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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//
Geoff Langeeba6e12014-02-03 13:12:30 -05003// Copyright (c) 2012-2014 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"
Geoff Langd47e0fc2013-08-29 11:40:43 -040016#include "libGLESv2/renderer/d3d11/Renderer11.h"
17#include "libGLESv2/renderer/d3d11/RenderTarget11.h"
18#include "libGLESv2/renderer/d3d11/renderer11_utils.h"
19#include "libGLESv2/renderer/d3d11/formatutils11.h"
20#include "libGLESv2/renderer/d3d11/ShaderExecutable11.h"
21#include "libGLESv2/renderer/d3d11/SwapChain11.h"
22#include "libGLESv2/renderer/d3d11/Image11.h"
23#include "libGLESv2/renderer/d3d11/VertexBuffer11.h"
24#include "libGLESv2/renderer/d3d11/IndexBuffer11.h"
25#include "libGLESv2/renderer/d3d11/BufferStorage11.h"
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000026#include "libGLESv2/renderer/VertexDataManager.h"
27#include "libGLESv2/renderer/IndexDataManager.h"
Geoff Langd47e0fc2013-08-29 11:40:43 -040028#include "libGLESv2/renderer/d3d11/TextureStorage11.h"
29#include "libGLESv2/renderer/d3d11/Query11.h"
30#include "libGLESv2/renderer/d3d11/Fence11.h"
31#include "libGLESv2/renderer/d3d11/Blit11.h"
32#include "libGLESv2/renderer/d3d11/Clear11.h"
33#include "libGLESv2/renderer/d3d11/PixelTransfer11.h"
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000034#include "libEGL/Display.h"
35
Geoff Lang94a90892014-02-18 17:14:19 -050036// Enable ANGLE_SKIP_DXGI_1_2_CHECK if there is not a possibility of using cross-process
37// HWNDs or the Windows 7 Platform Update (KB2670838) is expected to be installed.
38#ifndef ANGLE_SKIP_DXGI_1_2_CHECK
39#define ANGLE_SKIP_DXGI_1_2_CHECK 0
40#endif
41
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +000042#ifdef _DEBUG
43// this flag enables suppressing some spurious warnings that pop up in certain WebGL samples
44// and conformance tests. to enable all warnings, remove this define.
45#define ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS 1
46#endif
47
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000048namespace rx
49{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000050static const DXGI_FORMAT RenderTargetFormats[] =
51 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000052 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000053 DXGI_FORMAT_R8G8B8A8_UNORM
54 };
55
56static const DXGI_FORMAT DepthStencilFormats[] =
57 {
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +000058 DXGI_FORMAT_UNKNOWN,
59 DXGI_FORMAT_D24_UNORM_S8_UINT,
60 DXGI_FORMAT_D16_UNORM
daniel@transgaming.com65e65372012-11-28 19:33:50 +000061 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000062
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000063enum
64{
65 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
66};
67
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000068Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
69{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000070 mVertexDataManager = NULL;
71 mIndexDataManager = NULL;
72
daniel@transgaming.comc5114302012-12-20 21:11:36 +000073 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000074 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000075
Geoff Langb86b9792013-06-04 16:32:05 -040076 mBlit = NULL;
Jamie Madilla21eea32013-09-18 14:36:25 -040077 mPixelTransfer = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000078
Geoff Langda507fe2013-08-20 12:01:42 -040079 mClear = NULL;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000080
daniel@transgaming.combdf787f2013-02-01 03:20:36 +000081 mSyncQuery = NULL;
82
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000083 mD3d11Module = NULL;
84 mDxgiModule = NULL;
85
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000086 mDeviceLost = false;
87
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +000088 mMaxSupportedSamples = 0;
89
daniel@transgaming.com25072f62012-11-28 19:31:32 +000090 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000091 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000092 mDxgiAdapter = NULL;
93 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +000094
95 mDriverConstantBufferVS = NULL;
96 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +000097
98 mBGRATextureSupport = false;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +000099
Jamie Madill6246dc82014-01-29 09:26:47 -0500100 mAppliedVertexShader = NULL;
101 mAppliedGeometryShader = NULL;
Geoff Lang4c5c6bb2014-02-05 16:32:46 -0500102 mCurPointGeometryShader = NULL;
Jamie Madill6246dc82014-01-29 09:26:47 -0500103 mAppliedPixelShader = NULL;
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{
Geoff Langdad5ed32014-02-10 12:59:17 -0500123 if (!mCompiler.initialize())
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000124 {
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
Geoff Lang94a90892014-02-18 17:14:19 -0500194#if !ANGLE_SKIP_DXGI_1_2_CHECK
195 // In order to create a swap chain for an HWND owned by another process, DXGI 1.2 is required.
196 // The easiest way to check is to query for a IDXGIDevice2.
197 bool requireDXGI1_2 = false;
198 HWND hwnd = WindowFromDC(mDc);
199 if (hwnd)
200 {
201 DWORD currentProcessId = GetCurrentProcessId();
202 DWORD wndProcessId;
203 GetWindowThreadProcessId(hwnd, &wndProcessId);
204 requireDXGI1_2 = (currentProcessId != wndProcessId);
205 }
206 else
207 {
208 requireDXGI1_2 = true;
209 }
210
211 if (requireDXGI1_2)
212 {
213 IDXGIDevice2 *dxgiDevice2 = NULL;
214 result = mDevice->QueryInterface(__uuidof(IDXGIDevice2), (void**)&dxgiDevice2);
215 if (FAILED(result))
216 {
217 ERR("DXGI 1.2 required to present to HWNDs owned by another process.\n");
218 return EGL_NOT_INITIALIZED;
219 }
220 SafeRelease(dxgiDevice2);
221 }
222#endif
223
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000224 IDXGIDevice *dxgiDevice = NULL;
225 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
226
227 if (FAILED(result))
228 {
229 ERR("Could not query DXGI device - aborting!\n");
230 return EGL_NOT_INITIALIZED;
231 }
232
233 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
234
235 if (FAILED(result))
236 {
237 ERR("Could not retrieve DXGI adapter - aborting!\n");
238 return EGL_NOT_INITIALIZED;
239 }
240
Geoff Langea228632013-07-30 15:17:12 -0400241 SafeRelease(dxgiDevice);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000242
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000243 mDxgiAdapter->GetDesc(&mAdapterDescription);
244 memset(mDescription, 0, sizeof(mDescription));
245 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
246
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000247 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
248
249 if (!mDxgiFactory || FAILED(result))
250 {
251 ERR("Could not create DXGI factory - aborting!\n");
252 return EGL_NOT_INITIALIZED;
253 }
254
