
2353{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002354 switch (mFeatureLevel)
2355 {
2356 case D3D_FEATURE_LEVEL_11_0:
2357 case D3D_FEATURE_LEVEL_10_1:
2358 case D3D_FEATURE_LEVEL_10_0:
2359 return true;
2360 default: UNREACHABLE();
2361 return false;
2362 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002363}
2364
2365bool Renderer11::getShareHandleSupport() const
2366{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002367 // We only currently support share handles with BGRA surfaces, because
2368 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002369 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002370 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002371}
2372
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002373bool Renderer11::getDerivativeInstructionSupport() const
2374{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002375 switch (mFeatureLevel)
2376 {
2377 case D3D_FEATURE_LEVEL_11_0:
2378 case D3D_FEATURE_LEVEL_10_1:
2379 case D3D_FEATURE_LEVEL_10_0:
2380 return true;
2381 default: UNREACHABLE();
2382 return false;
2383 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002384}
2385
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002386bool Renderer11::getPostSubBufferSupport() const
2387{
2388 // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2.
2389 return false;
2390}
2391
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002392int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002393{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002394 switch (mFeatureLevel)
2395 {
2396 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002397 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002398 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2399 default: UNREACHABLE(); return 0;
2400 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002401}
2402
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002403int Renderer11::getMinorShaderModel() const
2404{
2405 switch (mFeatureLevel)
2406 {
2407 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2408 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2409 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2410 default: UNREACHABLE(); return 0;
2411 }
2412}
2413
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002414float Renderer11::getMaxPointSize() const
2415{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002416 // choose a reasonable maximum. we enforce this in the shader.
2417 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2418 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002419}
2420
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002421int Renderer11::getMaxViewportDimension() const
2422{
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002423 // Maximum viewport size must be at least as large as the largest render buffer (or larger).
2424 // In our case return the maximum texture size, which is the maximum render buffer size.
2425 META_ASSERT(D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D11_VIEWPORT_BOUNDS_MAX);
2426 META_ASSERT(D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D10_VIEWPORT_BOUNDS_MAX);
2427
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002428 switch (mFeatureLevel)
2429 {
2430 case D3D_FEATURE_LEVEL_11_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002431 return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002432 case D3D_FEATURE_LEVEL_10_1:
2433 case D3D_FEATURE_LEVEL_10_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002434 return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002435 default: UNREACHABLE();
2436 return 0;
2437 }
2438}
2439
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002440int Renderer11::getMaxTextureWidth() const
2441{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002442 switch (mFeatureLevel)
2443 {
2444 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2445 case D3D_FEATURE_LEVEL_10_1:
2446 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2447 default: UNREACHABLE(); return 0;
2448 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002449}
2450
2451int Renderer11::getMaxTextureHeight() const
2452{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002453 switch (mFeatureLevel)
2454 {
2455 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2456 case D3D_FEATURE_LEVEL_10_1:
2457 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2458 default: UNREACHABLE(); return 0;
2459 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002460}
2461
shannon.woods%transgaming.com@gtempaccount.comc1fdf6b2013-04-13 03:44:41 +00002462int Renderer11::getMaxTextureDepth() const
2463{
2464 switch (mFeatureLevel)
2465 {
2466 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; // 2048
2467 case D3D_FEATURE_LEVEL_10_1:
2468 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; // 2048
2469 default: UNREACHABLE(); return 0;
2470 }
2471}
2472
shannon.woods%transgaming.com@gtempaccount.coma98a8112013-04-13 03:45:57 +00002473int Renderer11::getMaxTextureArrayLayers() const
2474{
2475 switch (mFeatureLevel)
2476 {
2477 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; // 2048
2478 case D3D_FEATURE_LEVEL_10_1:
2479 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; // 512
2480 default: UNREACHABLE(); return 0;
2481 }
2482}
2483
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002484bool Renderer11::get32BitIndexSupport() const
2485{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002486 switch (mFeatureLevel)
2487 {
2488 case D3D_FEATURE_LEVEL_11_0:
2489 case D3D_FEATURE_LEVEL_10_1:
2490 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2491 default: UNREACHABLE(); return false;
2492 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002493}
2494
2495int Renderer11::getMinSwapInterval() const
2496{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002497 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002498}
2499
2500int Renderer11::getMaxSwapInterval() const
2501{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002502 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002503}
2504
2505int Renderer11::getMaxSupportedSamples() const
2506{
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +00002507 return mMaxSupportedSamples;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002508}
2509
Geoff Lang0e120e32013-05-29 10:23:55 -04002510GLsizei Renderer11::getMaxSupportedFormatSamples(GLint internalFormat) const
2511{
Shannon Woodsdd4674f2013-07-08 10:32:15 -04002512 DXGI_FORMAT format = gl_d3d11::GetRenderableFormat(internalFormat, getCurrentClientVersion());
Geoff Lang0e120e32013-05-29 10:23:55 -04002513 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2514 return (iter != mMultisampleSupportMap.end()) ? iter->second.maxSupportedSamples : 0;
2515}
2516
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002517GLsizei Renderer11::getNumSampleCounts(GLint internalFormat) const
2518{
2519 unsigned int numCounts = 0;
2520
2521 // D3D11 supports multisampling for signed and unsigned format, but ES 3.0 does not
2522 if (!gl::IsIntegerFormat(internalFormat, getCurrentClientVersion()))
2523 {