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000255 // Disable some spurious D3D11 debug warnings to prevent them from flooding the output log
256#if defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG)
257 ID3D11InfoQueue *infoQueue;
258 result = mDevice->QueryInterface(__uuidof(ID3D11InfoQueue), (void **)&infoQueue);
259
260 if (SUCCEEDED(result))
261 {
262 D3D11_MESSAGE_ID hideMessages[] =
263 {
shannon.woods%transgaming.com@gtempaccount.comf9686c22013-04-13 03:33:45 +0000264 D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000265 };
266
267 D3D11_INFO_QUEUE_FILTER filter = {0};
268 filter.DenyList.NumIDs = ArraySize(hideMessages);
269 filter.DenyList.pIDList = hideMessages;
270
271 infoQueue->AddStorageFilterEntries(&filter);
Geoff Langea228632013-07-30 15:17:12 -0400272 SafeRelease(infoQueue);
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000273 }
274#endif
275
Geoff Lang61e49a52013-05-29 10:22:58 -0400276 mMaxSupportedSamples = 0;
277
278 const d3d11::DXGIFormatSet &dxgiFormats = d3d11::GetAllUsedDXGIFormats();
279 for (d3d11::DXGIFormatSet::const_iterator i = dxgiFormats.begin(); i != dxgiFormats.end(); ++i)
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000280 {
Geoff Lang61e49a52013-05-29 10:22:58 -0400281 MultisampleSupportInfo support = getMultisampleSupportInfo(*i);
282 mMultisampleSupportMap.insert(std::make_pair(*i, support));
283 mMaxSupportedSamples = std::max(mMaxSupportedSamples, support.maxSupportedSamples);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000284 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000285
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000286 initializeDevice();
287
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000288 // BGRA texture support is optional in feature levels 10 and 10_1
289 UINT formatSupport;
290 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
291 if (FAILED(result))
292 {
293 ERR("Error checking BGRA format support: 0x%08X", result);
294 }
295 else
296 {
297 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
298 mBGRATextureSupport = (formatSupport & flags) == flags;
299 }
300
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +0000301 // Check floating point texture support
302 static const unsigned int requiredTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE;
303 static const unsigned int requiredRenderableFlags = D3D11_FORMAT_SUPPORT_RENDER_TARGET;
304 static const unsigned int requiredFilterFlags = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
305
306 DXGI_FORMAT float16Formats[] =
307 {
308 DXGI_FORMAT_R16_FLOAT,
309 DXGI_FORMAT_R16G16_FLOAT,
310 DXGI_FORMAT_R16G16B16A16_FLOAT,
311 };
312
313 DXGI_FORMAT float32Formats[] =
314 {
315 DXGI_FORMAT_R32_FLOAT,
316 DXGI_FORMAT_R32G32_FLOAT,
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +0000317 DXGI_FORMAT_R32G32B32A32_FLOAT,
318 };
319
320 mFloat16TextureSupport = true;
321 mFloat16FilterSupport = true;
322 mFloat16RenderSupport = true;
323 for (unsigned int i = 0; i < ArraySize(float16Formats); i++)
324 {
325 if (SUCCEEDED(mDevice->CheckFormatSupport(float16Formats[i], &formatSupport)))
326 {
327 mFloat16TextureSupport = mFloat16TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
328 mFloat16FilterSupport = mFloat16FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
329 mFloat16RenderSupport = mFloat16RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
330 }
331 else
332 {
333 mFloat16TextureSupport = false;
334 mFloat16RenderSupport = false;
335 mFloat16FilterSupport = false;
336 }
337 }
338
339 mFloat32TextureSupport = true;
340 mFloat32FilterSupport = true;
341 mFloat32RenderSupport = true;
342 for (unsigned int i = 0; i < ArraySize(float32Formats); i++)
343 {
344 if (SUCCEEDED(mDevice->CheckFormatSupport(float32Formats[i], &formatSupport)))
345 {
346 mFloat32TextureSupport = mFloat32TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
347 mFloat32FilterSupport = mFloat32FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
348 mFloat32RenderSupport = mFloat32RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
349 }
350 else
351 {
352 mFloat32TextureSupport = false;
353 mFloat32FilterSupport = false;
354 mFloat32RenderSupport = false;
355 }
356 }
357
Geoff Lang632192d2013-10-04 13:40:46 -0400358 DXGI_FORMAT rgTextureFormats[] =
359 {
360 DXGI_FORMAT_R8_UNORM,
361 DXGI_FORMAT_R8G8_UNORM,
362 DXGI_FORMAT_R16_FLOAT,
363 DXGI_FORMAT_R16G16_FLOAT,
364 DXGI_FORMAT_R32_FLOAT,
365 DXGI_FORMAT_R32G32_FLOAT,
366 };
367
368 mRGTextureSupport = true;
369 for (unsigned int i = 0; i < ArraySize(rgTextureFormats); i++)
370 {
371 if (SUCCEEDED(mDevice->CheckFormatSupport(rgTextureFormats[i], &formatSupport)))
372 {
373 mRGTextureSupport = mRGTextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
374 mRGTextureSupport = mRGTextureSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
375 mRGTextureSupport = mRGTextureSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
376 }
377 else
378 {
379 mRGTextureSupport = false;
380 }
381 }
382
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +0000383 // Check compressed texture support
384 const unsigned int requiredCompressedTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D;
385
386 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC1_UNORM, &formatSupport)))
387 {
388 mDXT1TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
389 }
390 else
391 {
392 mDXT1TextureSupport = false;
393 }
394
395 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC3_UNORM, &formatSupport)))
396 {
397 mDXT3TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
398 }
399 else
400 {
401 mDXT3TextureSupport = false;
402 }
403
404 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC5_UNORM, &formatSupport)))
405 {
406 mDXT5TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
407 }
408 else
409 {
410 mDXT5TextureSupport = false;
411 }
412
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +0000413 // Check depth texture support
414 DXGI_FORMAT depthTextureFormats[] =
415 {
416 DXGI_FORMAT_D16_UNORM,
417 DXGI_FORMAT_D24_UNORM_S8_UINT,
418 };
419
420 static const unsigned int requiredDepthTextureFlags = D3D11_FORMAT_SUPPORT_DEPTH_STENCIL |
421 D3D11_FORMAT_SUPPORT_TEXTURE2D;
422
423 mDepthTextureSupport = true;
424 for (unsigned int i = 0; i < ArraySize(depthTextureFormats); i++)
425 {
426 if (SUCCEEDED(mDevice->CheckFormatSupport(depthTextureFormats[i], &formatSupport)))
427 {
428 mDepthTextureSupport = mDepthTextureSupport && ((formatSupport & requiredDepthTextureFlags) == requiredDepthTextureFlags);
429 }
430 else
431 {
432 mDepthTextureSupport = false;
433 }
434 }
435
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000436 return EGL_SUCCESS;
437}
438
439// do any one-time device initialization
440// NOTE: this is also needed after a device lost/reset
441// to reset the scene status and ensure the default states are reset.
442void Renderer11::initializeDevice()
443{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000444 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000445 mInputLayoutCache.initialize(mDevice, mDeviceContext);
446
447 ASSERT(!mVertexDataManager && !mIndexDataManager);
448 mVertexDataManager = new VertexDataManager(this);
449 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000450
Geoff Langb86b9792013-06-04 16:32:05 -0400451 ASSERT(!mBlit);
452 mBlit = new Blit11(this);
453
Geoff Langda507fe2013-08-20 12:01:42 -0400454 ASSERT(!mClear);
455 mClear = new Clear11(this);
456
Jamie Madilla21eea32013-09-18 14:36:25 -0400457 ASSERT(!mPixelTransfer);
458 mPixelTransfer = new PixelTransfer11(this);
459
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000460 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000461}
462
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000463int Renderer11::generateConfigs(ConfigDesc **configDescList)
464{
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000465 unsigned int numRenderFormats = ArraySize(RenderTargetFormats);
466 unsigned int numDepthFormats = ArraySize(DepthStencilFormats);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000467 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
468 int numConfigs = 0;
469
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000470 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000471 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000472 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000473 {
474 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
475
476 UINT formatSupport = 0;
477 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000478
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000479 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
480 {
481 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
482
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000483 bool depthStencilFormatOK = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000484
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000485 if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
486 {
Geoff Lang5c9a29a2014-02-11 10:26:24 -0500487 UINT depthStencilSupport = 0;
488 result = mDevice->CheckFormatSupport(depthStencilFormat, &depthStencilSupport);
489 depthStencilFormatOK = SUCCEEDED(result) && (depthStencilSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000490 }
491
492 if (depthStencilFormatOK)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000493 {
Jamie Madilld6cb2442013-07-10 15:13:38 -0400494 // FIXME: parse types from context version
495 ASSERT(d3d11_gl::GetInternalFormat(renderTargetFormat, 2) == d3d11_gl::GetInternalFormat(renderTargetFormat, 3));
496 ASSERT(d3d11_gl::GetInternalFormat(depthStencilFormat, 2) == d3d11_gl::GetInternalFormat(depthStencilFormat, 3));
497
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000498 ConfigDesc newConfig;
Jamie Madilld6cb2442013-07-10 15:13:38 -0400499 newConfig.renderTargetFormat = d3d11_gl::GetInternalFormat(renderTargetFormat, getCurrentClientVersion());
500 newConfig.depthStencilFormat = d3d11_gl::GetInternalFormat(depthStencilFormat, getCurrentClientVersion());
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000501 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
502 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
shannon.woods%transgaming.com@gtempaccount.comdcf33d52013-04-13 03:33:11 +0000503 newConfig.es3Capable = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000504
505 (*configDescList)[numConfigs++] = newConfig;
506 }
507 }
508 }
509 }
510
511 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000512}
513
514void Renderer11::deleteConfigs(ConfigDesc *configDescList)
515{
516 delete [] (configDescList);
517}
518
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000519void Renderer11::sync(bool block)
520{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000521 if (block)
522 {
523 HRESULT result;
524
525 if (!mSyncQuery)
526 {
527 D3D11_QUERY_DESC queryDesc;
528 queryDesc.Query = D3D11_QUERY_EVENT;
529 queryDesc.MiscFlags = 0;
530
531 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
532 ASSERT(SUCCEEDED(result));
533 }
534
535 mDeviceContext->End(mSyncQuery);
536 mDeviceContext->Flush();
537
538 do
539 {
540 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
541
542 // Keep polling, but allow other threads to do something useful first
543 Sleep(0);
544
545 if (testDeviceLost(true))
546 {
547 return;
548 }
549 }
550 while (result == S_FALSE);
551 }
552 else
553 {
554 mDeviceContext->Flush();
555 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000556}
557
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000558SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
559{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000560 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000561}
562
Geoff Lange2e0ce02013-09-17 17:05:08 -0400563void Renderer11::generateSwizzle(gl::Texture *texture)
564{
Geoff Lang42477a42013-09-17 17:07:02 -0400565 if (texture)
566 {
567 TextureStorageInterface *texStorage = texture->getNativeTexture();
568 if (texStorage)
569 {
570 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
571
572 storage11->generateSwizzles(texture->getSwizzleRed(), texture->getSwizzleGreen(), texture->getSwizzleBlue(),
573 texture->getSwizzleAlpha());
574 }
575 }
Geoff Lange2e0ce02013-09-17 17:05:08 -0400576}
577
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000578void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
579{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000580 if (type == gl::SAMPLER_PIXEL)
581 {
582 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
583 {
584 ERR("Pixel shader sampler index %i is not valid.", index);
585 return;
586 }
587
588 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
589 {
590 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
591
592 if (!dxSamplerState)
593 {
594 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
595 "sampler state for pixel shaders at slot %i.", index);
596 }
597
598 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
599
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000600 mCurPixelSamplerStates[index] = samplerState;
601 }
602
603 mForceSetPixelSamplerStates[index] = false;
604 }
605 else if (type == gl::SAMPLER_VERTEX)
606 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000607 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000608 {
609 ERR("Vertex shader sampler index %i is not valid.", index);
610 return;
611 }
612
613 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
614 {
615 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
616
617 if (!dxSamplerState)
618 {
619 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
620 "sampler state for vertex shaders at slot %i.", index);
621 }
622
623 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
624
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000625 mCurVertexSamplerStates[index] = samplerState;
626 }
627
628 mForceSetVertexSamplerStates[index] = false;
629 }
630 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000631}
632
633void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
634{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000635 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000636 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000637
638 if (texture)
639 {
640 TextureStorageInterface *texStorage = texture->getNativeTexture();
641 if (texStorage)
642 {
643 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
Geoff Lang644bbf22013-09-17 17:02:43 -0400644 textureSRV = storage11->getSRV(texture->getSwizzleRed(), texture->getSwizzleGreen(), texture->getSwizzleBlue(),
645 texture->getSwizzleAlpha());
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000646 }
647
648 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
649 // missing the shader resource view
650 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000651
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000652 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000653 }
654
655 if (type == gl::SAMPLER_PIXEL)
656 {
657 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
658 {
659 ERR("Pixel shader sampler index %i is not valid.", index);
660 return;
661 }
662
Geoff Lang91382e52014-01-07 16:16:30 -0500663 if (forceSetTexture || mCurPixelSRVs[index] != textureSRV)
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000664 {
665 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
666 }
667
Geoff Lang91382e52014-01-07 16:16:30 -0500668 mCurPixelSRVs[index] = textureSRV;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000669 }
670 else if (type == gl::SAMPLER_VERTEX)
671 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000672 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000673 {
674 ERR("Vertex shader sampler index %i is not valid.", index);
675 return;
676 }
677
Geoff Lang91382e52014-01-07 16:16:30 -0500678 if (forceSetTexture || mCurVertexSRVs[index] != textureSRV)
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000679 {
680 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
681 }
682
Geoff Lang91382e52014-01-07 16:16:30 -0500683 mCurVertexSRVs[index] = textureSRV;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000684 }
685 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000686}
687
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000688bool Renderer11::setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], const gl::Buffer *fragmentUniformBuffers[])
689{
690 // convert buffers to ID3D11Buffer*
691 ID3D11Buffer *vertexConstantBuffers[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS] = { NULL };
692 ID3D11Buffer *pixelConstantBuffers[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS] = { NULL };
693
694 for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; uniformBufferIndex++)
695 {
696 const gl::Buffer *uniformBuffer = vertexUniformBuffers[uniformBufferIndex];
697 if (uniformBuffer)
698 {
699 BufferStorage11 *bufferStorage = BufferStorage11::makeBufferStorage11(uniformBuffer->getStorage());
Geoff Lang9c53f1e2014-01-08 13:41:47 -0500700 ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(BUFFER_USAGE_UNIFORM);
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000701
702 if (!constantBuffer)
703 {
704 return false;
705 }
706
Geoff Langc6354ee2013-07-22 10:40:07 -0400707 if (mCurrentConstantBufferVS[uniformBufferIndex] != bufferStorage->getSerial())
708 {
709 mDeviceContext->VSSetConstantBuffers(getReservedVertexUniformBuffers() + uniformBufferIndex,
710 1, &constantBuffer);
711 mCurrentConstantBufferVS[uniformBufferIndex] = bufferStorage->getSerial();
712 }
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000713 }
714 }
715
716 for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS; uniformBufferIndex++)
717 {
718 const gl::Buffer *uniformBuffer = fragmentUniformBuffers[uniformBufferIndex];
719 if (uniformBuffer)
720 {
721 BufferStorage11 *bufferStorage = BufferStorage11::makeBufferStorage11(uniformBuffer->getStorage());
Geoff Lang9c53f1e2014-01-08 13:41:47 -0500722 ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(BUFFER_USAGE_UNIFORM);
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000723
724 if (!constantBuffer)
725 {
726 return false;
727 }
728
Geoff Langc6354ee2013-07-22 10:40:07 -0400729 if (mCurrentConstantBufferPS[uniformBufferIndex] != bufferStorage->getSerial())
730 {
731 mDeviceContext->PSSetConstantBuffers(getReservedFragmentUniformBuffers() + uniformBufferIndex,
732 1, &constantBuffer);
733 mCurrentConstantBufferPS[uniformBufferIndex] = bufferStorage->getSerial();
734 }
735
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000736 pixelConstantBuffers[uniformBufferIndex] = constantBuffer;
737 }
738 }
739
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000740 return true;
741}
742
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000743void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000744{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000745 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000746 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000747 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