2524 DXGI_FORMAT format = gl_d3d11::GetRenderableFormat(internalFormat, getCurrentClientVersion());
2525 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2526
2527 if (iter != mMultisampleSupportMap.end())
2528 {
2529 const MultisampleSupportInfo& info = iter->second;
2530 for (int i = 0; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2531 {
2532 if (info.qualityLevels[i] > 0)
2533 {
2534 numCounts++;
2535 }
2536 }
2537 }
2538 }
2539
2540 return numCounts;
2541}
2542
2543void Renderer11::getSampleCounts(GLint internalFormat, GLsizei bufSize, GLint *params) const
2544{
2545 // D3D11 supports multisampling for signed and unsigned format, but ES 3.0 does not
2546 if (gl::IsIntegerFormat(internalFormat, getCurrentClientVersion()))
2547 return;
2548
2549 DXGI_FORMAT format = gl_d3d11::GetRenderableFormat(internalFormat, getCurrentClientVersion());
2550 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2551
2552 if (iter != mMultisampleSupportMap.end())
2553 {
2554 const MultisampleSupportInfo& info = iter->second;
2555 int bufPos = 0;
2556 for (int i = D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT - 1; i >= 0 && bufPos < bufSize; i--)
2557 {
2558 if (info.qualityLevels[i] > 0)
2559 {
2560 params[bufPos++] = i + 1;
2561 }
2562 }
2563 }
2564}
2565
shannon.woods@transgaming.com88fbd0f2013-02-28 23:05:46 +00002566int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
2567{
2568 if (requested == 0)
2569 {
2570 return 0;
2571 }
2572
2573 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2574 if (iter != mMultisampleSupportMap.end())
2575 {
2576 const MultisampleSupportInfo& info = iter->second;
2577 for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2578 {
2579 if (info.qualityLevels[i] > 0)
2580 {
2581 return i + 1;
2582 }
2583 }
2584 }
2585
2586 return -1;
2587}
2588
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002589unsigned int Renderer11::getMaxRenderTargets() const
2590{
shannon.woods%transgaming.com@gtempaccount.comf30ccc22013-04-13 03:28:36 +00002591 META_ASSERT(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2592 META_ASSERT(D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2593
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002594 switch (mFeatureLevel)
2595 {
2596 case D3D_FEATURE_LEVEL_11_0:
2597 return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2598 case D3D_FEATURE_LEVEL_10_1:
2599 case D3D_FEATURE_LEVEL_10_0:
2600 return D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2601 default:
2602 UNREACHABLE();
2603 return 1;
2604 }
2605}
2606
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002607bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002608{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002609 if (source && dest)
2610 {
2611 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2612 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2613
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002614 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002615 return true;
2616 }
2617
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002618 return false;
2619}
2620
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002621bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002622{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002623 if (source && dest)
2624 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002625 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2626 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002627
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002628 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002629 return true;
2630 }
2631
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002632 return false;
2633}
2634
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002635bool Renderer11::copyToRenderTarget(TextureStorageInterface3D *dest, TextureStorageInterface3D *source)
2636{
2637 if (source && dest)
2638 {
2639 TextureStorage11_3D *source11 = TextureStorage11_3D::makeTextureStorage11_3D(source->getStorageInstance());
2640 TextureStorage11_3D *dest11 = TextureStorage11_3D::makeTextureStorage11_3D(dest->getStorageInstance());
2641
2642 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
2643 return true;
2644 }
2645
2646 return false;
2647}
2648
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002649bool Renderer11::copyToRenderTarget(TextureStorageInterface2DArray *dest, TextureStorageInterface2DArray *source)
2650{
2651 if (source && dest)
2652 {
2653 TextureStorage11_2DArray *source11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(source->getStorageInstance());
2654 TextureStorage11_2DArray *dest11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(dest->getStorageInstance());
2655
2656 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
2657 return true;
2658 }
2659
2660 return false;
2661}
2662
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002663bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002664 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002665{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002666 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002667 if (!colorbuffer)
2668 {
2669 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002670 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002671 }
2672
2673 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2674 if (!sourceRenderTarget)
2675 {
2676 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002677 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002678 }
2679
2680 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2681 if (!source)
2682 {
2683 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002684 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002685 }
2686
2687 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2688 if (!storage11)
2689 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002690 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002691 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002692 }
2693
2694 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2695 if (!destRenderTarget)
2696 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002697 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002698 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002699 }
2700
2701 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2702 if (!dest)
2703 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002704 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002705 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002706 }
2707
Geoff Langb86b9792013-06-04 16:32:05 -04002708 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2709 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002710
Geoff Langb86b9792013-06-04 16:32:05 -04002711 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2712 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002713
Geoff Langb86b9792013-06-04 16:32:05 -04002714 // Use nearest filtering because source and destination are the same size for the direct
2715 // copy
2716 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize,