748 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000749 if (!dxRasterState)
750 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000751 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000752 "rasterizer state.");
753 }
754
755 mDeviceContext->RSSetState(dxRasterState);
756
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000757 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000758 }
759
760 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000761}
762
Geoff Langc142e9d2013-09-30 15:19:47 -0400763void Renderer11::setBlendState(gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000764 unsigned int sampleMask)
765{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000766 if (mForceSetBlendState ||
767 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
Geoff Lang2a64ee42013-05-31 11:22:40 -0400768 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::ColorF)) != 0 ||
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000769 sampleMask != mCurSampleMask)
770 {
Geoff Langc142e9d2013-09-30 15:19:47 -0400771 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(framebuffer, blendState);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000772 if (!dxBlendState)
773 {
774 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
775 "blend state.");
776 }
777
shannonwoods@chromium.org568c82e2013-05-30 00:13:15 +0000778 float blendColors[4] = {0.0f};
779 if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
780 blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
781 {
782 blendColors[0] = blendColor.red;
783 blendColors[1] = blendColor.green;
784 blendColors[2] = blendColor.blue;
785 blendColors[3] = blendColor.alpha;
786 }
787 else
788 {
789 blendColors[0] = blendColor.alpha;
790 blendColors[1] = blendColor.alpha;
791 blendColors[2] = blendColor.alpha;
792 blendColors[3] = blendColor.alpha;
793 }
794
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000795 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
796
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000797 mCurBlendState = blendState;
798 mCurBlendColor = blendColor;
799 mCurSampleMask = sampleMask;
800 }
801
802 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000803}
804
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000805void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000806 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000807{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000808 if (mForceSetDepthStencilState ||
809 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
810 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
811 {
812 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
813 stencilRef != stencilBackRef ||
814 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
815 {
816 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
817 "invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000818 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000819 }
820
821 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
822 if (!dxDepthStencilState)
823 {
824 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
825 "setting the default depth stencil state.");
826 }
827
Jamie Madillec91cd32014-01-21 16:38:12 -0500828 // Max D3D11 stencil reference value is 0xFF, corresponding to the max 8 bits in a stencil buffer
829 // GL specifies we should clamp the ref value to the nearest bit depth when doing stencil ops
830 META_ASSERT(D3D11_DEFAULT_STENCIL_READ_MASK == 0xFF);
831 META_ASSERT(D3D11_DEFAULT_STENCIL_WRITE_MASK == 0xFF);
Geoff Lang0bf3a982014-02-11 09:40:48 -0500832 UINT dxStencilRef = std::min<UINT>(stencilRef, 0xFFu);
Jamie Madillec91cd32014-01-21 16:38:12 -0500833
Geoff Lang0bf3a982014-02-11 09:40:48 -0500834 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, dxStencilRef);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000835
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000836 mCurDepthStencilState = depthStencilState;
837 mCurStencilRef = stencilRef;
838 mCurStencilBackRef = stencilBackRef;
839 }
840
841 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000842}
843
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000844void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000845{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000846 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
847 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000848 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000849 if (enabled)
850 {
851 D3D11_RECT rect;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000852 rect.left = std::max(0, scissor.x);
853 rect.top = std::max(0, scissor.y);
854 rect.right = scissor.x + std::max(0, scissor.width);
855 rect.bottom = scissor.y + std::max(0, scissor.height);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000856
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000857 mDeviceContext->RSSetScissorRects(1, &rect);
858 }
859
860 if (enabled != mScissorEnabled)
861 {
862 mForceSetRasterState = true;
863 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000864
865 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000866 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000867 }
868
869 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000870}
871
daniel@transgaming.com12985182012-12-20 20:56:31 +0000872bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000873 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000874{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000875 gl::Rectangle actualViewport = viewport;
876 float actualZNear = gl::clamp01(zNear);
877 float actualZFar = gl::clamp01(zFar);
878 if (ignoreViewport)
879 {
880 actualViewport.x = 0;
881 actualViewport.y = 0;
882 actualViewport.width = mRenderTargetDesc.width;
883 actualViewport.height = mRenderTargetDesc.height;
884 actualZNear = 0.0f;
885 actualZFar = 1.0f;
886 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000887
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000888 // Get D3D viewport bounds, which depends on the feature level
889 const Range& viewportBounds = getViewportBounds();
890
891 // 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 +0000892 D3D11_VIEWPORT dxViewport;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000893 dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end);
894 dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end);
895 dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension());
896 dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension());
897 dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX));
898 dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY));
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000899 dxViewport.MinDepth = actualZNear;
900 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000901
902 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
903 {
904 return false; // Nothing to render
905 }
906
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000907 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
908 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000909
daniel@transgaming.com53670042012-11-28 20:55:51 +0000910 if (viewportChanged)
911 {
912 mDeviceContext->RSSetViewports(1, &dxViewport);
913
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000914 mCurViewport = actualViewport;
915 mCurNear = actualZNear;
916 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000917
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +0000918 mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f;
919 mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f;
920 mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
921 mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000922
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000923 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
924 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000925
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000926 mVertexConstants.depthRange[0] = actualZNear;
927 mVertexConstants.depthRange[1] = actualZFar;
928 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000929
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000930 mPixelConstants.depthRange[0] = actualZNear;
931 mPixelConstants.depthRange[1] = actualZFar;
932 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000933 }
934
935 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000936 return true;
937}
938
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000939bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
940{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000941 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000942
Geoff Lang57e713e2013-07-31 17:01:58 -0400943 GLsizei minCount = 0;
944
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000945 switch (mode)
946 {
Geoff Lang57e713e2013-07-31 17:01:58 -0400947 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; minCount = 1; break;
948 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; minCount = 2; break;
949 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break;
950 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break;
951 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break;
952 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; minCount = 3; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000953 // emulate fans via rewriting index buffer
Geoff Lang57e713e2013-07-31 17:01:58 -0400954 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000955 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000956 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000957 }
958
Geoff Lang4c095862013-07-22 10:43:36 -0400959 if (primitiveTopology != mCurrentPrimitiveTopology)
960 {
961 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
962 mCurrentPrimitiveTopology = primitiveTopology;
963 }
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000964
Geoff Lang57e713e2013-07-31 17:01:58 -0400965 return count >= minCount;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000966}
967
968bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000969{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000970 // Get the color render buffer and serial
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000971 // Also extract the render target dimensions and view
972 unsigned int renderTargetWidth = 0;
973 unsigned int renderTargetHeight = 0;
974 GLenum renderTargetFormat = 0;
975 unsigned int renderTargetSerials[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {0};
976 ID3D11RenderTargetView* framebufferRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
977 bool missingColorRenderTarget = true;
978
979 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000980 {
shannon.woods%transgaming.com@gtempaccount.com4059a382013-04-13 03:31:16 +0000981 const GLenum drawBufferState = framebuffer->getDrawBufferState(colorAttachment);
982
983 if (framebuffer->getColorbufferType(colorAttachment) != GL_NONE && drawBufferState != GL_NONE)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000984 {
shannon.woods%transgaming.com@gtempaccount.com4059a382013-04-13 03:31:16 +0000985 // the draw buffer must be either "none", "back" for the default buffer or the same index as this color (in order)
986 ASSERT(drawBufferState == GL_BACK || drawBufferState == (GL_COLOR_ATTACHMENT0_EXT + colorAttachment));
987
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000988 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(colorAttachment);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000989
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000990 if (!colorbuffer)
991 {
992 ERR("render target pointer unexpectedly null.");
993 return false;
994 }
shannon.woods@transgaming.com3e3da582013-02-28 23:09:03 +0000995
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000996 // check for zero-sized default framebuffer, which is a special case.
997 // in this case we do not wish to modify any state and just silently return false.
998 // this will not report any gl error but will cause the calling method to return.
999 if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0)
1000 {
1001 return false;
1002 }
1003
1004 renderTargetSerials[colorAttachment] = colorbuffer->getSerial();
1005
1006 // Extract the render target dimensions and view
1007 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
1008 if (!renderTarget)
1009 {
1010 ERR("render target pointer unexpectedly null.");
1011 return false;
1012 }
1013
1014 framebufferRTVs[colorAttachment] = renderTarget->getRenderTargetView();
1015 if (!framebufferRTVs[colorAttachment])
1016 {
1017 ERR("render target view pointer unexpectedly null.");
1018 return false;
1019 }
1020
1021 if (missingColorRenderTarget)
1022 {
1023 renderTargetWidth = colorbuffer->getWidth();
1024 renderTargetHeight = colorbuffer->getHeight();
1025 renderTargetFormat = colorbuffer->getActualFormat();
1026 missingColorRenderTarget = false;
1027 }
Jamie Madillba597af2013-10-22 13:12:15 -04001028
Geoff Lang91382e52014-01-07 16:16:30 -05001029 // TODO: Detect if this color buffer is already bound as a texture and unbind it first to prevent
1030 // D3D11 warnings.
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001031 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001032 }
1033
1034 // Get the depth stencil render buffer and serials
1035 gl::Renderbuffer *depthStencil = NULL;
1036 unsigned int depthbufferSerial = 0;
1037 unsigned int stencilbufferSerial = 0;
1038 if (framebuffer->getDepthbufferType() != GL_NONE)
1039 {
1040 depthStencil = framebuffer->getDepthbuffer();
1041 if (!depthStencil)
1042 {
1043 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001044 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001045 return false;
1046 }
1047
1048 depthbufferSerial = depthStencil->getSerial();
1049 }
1050 else if (framebuffer->getStencilbufferType() != GL_NONE)
1051 {
1052 depthStencil = framebuffer->getStencilbuffer();
1053 if (!depthStencil)
1054 {
1055 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001056 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001057 return false;
1058 }
1059
1060 stencilbufferSerial = depthStencil->getSerial();
1061 }
1062
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001063 // Extract the depth stencil sizes and view
1064 unsigned int depthSize = 0;
1065 unsigned int stencilSize = 0;
1066 ID3D11DepthStencilView* framebufferDSV = NULL;
1067 if (depthStencil)
1068 {
1069 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
1070 if (!depthStencilRenderTarget)
1071 {
1072 ERR("render target pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001073 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001074 return false;
1075 }
1076
1077 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
1078 if (!framebufferDSV)
1079 {
1080 ERR("depth stencil view pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001081 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001082 return false;
1083 }
1084
1085 // If there is no render buffer, the width, height and format values come from
1086 // the depth stencil
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001087 if (missingColorRenderTarget)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001088 {
1089 renderTargetWidth = depthStencil->getWidth();
1090 renderTargetHeight = depthStencil->getHeight();
1091 renderTargetFormat = depthStencil->getActualFormat();
1092 }
1093
1094 depthSize = depthStencil->getDepthSize();
1095 stencilSize = depthStencil->getStencilSize();
1096 }
1097
1098 // Apply the render target and depth stencil
1099 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001100 memcmp(renderTargetSerials, mAppliedRenderTargetSerials, sizeof(renderTargetSerials)) != 0 ||
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001101 depthbufferSerial != mAppliedDepthbufferSerial ||
1102 stencilbufferSerial != mAppliedStencilbufferSerial)
1103 {
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001104 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), framebufferRTVs, framebufferDSV);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001105
1106 mRenderTargetDesc.width = renderTargetWidth;
1107 mRenderTargetDesc.height = renderTargetHeight;
1108 mRenderTargetDesc.format = renderTargetFormat;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00001109 mForceSetViewport = true;
1110 mForceSetScissor = true;
Geoff Langc142e9d2013-09-30 15:19:47 -04001111 mForceSetBlendState = true;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001112
1113 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
1114 {
1115 mCurDepthSize = depthSize;
1116 mForceSetRasterState = true;
1117 }
1118
1119 mCurStencilSize = stencilSize;
1120
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001121 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
1122 {
1123 mAppliedRenderTargetSerials[rtIndex] = renderTargetSerials[rtIndex];
1124 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001125 mAppliedDepthbufferSerial = depthbufferSerial;
1126 mAppliedStencilbufferSerial = stencilbufferSerial;
1127 mRenderTargetDescInitialized = true;
1128 mDepthStencilInitialized = true;
1129 }
1130
Geoff Lang42477a42013-09-17 17:07:02 -04001131 invalidateFramebufferSwizzles(framebuffer);
1132
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001133 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001134}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001135
Jamie Madill57a89722013-07-02 11:57:03 -04001136GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, const gl::VertexAttribute vertexAttributes[], gl::VertexAttribCurrentValueData currentValues[],
Jamie Madilla857c362013-07-02 11:57:02 -04001137 GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +00001138{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001139 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
Jamie Madilla857c362013-07-02 11:57:02 -04001140 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, currentValues, programBinary, first, count, attributes, instances);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001141 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +00001142 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001143 return err;
1144 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +00001145
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001146 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +00001147}
1148
daniel@transgaming.com31240482012-11-28 21:06:41 +00001149GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001150{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001151 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001152
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001153 if (err == GL_NO_ERROR)
1154 {
Geoff Lang7840b172014-03-13 11:20:44 -04001155 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1156
1157 ID3D11Buffer *buffer = NULL;
1158 DXGI_FORMAT bufferFormat = indexBuffer->getIndexFormat();
1159
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001160 if (indexInfo->storage)
1161 {
Geoff Lang7840b172014-03-13 11:20:44 -04001162 BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(indexInfo->storage);
1163 buffer = storage->getBuffer(BUFFER_USAGE_INDEX);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001164 }
Geoff Lang7840b172014-03-13 11:20:44 -04001165 else
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001166 {
Geoff Lang7840b172014-03-13 11:20:44 -04001167 buffer = indexBuffer->getBuffer();
1168 }
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001169
Geoff Lang7840b172014-03-13 11:20:44 -04001170 if (buffer != mAppliedIB || bufferFormat != mAppliedIBFormat || indexInfo->startOffset != mAppliedIBOffset)
1171 {
1172 mDeviceContext->IASetIndexBuffer(buffer, bufferFormat, indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001173
Geoff Lang7840b172014-03-13 11:20:44 -04001174 mAppliedIB = buffer;
1175 mAppliedIBFormat = bufferFormat;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001176 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001177 }
1178 }
1179
1180 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001181}
1182
Geoff Langeeba6e12014-02-03 13:12:30 -05001183void Renderer11::applyTransformFeedbackBuffers(gl::Buffer *transformFeedbackBuffers[], GLintptr offsets[])
1184{
1185 ID3D11Buffer* d3dBuffers[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS];
1186 UINT d3dOffsets[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS];
1187 bool requiresUpdate = false;
1188 for (size_t i = 0; i < gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
1189 {
1190 if (transformFeedbackBuffers[i])
1191 {
1192 BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(transformFeedbackBuffers[i]->getStorage());
1193 ID3D11Buffer *buffer = storage->getBuffer(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK);
1194
1195 d3dBuffers[i] = buffer;
1196 d3dOffsets[i] = (mAppliedTFBuffers[i] != buffer) ? static_cast<UINT>(offsets[i]) : -1;
1197 }
1198 else
1199 {
1200 d3dBuffers[i] = NULL;
1201 d3dOffsets[i] = 0;
1202 }
1203
1204 if (d3dBuffers[i] != mAppliedTFBuffers[i] || offsets[i] != mAppliedTFOffsets[i])
1205 {
1206 requiresUpdate = true;
1207 }
1208 }
1209
1210 if (requiresUpdate)
1211 {
1212 mDeviceContext->SOSetTargets(ArraySize(d3dBuffers), d3dBuffers, d3dOffsets);
1213 for (size_t i = 0; i < gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
1214 {
1215 mAppliedTFBuffers[i] = d3dBuffers[i];
1216 mAppliedTFOffsets[i] = offsets[i];
1217 }
1218 }
1219}
1220
Geoff Lang4c5c6bb2014-02-05 16:32:46 -05001221void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances, bool transformFeedbackActive)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001222{
Geoff Lang4c5c6bb2014-02-05 16:32:46 -05001223 if (mode == GL_POINTS && transformFeedbackActive)
1224 {
1225 // Since point sprites are generated with a geometry shader, too many vertices will
1226 // be written if transform feedback is active. To work around this, draw only the points
1227 // with the stream out shader and no pixel shader to feed the stream out buffers and then
1228 // draw again with the point sprite geometry shader to rasterize the point sprites.