2717 destFormat, GL_NEAREST);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002718
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002719 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002720}
2721
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002722bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002723 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002724{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002725 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002726 if (!colorbuffer)
2727 {
2728 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002729 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002730 }
2731
2732 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2733 if (!sourceRenderTarget)
2734 {
2735 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002736 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002737 }
2738
2739 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2740 if (!source)
2741 {
2742 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002743 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002744 }
2745
2746 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2747 if (!storage11)
2748 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002749 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002750 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002751 }
2752
Nicolas Capensb13f8662013-06-04 13:30:19 -04002753 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetFace(target, level));
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002754 if (!destRenderTarget)
2755 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002756 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002757 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002758 }
2759
2760 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2761 if (!dest)
2762 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002763 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002764 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002765 }
2766
Geoff Langb86b9792013-06-04 16:32:05 -04002767 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2768 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002769
Geoff Langb86b9792013-06-04 16:32:05 -04002770 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2771 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002772
Geoff Langb86b9792013-06-04 16:32:05 -04002773 // Use nearest filtering because source and destination are the same size for the direct
2774 // copy
2775 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize,
2776 destFormat, GL_NEAREST);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002777
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002778 return ret;
2779}
2780
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002781bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2782 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface3D *storage, GLint level)
2783{
2784 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2785 if (!colorbuffer)
2786 {
2787 ERR("Failed to retrieve the color buffer from the frame buffer.");
2788 return gl::error(GL_OUT_OF_MEMORY, false);
2789 }
2790
2791 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2792 if (!sourceRenderTarget)
2793 {
2794 ERR("Failed to retrieve the render target from the frame buffer.");
2795 return gl::error(GL_OUT_OF_MEMORY, false);
2796 }
2797
2798 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2799 if (!source)
2800 {
2801 ERR("Failed to retrieve the render target view from the render target.");
2802 return gl::error(GL_OUT_OF_MEMORY, false);
2803 }
2804
2805 TextureStorage11_3D *storage11 = TextureStorage11_3D::makeTextureStorage11_3D(storage->getStorageInstance());
2806 if (!storage11)
2807 {
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002808 ERR("Failed to retrieve the texture storage from the destination.");
2809 return gl::error(GL_OUT_OF_MEMORY, false);
2810 }
2811
2812 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
2813 if (!destRenderTarget)
2814 {
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002815 ERR("Failed to retrieve the render target from the destination storage.");
2816 return gl::error(GL_OUT_OF_MEMORY, false);
2817 }
2818
2819 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2820 if (!dest)
2821 {
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002822 ERR("Failed to retrieve the render target view from the destination render target.");
2823 return gl::error(GL_OUT_OF_MEMORY, false);
2824 }
2825
Geoff Langb86b9792013-06-04 16:32:05 -04002826 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2827 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002828
Geoff Langb86b9792013-06-04 16:32:05 -04002829 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2830 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002831
Geoff Langb86b9792013-06-04 16:32:05 -04002832 // Use nearest filtering because source and destination are the same size for the direct
2833 // copy
2834 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize,
2835 destFormat, GL_NEAREST);
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002836
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002837 return ret;
2838}
2839
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002840bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2841 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface2DArray *storage, GLint level)
2842{
2843 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2844 if (!colorbuffer)
2845 {
2846 ERR("Failed to retrieve the color buffer from the frame buffer.");
2847 return gl::error(GL_OUT_OF_MEMORY, false);
2848 }
2849
2850 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2851 if (!sourceRenderTarget)
2852 {
2853 ERR("Failed to retrieve the render target from the frame buffer.");
2854 return gl::error(GL_OUT_OF_MEMORY, false);
2855 }
2856
2857 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2858 if (!source)
2859 {
2860 ERR("Failed to retrieve the render target view from the render target.");
2861 return gl::error(GL_OUT_OF_MEMORY, false);
2862 }
2863
2864 TextureStorage11_2DArray *storage11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(storage->getStorageInstance());
2865 if (!storage11)
2866 {
2867 source->Release();
2868 ERR("Failed to retrieve the texture storage from the destination.");
2869 return gl::error(GL_OUT_OF_MEMORY, false);
2870 }
2871
2872 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
2873 if (!destRenderTarget)
2874 {
2875 source->Release();
2876 ERR("Failed to retrieve the render target from the destination storage.");
2877 return gl::error(GL_OUT_OF_MEMORY, false);
2878 }
2879
2880 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2881 if (!dest)
2882 {
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002883 ERR("Failed to retrieve the render target view from the destination render target.");
2884 return gl::error(GL_OUT_OF_MEMORY, false);
2885 }
2886
Geoff Langb86b9792013-06-04 16:32:05 -04002887 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2888 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002889