1229
1230 mDeviceContext->PSSetShader(NULL, NULL, 0);
1231
1232 if (instances > 0)
1233 {
1234 mDeviceContext->DrawInstanced(count, instances, 0, 0);
1235 }
1236 else
1237 {
1238 mDeviceContext->Draw(count, 0);
1239 }
1240
1241 mDeviceContext->GSSetShader(mCurPointGeometryShader, NULL, 0);
1242 mDeviceContext->PSSetShader(mAppliedPixelShader, NULL, 0);
1243
1244 if (instances > 0)
1245 {
1246 mDeviceContext->DrawInstanced(count, instances, 0, 0);
1247 }
1248 else
1249 {
1250 mDeviceContext->Draw(count, 0);
1251 }
1252
1253 mDeviceContext->GSSetShader(mAppliedGeometryShader, NULL, 0);
1254 }
1255 else if (mode == GL_LINE_LOOP)
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001256 {
1257 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1258 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001259 else if (mode == GL_TRIANGLE_FAN)
1260 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001261 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001262 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001263 else if (instances > 0)
1264 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001265 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001266 }
1267 else
1268 {
1269 mDeviceContext->Draw(count, 0);
1270 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001271}
1272
Geoff Lang4c5c6bb2014-02-05 16:32:46 -05001273void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices,
1274 gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001275{
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001276 if (mode == GL_LINE_LOOP)
1277 {
1278 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
1279 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001280 else if (mode == GL_TRIANGLE_FAN)
1281 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001282 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
1283 }
1284 else if (instances > 0)
1285 {
1286 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001287 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001288 else
1289 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +00001290 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001291 }
1292}
1293
1294void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1295{
1296 // Get the raw indices for an indexed draw
1297 if (type != GL_NONE && elementArrayBuffer)
1298 {
1299 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001300 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001301 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001302 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001303 }
1304
1305 if (!mLineLoopIB)
1306 {
1307 mLineLoopIB = new StreamingIndexBufferInterface(this);
1308 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1309 {
1310 delete mLineLoopIB;
1311 mLineLoopIB = NULL;
1312
1313 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001314 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001315 }
1316 }
1317
Geoff Lang57e713e2013-07-31 17:01:58 -04001318 // Checked by Renderer11::applyPrimitiveType
1319 ASSERT(count >= 0);
1320
1321 if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int)))
Geoff Langeadfd572013-07-09 15:55:07 -04001322 {
1323 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP, too many indices required.");
1324 return gl::error(GL_OUT_OF_MEMORY);
1325 }
1326
Geoff Lang57e713e2013-07-31 17:01:58 -04001327 const unsigned int spaceNeeded = (static_cast<unsigned int>(count) + 1) * sizeof(unsigned int);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001328 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1329 {
1330 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001331 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001332 }
1333
1334 void* mappedMemory = NULL;
Geoff Langa36ead42013-08-02 11:54:08 -04001335 unsigned int offset;
1336 if (!mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset))
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001337 {
1338 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001339 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001340 }
1341
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001342 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
Geoff Langa36ead42013-08-02 11:54:08 -04001343 unsigned int indexBufferOffset = offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001344
1345 switch (type)
1346 {
1347 case GL_NONE: // Non-indexed draw
1348 for (int i = 0; i < count; i++)
1349 {
1350 data[i] = i;
1351 }
1352 data[count] = 0;
1353 break;
1354 case GL_UNSIGNED_BYTE:
1355 for (int i = 0; i < count; i++)
1356 {
1357 data[i] = static_cast<const GLubyte*>(indices)[i];
1358 }
1359 data[count] = static_cast<const GLubyte*>(indices)[0];
1360 break;
1361 case GL_UNSIGNED_SHORT:
1362 for (int i = 0; i < count; i++)
1363 {
1364 data[i] = static_cast<const GLushort*>(indices)[i];
1365 }
1366 data[count] = static_cast<const GLushort*>(indices)[0];
1367 break;
1368 case GL_UNSIGNED_INT:
1369 for (int i = 0; i < count; i++)
1370 {
1371 data[i] = static_cast<const GLuint*>(indices)[i];
1372 }
1373 data[count] = static_cast<const GLuint*>(indices)[0];
1374 break;
1375 default: UNREACHABLE();
1376 }
1377
1378 if (!mLineLoopIB->unmapBuffer())
1379 {
1380 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001381 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001382 }
1383
Geoff Lang7840b172014-03-13 11:20:44 -04001384 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
1385 ID3D11Buffer *d3dIndexBuffer = indexBuffer->getBuffer();
1386 DXGI_FORMAT indexFormat = indexBuffer->getIndexFormat();
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001387
Geoff Lang7840b172014-03-13 11:20:44 -04001388 if (mAppliedIB != d3dIndexBuffer || mAppliedIBFormat != indexFormat || mAppliedIBOffset != indexBufferOffset)
1389 {
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001390 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
Geoff Lang7840b172014-03-13 11:20:44 -04001391 mAppliedIB = d3dIndexBuffer;
1392 mAppliedIBFormat = indexFormat;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001393 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001394 }
1395
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001396 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001397}
1398
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001399void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001400{
1401 // Get the raw indices for an indexed draw
1402 if (type != GL_NONE && elementArrayBuffer)
1403 {
1404 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001405 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001406 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001407 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001408 }
1409
1410 if (!mTriangleFanIB)
1411 {
1412 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1413 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1414 {
1415 delete mTriangleFanIB;
1416 mTriangleFanIB = NULL;
1417
1418 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001419 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001420 }
1421 }
1422
Geoff Lang57e713e2013-07-31 17:01:58 -04001423 // Checked by Renderer11::applyPrimitiveType
1424 ASSERT(count >= 3);
1425
Geoff Langeadfd572013-07-09 15:55:07 -04001426 const unsigned int numTris = count - 2;
1427
Geoff Lang57e713e2013-07-31 17:01:58 -04001428 if (numTris > (std::numeric_limits<unsigned int>::max() / (sizeof(unsigned int) * 3)))
Geoff Langeadfd572013-07-09 15:55:07 -04001429 {
1430 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN, too many indices required.");
1431 return gl::error(GL_OUT_OF_MEMORY);
1432 }
1433
1434 const unsigned int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001435 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1436 {
1437 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001438 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001439 }
1440
1441 void* mappedMemory = NULL;
Geoff Langa36ead42013-08-02 11:54:08 -04001442 unsigned int offset;
1443 if (!mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory, &offset))
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001444 {
1445 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001446 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001447 }
1448
1449 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
Geoff Langa36ead42013-08-02 11:54:08 -04001450 unsigned int indexBufferOffset = offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001451
1452 switch (type)
1453 {
1454 case GL_NONE: // Non-indexed draw
Geoff Langeadfd572013-07-09 15:55:07 -04001455 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001456 {
1457 data[i*3 + 0] = 0;
1458 data[i*3 + 1] = i + 1;
1459 data[i*3 + 2] = i + 2;
1460 }
1461 break;
1462 case GL_UNSIGNED_BYTE:
Geoff Langeadfd572013-07-09 15:55:07 -04001463 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001464 {
1465 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1466 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1467 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1468 }
1469 break;
1470 case GL_UNSIGNED_SHORT:
Geoff Langeadfd572013-07-09 15:55:07 -04001471 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001472 {
1473 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1474 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1475 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1476 }
1477 break;
1478 case GL_UNSIGNED_INT:
Geoff Langeadfd572013-07-09 15:55:07 -04001479 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001480 {
1481 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1482 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1483 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1484 }
1485 break;
1486 default: UNREACHABLE();
1487 }
1488
1489 if (!mTriangleFanIB->unmapBuffer())
1490 {
1491 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001492 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001493 }
1494
Geoff Lang7840b172014-03-13 11:20:44 -04001495 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1496 ID3D11Buffer *d3dIndexBuffer = indexBuffer->getBuffer();
1497 DXGI_FORMAT indexFormat = indexBuffer->getIndexFormat();
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001498
Geoff Lang7840b172014-03-13 11:20:44 -04001499 if (mAppliedIB != d3dIndexBuffer || mAppliedIBFormat != indexFormat || mAppliedIBOffset != indexBufferOffset)
1500 {
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001501 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
Geoff Lang7840b172014-03-13 11:20:44 -04001502 mAppliedIB = d3dIndexBuffer;
1503 mAppliedIBFormat = indexFormat;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001504 mAppliedIBOffset = indexBufferOffset;
1505 }
1506
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001507 if (instances > 0)
1508 {
1509 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1510 }
1511 else
1512 {
1513 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1514 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001515}
1516
Geoff Lang4c5c6bb2014-02-05 16:32:46 -05001517void Renderer11::applyShaders(gl::ProgramBinary *programBinary, bool rasterizerDiscard, bool transformFeedbackActive, const gl::VertexFormat inputLayout[])
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001518{
Jamie Madillc5a83002014-02-14 16:41:25 -05001519 ShaderExecutable *vertexExe = programBinary->getVertexExecutableForInputLayout(inputLayout);
Jamie Madill6246dc82014-01-29 09:26:47 -05001520 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
1521 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001522
Jamie Madill6246dc82014-01-29 09:26:47 -05001523 ID3D11VertexShader *vertexShader = (vertexExe ? ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader() : NULL);
Jamie Madill6246dc82014-01-29 09:26:47 -05001524
Geoff Lang4c5c6bb2014-02-05 16:32:46 -05001525 ID3D11PixelShader *pixelShader = NULL;
1526 // Skip pixel shader if we're doing rasterizer discard.
1527 if (!rasterizerDiscard)
daniel@transgaming.come4991412012-12-20 20:55:34 +00001528 {
Geoff Lang4c5c6bb2014-02-05 16:32:46 -05001529 pixelShader = (pixelExe ? ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader() : NULL);
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001530 }
1531
Geoff Lang4c5c6bb2014-02-05 16:32:46 -05001532 ID3D11GeometryShader *geometryShader = NULL;
1533 if (transformFeedbackActive)
Geoff Lang0550d032014-01-30 11:29:07 -05001534 {
Geoff Lang4c5c6bb2014-02-05 16:32:46 -05001535 geometryShader = (vertexExe ? ShaderExecutable11::makeShaderExecutable11(vertexExe)->getStreamOutShader() : NULL);
1536 }
1537 else if (mCurRasterState.pointDrawMode)
1538 {
1539 geometryShader = (geometryExe ? ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader() : NULL);
Geoff Lang0550d032014-01-30 11:29:07 -05001540 }
1541
Jamie Madill6246dc82014-01-29 09:26:47 -05001542 bool dirtyUniforms = false;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001543
Jamie Madill6246dc82014-01-29 09:26:47 -05001544 if (vertexShader != mAppliedVertexShader)
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001545 {
Jamie Madill6246dc82014-01-29 09:26:47 -05001546 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
1547 mAppliedVertexShader = vertexShader;
1548 dirtyUniforms = true;
1549 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001550
Jamie Madill6246dc82014-01-29 09:26:47 -05001551 if (geometryShader != mAppliedGeometryShader)
1552 {
1553 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1554 mAppliedGeometryShader = geometryShader;
1555 dirtyUniforms = true;
1556 }
1557
Geoff Lang4c5c6bb2014-02-05 16:32:46 -05001558 if (geometryExe && mCurRasterState.pointDrawMode)
1559 {
1560 mCurPointGeometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
1561 }
1562 else
1563 {
1564 mCurPointGeometryShader = NULL;
1565 }
1566
Jamie Madill6246dc82014-01-29 09:26:47 -05001567 if (pixelShader != mAppliedPixelShader)
1568 {
1569 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1570 mAppliedPixelShader = pixelShader;
1571 dirtyUniforms = true;
1572 }
1573
1574 if (dirtyUniforms)
1575 {
1576 programBinary->dirtyAllUniforms();
daniel@transgaming.come4991412012-12-20 20:55:34 +00001577 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001578}
1579
Jamie Madill8ff21ae2014-02-04 16:04:05 -05001580void Renderer11::applyUniforms(const gl::ProgramBinary &programBinary)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001581{
Jamie Madill8ff21ae2014-02-04 16:04:05 -05001582 const gl::UniformArray &uniformArray = programBinary.getUniforms();
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001583
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001584 unsigned int totalRegisterCountVS = 0;
1585 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001586
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001587 bool vertexUniformsDirty = false;
1588 bool pixelUniformsDirty = false;
1589
Jamie Madill8ff21ae2014-02-04 16:04:05 -05001590 for (size_t uniformIndex = 0; uniformIndex < uniformArray.size(); uniformIndex++)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001591 {
Jamie Madill8ff21ae2014-02-04 16:04:05 -05001592 const gl::Uniform &uniform = *uniformArray[uniformIndex];
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001593
Jamie Madill8ff21ae2014-02-04 16:04:05 -05001594 if (uniform.isReferencedByVertexShader() && !uniform.isSampler())
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001595 {
Jamie Madill8ff21ae2014-02-04 16:04:05 -05001596 totalRegisterCountVS += uniform.registerCount;
1597 vertexUniformsDirty = (vertexUniformsDirty || uniform.dirty);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001598 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001599
Jamie Madill8ff21ae2014-02-04 16:04:05 -05001600 if (uniform.isReferencedByFragmentShader() && !uniform.isSampler())
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001601 {
Jamie Madill8ff21ae2014-02-04 16:04:05 -05001602 totalRegisterCountPS += uniform.registerCount;
1603 pixelUniformsDirty = (pixelUniformsDirty || uniform.dirty);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001604 }
1605 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001606
Jamie Madill8ff21ae2014-02-04 16:04:05 -05001607 const UniformStorage11 *vertexUniformStorage = UniformStorage11::makeUniformStorage11(&programBinary.getVertexUniformStorage());
1608 const UniformStorage11 *fragmentUniformStorage = UniformStorage11::makeUniformStorage11(&programBinary.getFragmentUniformStorage());
1609 ASSERT(vertexUniformStorage);
1610 ASSERT(fragmentUniformStorage);
1611
1612 ID3D11Buffer *vertexConstantBuffer = vertexUniformStorage->getConstantBuffer();
1613 ID3D11Buffer *pixelConstantBuffer = fragmentUniformStorage->getConstantBuffer();
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001614
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001615 float (*mapVS)[4] = NULL;
1616 float (*mapPS)[4] = NULL;
1617
Shannon Woods5ab33c82013-06-26 15:31:09 -04001618 if (totalRegisterCountVS > 0 && vertexUniformsDirty)
1619 {
1620 D3D11_MAPPED_SUBRESOURCE map = {0};
1621 HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1622 ASSERT(SUCCEEDED(result));
1623 mapVS = (float(*)[4])map.pData;
1624 }
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001625
Shannon Woods5ab33c82013-06-26 15:31:09 -04001626 if (totalRegisterCountPS > 0 && pixelUniformsDirty)