Geoff Langb86b9792013-06-04 16:32:05 -04002890 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2891 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002892
Geoff Langb86b9792013-06-04 16:32:05 -04002893 // Use nearest filtering because source and destination are the same size for the direct
2894 // copy
2895 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize,
2896 destFormat, GL_NEAREST);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002897
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002898 return ret;
2899}
2900
shannon.woods%transgaming.com@gtempaccount.comba2744f2013-04-13 03:33:38 +00002901void Renderer11::unapplyRenderTargets()
2902{
2903 setOneTimeRenderTarget(NULL);
2904}
2905
2906void Renderer11::setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView)
2907{
2908 ID3D11RenderTargetView *rtvArray[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
2909
2910 rtvArray[0] = renderTargetView;
2911
2912 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), rtvArray, NULL);
2913
2914 // Do not preserve the serial for this one-time-use render target
2915 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
2916 {
2917 mAppliedRenderTargetSerials[rtIndex] = 0;
2918 }
2919}
2920
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002921RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2922{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002923 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002924 RenderTarget11 *renderTarget = NULL;
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002925
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002926 if (depth)
2927 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002928 // Note: depth stencil may be NULL for 0 sized surfaces
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002929 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
2930 swapChain11->getDepthStencilTexture(), NULL,
shannonwoods@chromium.org7faf3ec2013-05-30 00:03:45 +00002931 swapChain11->getWidth(), swapChain11->getHeight(), 1);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002932 }
2933 else
2934 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002935 // Note: render target may be NULL for 0 sized surfaces
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002936 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002937 swapChain11->getOffscreenTexture(),
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002938 swapChain11->getRenderTargetShaderResource(),
shannonwoods@chromium.org7faf3ec2013-05-30 00:03:45 +00002939 swapChain11->getWidth(), swapChain11->getHeight(), 1);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002940 }
2941 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002942}
2943
Geoff Langa2d97f12013-06-11 11:44:02 -04002944RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples)
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002945{
Geoff Langa2d97f12013-06-11 11:44:02 -04002946 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples);
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002947 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002948}
2949
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002950ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002951{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002952 ShaderExecutable11 *executable = NULL;
2953
2954 switch (type)
2955 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002956 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002957 {
2958 ID3D11VertexShader *vshader = NULL;
2959 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2960 ASSERT(SUCCEEDED(result));
2961
2962 if (vshader)
2963 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002964 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002965 }
2966 }
2967 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002968 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002969 {
2970 ID3D11PixelShader *pshader = NULL;
2971 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2972 ASSERT(SUCCEEDED(result));
2973
2974 if (pshader)
2975 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002976 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002977 }
2978 }
2979 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002980 case rx::SHADER_GEOMETRY:
2981 {
2982 ID3D11GeometryShader *gshader = NULL;
2983 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
2984 ASSERT(SUCCEEDED(result));
2985
2986 if (gshader)
2987 {
2988 executable = new ShaderExecutable11(function, length, gshader);
2989 }
2990 }
2991 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002992 default:
2993 UNREACHABLE();
2994 break;
2995 }
2996
2997 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002998}
2999
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003000ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003001{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003002 const char *profile = NULL;
3003
3004 switch (type)
3005 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003006 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003007 profile = "vs_4_0";
3008 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003009 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003010 profile = "ps_4_0";
3011 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00003012 case rx::SHADER_GEOMETRY:
3013 profile = "gs_4_0";
3014 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003015 default:
3016 UNREACHABLE();
3017 return NULL;
3018 }
3019
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +00003020 ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, D3DCOMPILE_OPTIMIZATION_LEVEL0, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003021 if (!binary)
3022 return NULL;
3023
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003024 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003025 binary->Release();
3026
3027 return executable;
3028}
3029
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00003030VertexBuffer *Renderer11::createVertexBuffer()
3031{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00003032 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00003033}
3034
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00003035IndexBuffer *Renderer11::createIndexBuffer()
3036{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00003037 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003038}
3039
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +00003040BufferStorage *Renderer11::createBufferStorage()
3041{
3042 return new BufferStorage11(this);
3043}
3044
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003045QueryImpl *Renderer11::createQuery(GLenum type)
3046{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00003047 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003048}
3049
3050FenceImpl *Renderer11::createFence()
3051{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00003052 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00003053}
3054
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003055bool Renderer11::getRenderTargetResource(gl::Renderbuffer *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003056{
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003057 ASSERT(colorbuffer != NULL);
3058
3059 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
3060 if (renderTarget)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003061 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003062 *subresourceIndex = renderTarget->getSubresourceIndex();
3063
3064 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
3065 if (colorBufferRTV)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003066 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003067 ID3D11Resource *textureResource = NULL;
3068 colorBufferRTV->GetResource(&textureResource);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003069
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003070 if (textureResource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003071 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003072 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
3073 textureResource->Release();
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003074
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003075 if (SUCCEEDED(result))
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003076 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003077 return true;
3078 }
3079 else
3080 {
3081 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
3082 "HRESULT: 0x%X.", result);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003083 }
3084 }
3085 }
3086 }
3087
3088 return false;
3089}
3090
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003091bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
Geoff Lang685806d2013-06-12 11:16:36 -04003092 bool blitRenderTarget, bool blitDepth, bool blitStencil, GLenum filter)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003093{
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003094 if (blitRenderTarget)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003095 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003096 gl::Renderbuffer *readBuffer = readTarget->getReadColorbuffer();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003097
3098 if (!readBuffer)
3099 {
3100 ERR("Failed to retrieve the read buffer from the read framebuffer.");
3101 return gl::error(GL_OUT_OF_MEMORY, false);
3102 }
3103
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003104 RenderTarget *readRenderTarget = readBuffer->getRenderTarget();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003105
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003106 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003107 {
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003108 if (drawTarget->isEnabledColorAttachment(colorAttachment))
3109 {
3110 gl::Renderbuffer *drawBuffer = drawTarget->getColorbuffer(colorAttachment);
3111
3112 if (!drawBuffer)
3113 {
3114 ERR("Failed to retrieve the draw buffer from the draw framebuffer.");
3115 return gl::error(GL_OUT_OF_MEMORY, false);
3116 }
3117
3118 RenderTarget *drawRenderTarget = drawBuffer->getRenderTarget();
3119
Geoff Lang685806d2013-06-12 11:16:36 -04003120 if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, filter,
3121 blitRenderTarget, false, false))
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003122 {
3123 return false;
3124 }
3125 }
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003126 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003127 }
3128
Geoff Lang685806d2013-06-12 11:16:36 -04003129 if (blitDepth || blitStencil)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003130 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003131 gl::Renderbuffer *readBuffer = readTarget->getDepthOrStencilbuffer();
3132 gl::Renderbuffer *drawBuffer = drawTarget->getDepthOrStencilbuffer();
3133
3134 if (!readBuffer)
3135 {
3136 ERR("Failed to retrieve the read depth-stencil buffer from the read framebuffer.");
3137 return gl::error(GL_OUT_OF_MEMORY, false);
3138 }
3139
3140 if (!drawBuffer)
3141 {
3142 ERR("Failed to retrieve the draw depth-stencil buffer from the draw framebuffer.");
3143 return gl::error(GL_OUT_OF_MEMORY, false);
3144 }
3145
3146 RenderTarget *readRenderTarget = readBuffer->getDepthStencil();
3147 RenderTarget *drawRenderTarget = drawBuffer->getDepthStencil();
3148
Geoff Lang685806d2013-06-12 11:16:36 -04003149 if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, filter,
3150 false, blitDepth, blitStencil))
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003151 {
3152 return false;
3153 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003154 }
3155
3156 return true;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003157}
3158
3159void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
3160 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
3161{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003162 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00003163 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003164
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003165 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
3166
3167 if (colorbuffer && getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003168 {
3169 gl::Rectangle area;
3170 area.x = x;
3171 area.y = y;
3172 area.width = width;
3173 area.height = height;
3174
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00003175 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
3176 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003177
3178 colorBufferTexture->Release();
3179 colorBufferTexture = NULL;
3180 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003181}
3182
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003183Image *Renderer11::createImage()
3184{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00003185 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003186}
3187
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003188void Renderer11::generateMipmap(Image *dest, Image *src)
3189{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00003190 Image11 *dest11 = Image11::makeImage11(dest);
3191 Image11 *src11 = Image11::makeImage11(src);
Jamie Madilld6cb2442013-07-10 15:13:38 -04003192 Image11::generateMipmap(getCurrentClientVersion(), dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003193}
3194
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003195TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
3196{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00003197 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
3198 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003199}
3200
3201TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
3202{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00003203 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003204}
3205
3206TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
3207{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00003208 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003209}
3210
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +00003211TextureStorage *Renderer11::createTextureStorage3D(int levels, GLenum internalformat, GLenum usage, GLsizei width, GLsizei height, GLsizei depth)
3212{
3213 return new TextureStorage11_3D(this, levels, internalformat, usage, width, height, depth);
3214}
3215
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00003216TextureStorage *Renderer11::createTextureStorage2DArray(int levels, GLenum internalformat, GLenum usage, GLsizei width, GLsizei height, GLsizei depth)
3217{
3218 return new TextureStorage11_2DArray(this, levels, internalformat, usage, width, height, depth);
3219}
3220
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003221void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
3222 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
3223 GLint packAlignment, void *pixels)
3224{
3225 D3D11_TEXTURE2D_DESC textureDesc;
3226 texture->GetDesc(&textureDesc);
3227
3228 D3D11_TEXTURE2D_DESC stagingDesc;
3229 stagingDesc.Width = area.width;
3230 stagingDesc.Height = area.height;
3231 stagingDesc.MipLevels = 1;
3232 stagingDesc.ArraySize = 1;
3233 stagingDesc.Format = textureDesc.Format;
3234 stagingDesc.SampleDesc.Count = 1;
3235 stagingDesc.SampleDesc.Quality = 0;
3236 stagingDesc.Usage = D3D11_USAGE_STAGING;
3237 stagingDesc.BindFlags = 0;
3238 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
3239 stagingDesc.MiscFlags = 0;
3240
3241 ID3D11Texture2D* stagingTex = NULL;
3242 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
3243 if (FAILED(result))
3244 {
3245 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
3246 return;
3247 }
3248
3249 ID3D11Texture2D* srcTex = NULL;
3250 if (textureDesc.SampleDesc.Count > 1)
3251 {
3252 D3D11_TEXTURE2D_DESC resolveDesc;
3253 resolveDesc.Width = textureDesc.Width;
3254 resolveDesc.Height = textureDesc.Height;
3255 resolveDesc.MipLevels = 1;
3256 resolveDesc.ArraySize = 1;
3257 resolveDesc.Format = textureDesc.Format;
3258 resolveDesc.SampleDesc.Count = 1;
3259 resolveDesc.SampleDesc.Quality = 0;
3260 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
3261 resolveDesc.BindFlags = 0;
3262 resolveDesc.CPUAccessFlags = 0;
3263 resolveDesc.MiscFlags = 0;
3264
3265 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
3266 if (FAILED(result))
3267 {
3268 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
3269 stagingTex->Release();
3270 return;
3271 }
3272
3273 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
3274 subResource = 0;
3275 }
3276 else
3277 {
3278 srcTex = texture;
3279 srcTex->AddRef();
3280 }
3281
3282 D3D11_BOX srcBox;
3283 srcBox.left = area.x;
3284 srcBox.right = area.x + area.width;
3285 srcBox.top = area.y;
3286 srcBox.bottom = area.y + area.height;
3287 srcBox.front = 0;
3288 srcBox.back = 1;
3289
3290 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
3291
3292 srcTex->Release();
3293 srcTex = NULL;
3294
3295 D3D11_MAPPED_SUBRESOURCE mapping;
3296 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
3297
3298 unsigned char *source;
3299 int inputPitch;
3300 if (packReverseRowOrder)
3301 {
3302 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
3303 inputPitch = -static_cast<int>(mapping.RowPitch);
3304 }
3305 else
3306 {
3307 source = static_cast<unsigned char*>(mapping.pData);
3308 inputPitch = static_cast<int>(mapping.RowPitch);
3309 }
3310
Geoff Lang697ad3e2013-06-04 10:11:28 -04003311 GLuint clientVersion = getCurrentClientVersion();
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003312
Jamie Madilld6cb2442013-07-10 15:13:38 -04003313 GLint sourceInternalFormat = d3d11_gl::GetInternalFormat(textureDesc.Format, clientVersion);
Geoff Lang697ad3e2013-06-04 10:11:28 -04003314 GLenum sourceFormat = gl::GetFormat(sourceInternalFormat, clientVersion);
3315 GLenum sourceType = gl::GetType(sourceInternalFormat, clientVersion);
3316
3317 GLuint sourcePixelSize = gl::GetPixelBytes(sourceInternalFormat, clientVersion);
3318
3319 if (sourceFormat == format && sourceType == type)
3320 {
3321 // Direct copy possible
3322 unsigned char *dest = static_cast<unsigned char*>(pixels);
3323 for (int y = 0; y < area.height; y++)
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003324 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003325 memcpy(dest + y * outputPitch, source + y * inputPitch, area.width * sourcePixelSize);
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003326 }
3327 }
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003328 else
3329 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003330 GLint destInternalFormat = gl::GetSizedInternalFormat(format, type, clientVersion);
3331 GLuint destPixelSize = gl::GetPixelBytes(destInternalFormat, clientVersion);
3332
3333 ColorCopyFunction fastCopyFunc = d3d11::GetFastCopyFunction(textureDesc.Format, format, type, getCurrentClientVersion());
3334 if (fastCopyFunc)
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003335 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003336 // Fast copy is possible through some special function
3337 for (int y = 0; y < area.height; y++)
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003338 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003339 for (int x = 0; x < area.width; x++)
3340 {
3341 void *dest = static_cast<unsigned char*>(pixels) + y * outputPitch + x * destPixelSize;
3342 void *src = static_cast<unsigned char*>(source) + y * inputPitch + x * sourcePixelSize;
3343
3344 fastCopyFunc(src, dest);
3345 }
3346 }
3347 }
3348 else
3349 {
Jamie Madilld6cb2442013-07-10 15:13:38 -04003350 ColorReadFunction readFunc = d3d11::GetColorReadFunction(textureDesc.Format, clientVersion);
Geoff Lang697ad3e2013-06-04 10:11:28 -04003351 ColorWriteFunction writeFunc = gl::GetColorWriteFunction(format, type, clientVersion);
3352
3353 unsigned char temp[16]; // Maximum size of any Color<T> type used.
3354 META_ASSERT(sizeof(temp) >= sizeof(gl::ColorF) &&
3355 sizeof(temp) >= sizeof(gl::ColorUI) &&
3356 sizeof(temp) >= sizeof(gl::ColorI));
3357
3358 for (int y = 0; y < area.height; y++)
3359 {
3360 for (int x = 0; x < area.width; x++)
3361 {
3362 void *dest = static_cast<unsigned char*>(pixels) + y * outputPitch + x * destPixelSize;
3363 void *src = static_cast<unsigned char*>(source) + y * inputPitch + x * sourcePixelSize;
3364
3365 // readFunc and writeFunc will be using the same type of color, CopyTexImage
3366 // will not allow the copy otherwise.
3367 readFunc(src, temp);
3368 writeFunc(temp, dest);
3369 }
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003370 }
3371 }
3372 }
3373
3374 mDeviceContext->Unmap(stagingTex, 0);
3375
3376 stagingTex->Release();
3377 stagingTex = NULL;
3378}
3379
Geoff Lang758d5b22013-06-11 11:42:50 -04003380bool Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget,
Geoff Lang685806d2013-06-12 11:16:36 -04003381 RenderTarget *drawRenderTarget, GLenum filter, bool colorBlit, bool depthBlit, bool stencilBlit)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003382{
Geoff Lang975af372013-06-12 11:19:22 -04003383 // Since blitRenderbufferRect is called for each render buffer that needs to be blitted,
3384 // it should never be the case that both color and depth/stencil need to be blitted at
3385 // at the same time.
3386 ASSERT(colorBlit != (depthBlit || stencilBlit));
3387
Geoff Langc1f51be2013-06-11 11:49:14 -04003388 bool result = true;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003389
Geoff Lang4d782732013-07-22 10:44:18 -04003390 RenderTarget11 *drawRenderTarget11 = RenderTarget11::makeRenderTarget11(drawRenderTarget);
3391 if (!drawRenderTarget)
3392 {
3393 ERR("Failed to retrieve the draw render target from the draw framebuffer.");
3394 return gl::error(GL_OUT_OF_MEMORY, false);
3395 }
3396
3397 ID3D11Resource *drawTexture = drawRenderTarget11->getTexture();
3398 unsigned int drawSubresource = drawRenderTarget11->getSubresourceIndex();
3399 ID3D11RenderTargetView *drawRTV = drawRenderTarget11->getRenderTargetView();
3400 ID3D11DepthStencilView *drawDSV = drawRenderTarget11->getDepthStencilView();
3401
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003402 RenderTarget11 *readRenderTarget11 = RenderTarget11::makeRenderTarget11(readRenderTarget);
3403 if (!readRenderTarget)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003404 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003405 ERR("Failed to retrieve the read render target from the read framebuffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003406 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003407 }
3408
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003409 ID3D11Resource *readTexture = NULL;
Geoff Langc1f51be2013-06-11 11:49:14 -04003410 ID3D11ShaderResourceView *readSRV = NULL;
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003411 unsigned int readSubresource = 0;
3412 if (readRenderTarget->getSamples() > 0)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003413 {
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003414 ID3D11Resource *unresolvedResource = readRenderTarget11->getTexture();
3415 ID3D11Texture2D *unresolvedTexture = d3d11::DynamicCastComObject<ID3D11Texture2D>(unresolvedResource);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003416
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003417 if (unresolvedTexture)
3418 {
3419 readTexture = resolveMultisampledTexture(unresolvedTexture, readRenderTarget11->getSubresourceIndex());
3420 readSubresource = 0;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003421
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003422 unresolvedTexture->Release();
Geoff Langc1f51be2013-06-11 11:49:14 -04003423
3424 HRESULT result = mDevice->CreateShaderResourceView(readTexture, NULL, &readSRV);
3425 if (FAILED(result))
3426 {
3427 readTexture->Release();
3428 return gl::error(GL_OUT_OF_MEMORY, false);
3429 }
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003430 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003431 }
3432 else
3433 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003434 readTexture = readRenderTarget11->getTexture();
Geoff Lang4d782732013-07-22 10:44:18 -04003435 readTexture->AddRef();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003436 readSubresource = readRenderTarget11->getSubresourceIndex();
Geoff Langc1f51be2013-06-11 11:49:14 -04003437 readSRV = readRenderTarget11->getShaderResourceView();
Geoff Lang4d782732013-07-22 10:44:18 -04003438 readSRV->AddRef();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003439 }
3440
Geoff Lang4d782732013-07-22 10:44:18 -04003441 if (!readTexture || !readSRV)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003442 {
Geoff Lang4d782732013-07-22 10:44:18 -04003443 SafeRelease(readTexture);
3444 SafeRelease(readSRV);
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003445 ERR("Failed to retrieve the read render target view from the read render target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003446 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003447 }
3448
Geoff Langc1f51be2013-06-11 11:49:14 -04003449 bool wholeBufferCopy = readRect.x == 0 && readRect.width == readRenderTarget11->getWidth() &&
3450 readRect.y == 0 && readRect.height == readRenderTarget11->getHeight() &&
3451 drawRect.x == 0 && drawRect.width == drawRenderTarget->getWidth() &&
3452 drawRect.y == 0 && drawRect.height == drawRenderTarget->getHeight();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003453
Geoff Langc1f51be2013-06-11 11:49:14 -04003454 bool stretchRequired = readRect.width != drawRect.width || readRect.height != drawRect.height;
Geoff Lang758d5b22013-06-11 11:42:50 -04003455
Geoff Langc1f51be2013-06-11 11:49:14 -04003456 if (readRenderTarget11->getActualFormat() == drawRenderTarget->getActualFormat() &&
Geoff Lang685806d2013-06-12 11:16:36 -04003457 !stretchRequired && (!(depthBlit || stencilBlit) || wholeBufferCopy))
Geoff Langc1f51be2013-06-11 11:49:14 -04003458 {
3459 D3D11_BOX readBox;
3460 readBox.left = readRect.x;
3461 readBox.right = readRect.x + readRect.width;
3462 readBox.top = readRect.y;
3463 readBox.bottom = readRect.y + readRect.height;
3464 readBox.front = 0;
3465 readBox.back = 1;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003466
Geoff Langc1f51be2013-06-11 11:49:14 -04003467 // D3D11 needs depth-stencil CopySubresourceRegions to have a NULL pSrcBox
3468 // We also require complete framebuffer copies for depth-stencil blit.
3469 D3D11_BOX *pSrcBox = wholeBufferCopy ? NULL : &readBox;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003470
Geoff Langc1f51be2013-06-11 11:49:14 -04003471 mDeviceContext->CopySubresourceRegion(drawTexture, drawSubresource, drawRect.x, drawRect.y, 0,
3472 readTexture, readSubresource, pSrcBox);
3473 result = true;
3474 }
3475 else
3476 {
3477 gl::Box readArea(readRect.x, readRect.y, 0, readRect.width, readRect.height, 1);
3478 gl::Extents readSize(readRenderTarget->getWidth(), readRenderTarget->getHeight(), 1);
3479
3480 gl::Box drawArea(drawRect.x, drawRect.y, 0, drawRect.width, drawRect.height, 1);
3481 gl::Extents drawSize(drawRenderTarget->getWidth(), drawRenderTarget->getHeight(), 1);
3482
Geoff Lang975af372013-06-12 11:19:22 -04003483 if (depthBlit && stencilBlit)
Geoff Langc1f51be2013-06-11 11:49:14 -04003484 {
Geoff Lang975af372013-06-12 11:19:22 -04003485 result = mBlit->copyDepthStencil(readTexture, readSubresource, readArea, readSize,
3486 drawTexture, drawSubresource, drawArea, drawSize);
3487 }
3488 else if (depthBlit)
3489 {
3490 result = mBlit->copyDepth(readSRV, readArea, readSize, drawDSV, drawArea, drawSize);
3491 }
3492 else if (stencilBlit)
3493 {
3494 result = mBlit->copyStencil(readTexture, readSubresource, readArea, readSize,
3495 drawTexture, drawSubresource, drawArea, drawSize);
Geoff Langc1f51be2013-06-11 11:49:14 -04003496 }
3497 else
3498 {
Geoff Lang685806d2013-06-12 11:16:36 -04003499 GLenum format = gl::GetFormat(drawRenderTarget->getInternalFormat(), getCurrentClientVersion());
Geoff Langc1f51be2013-06-11 11:49:14 -04003500 result = mBlit->copyTexture(readSRV, readArea, readSize, drawRTV, drawArea, drawSize, format, filter);
3501 }
3502 }
3503
3504 SafeRelease(readTexture);
3505 SafeRelease(readSRV);
Geoff Langc1f51be2013-06-11 11:49:14 -04003506
3507 return result;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003508}
3509
shannon.woods@transgaming.comd67f9ce2013-02-28 23:06:09 +00003510ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
3511{
3512 D3D11_TEXTURE2D_DESC textureDesc;
3513 source->GetDesc(&textureDesc);
3514
3515 if (textureDesc.SampleDesc.Count > 1)
3516 {
3517 D3D11_TEXTURE2D_DESC resolveDesc;
3518 resolveDesc.Width = textureDesc.Width;
3519 resolveDesc.Height = textureDesc.Height;
3520 resolveDesc.MipLevels = 1;
3521 resolveDesc.ArraySize = 1;
3522 resolveDesc.Format = textureDesc.Format;
3523 resolveDesc.SampleDesc.Count = 1;
3524 resolveDesc.SampleDesc.Quality = 0;
3525 resolveDesc.Usage = textureDesc.Usage;
3526 resolveDesc.BindFlags = textureDesc.BindFlags;
3527 resolveDesc.CPUAccessFlags = 0;
3528 resolveDesc.MiscFlags = 0;
3529
3530 ID3D11Texture2D *resolveTexture = NULL;
3531 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
3532 if (FAILED(result))
3533 {
3534 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
3535 return NULL;
3536 }
3537
3538 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
3539 return resolveTexture;
3540 }
3541 else
3542 {
3543 source->AddRef();
3544 return source;
3545 }
3546}
3547
shannonwoods@chromium.org6e4f2a62013-05-30 00:15:19 +00003548bool Renderer11::getLUID(LUID *adapterLuid) const
3549{
3550 adapterLuid->HighPart = 0;
3551 adapterLuid->LowPart = 0;
3552
3553 if (!mDxgiAdapter)
3554 {
3555 return false;
3556 }
3557
3558 DXGI_ADAPTER_DESC adapterDesc;
3559 if (FAILED(mDxgiAdapter->GetDesc(&adapterDesc)))
3560 {
3561 return false;
3562 }
3563
3564 *adapterLuid = adapterDesc.AdapterLuid;
3565 return true;
3566}
3567
Geoff Lang61e49a52013-05-29 10:22:58 -04003568Renderer11::MultisampleSupportInfo Renderer11::getMultisampleSupportInfo(DXGI_FORMAT format)
3569{
3570 MultisampleSupportInfo supportInfo = { 0 };
3571
3572 UINT formatSupport;
3573 HRESULT result;
3574
3575 result = mDevice->CheckFormatSupport(format, &formatSupport);
3576 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
3577 {
3578 for (unsigned int i = 1; i <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
3579 {
3580 result = mDevice->CheckMultisampleQualityLevels(format, i, &supportInfo.qualityLevels[i - 1]);
3581 if (SUCCEEDED(result) && supportInfo.qualityLevels[i - 1] > 0)
3582 {
3583 supportInfo.maxSupportedSamples = std::max(supportInfo.maxSupportedSamples, i);
3584 }
3585 else
3586 {
3587 supportInfo.qualityLevels[i - 1] = 0;
3588 }
3589 }
3590 }
3591
3592 return supportInfo;
3593}
3594
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003595}