1627 {
1628 D3D11_MAPPED_SUBRESOURCE map = {0};
1629 HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1630 ASSERT(SUCCEEDED(result));
1631 mapPS = (float(*)[4])map.pData;
1632 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001633
Jamie Madill8ff21ae2014-02-04 16:04:05 -05001634 for (size_t uniformIndex = 0; uniformIndex < uniformArray.size(); uniformIndex++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001635 {
Jamie Madill8ff21ae2014-02-04 16:04:05 -05001636 gl::Uniform *uniform = uniformArray[uniformIndex];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001637
Jamie Madill8ff21ae2014-02-04 16:04:05 -05001638 if (!uniform->isSampler())
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001639 {
Jamie Madill5b085dc2013-08-30 13:21:11 -04001640 unsigned int componentCount = (4 - uniform->registerElement);
1641
Jamie Madill71cc91f2013-09-18 12:51:22 -04001642 // we assume that uniforms from structs are arranged in struct order in our uniforms list. otherwise we would
Jamie Madill5b085dc2013-08-30 13:21:11 -04001643 // overwrite previously written regions of memory.
Jamie Madill5b085dc2013-08-30 13:21:11 -04001644
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001645 if (uniform->isReferencedByVertexShader() && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001646 {
Jamie Madill5b085dc2013-08-30 13:21:11 -04001647 memcpy(&mapVS[uniform->vsRegisterIndex][uniform->registerElement], uniform->data, uniform->registerCount * sizeof(float) * componentCount);
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001648 }
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001649
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001650 if (uniform->isReferencedByFragmentShader() && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001651 {
Jamie Madill5b085dc2013-08-30 13:21:11 -04001652 memcpy(&mapPS[uniform->psRegisterIndex][uniform->registerElement], uniform->data, uniform->registerCount * sizeof(float) * componentCount);
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001653 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001654 }
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001655 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001656
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001657 if (mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001658 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001659 mDeviceContext->Unmap(vertexConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001660 }
1661
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001662 if (mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001663 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001664 mDeviceContext->Unmap(pixelConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001665 }
Geoff Langc6354ee2013-07-22 10:40:07 -04001666
1667 if (mCurrentVertexConstantBuffer != vertexConstantBuffer)
1668 {
1669 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1670 mCurrentVertexConstantBuffer = vertexConstantBuffer;
1671 }
1672
1673 if (mCurrentPixelConstantBuffer != pixelConstantBuffer)
1674 {
1675 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
1676 mCurrentPixelConstantBuffer = pixelConstantBuffer;
1677 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001678
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001679 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001680 if (!mDriverConstantBufferVS)
1681 {
1682 D3D11_BUFFER_DESC constantBufferDescription = {0};
1683 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1684 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1685 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1686 constantBufferDescription.CPUAccessFlags = 0;
1687 constantBufferDescription.MiscFlags = 0;
1688 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001689
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001690 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001691 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001692
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001693 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1694 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001695
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001696 if (!mDriverConstantBufferPS)
1697 {
1698 D3D11_BUFFER_DESC constantBufferDescription = {0};
1699 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1700 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1701 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1702 constantBufferDescription.CPUAccessFlags = 0;
1703 constantBufferDescription.MiscFlags = 0;
1704 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001705
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001706 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001707 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001708
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001709 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1710 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001711
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001712 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1713 {
1714 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1715 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1716 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001717
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001718 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1719 {
1720 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1721 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1722 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001723
1724 // needed for the point sprite geometry shader
Geoff Langc6354ee2013-07-22 10:40:07 -04001725 if (mCurrentGeometryConstantBuffer != mDriverConstantBufferPS)
1726 {
1727 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
1728 mCurrentGeometryConstantBuffer = mDriverConstantBufferPS;
1729 }
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001730}
1731
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001732void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001733{
Geoff Langda507fe2013-08-20 12:01:42 -04001734 mClear->clearFramebuffer(clearParams, frameBuffer);
Geoff Lang42477a42013-09-17 17:07:02 -04001735 invalidateFramebufferSwizzles(frameBuffer);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001736}
1737
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001738void Renderer11::markAllStateDirty()
1739{
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001740 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
1741 {
1742 mAppliedRenderTargetSerials[rtIndex] = 0;
1743 }
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001744 mAppliedDepthbufferSerial = 0;
1745 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001746 mDepthStencilInitialized = false;
1747 mRenderTargetDescInitialized = false;
1748
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001749 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001750 {
1751 mForceSetVertexSamplerStates[i] = true;
Geoff Lang91382e52014-01-07 16:16:30 -05001752 mCurVertexSRVs[i] = NULL;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001753 }
1754 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1755 {
1756 mForceSetPixelSamplerStates[i] = true;
Geoff Lang91382e52014-01-07 16:16:30 -05001757 mCurPixelSRVs[i] = NULL;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001758 }
1759
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001760 mForceSetBlendState = true;
1761 mForceSetRasterState = true;
1762 mForceSetDepthStencilState = true;
1763 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001764 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001765
Geoff Lang7840b172014-03-13 11:20:44 -04001766 mAppliedIB = NULL;
1767 mAppliedIBFormat = DXGI_FORMAT_UNKNOWN;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001768 mAppliedIBOffset = 0;
1769
Jamie Madill6246dc82014-01-29 09:26:47 -05001770 mAppliedVertexShader = NULL;
1771 mAppliedGeometryShader = NULL;
Geoff Lang4c5c6bb2014-02-05 16:32:46 -05001772 mCurPointGeometryShader = NULL;
Jamie Madill6246dc82014-01-29 09:26:47 -05001773 mAppliedPixelShader = NULL;
Geoff Langeeba6e12014-02-03 13:12:30 -05001774
1775 for (size_t i = 0; i < gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
1776 {
1777 mAppliedTFBuffers[i] = NULL;
1778 mAppliedTFOffsets[i] = 0;
1779 }
1780
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001781 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1782 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
Geoff Lang1f53cab2013-07-22 10:37:22 -04001783
1784 mInputLayoutCache.markDirty();
Geoff Langc6354ee2013-07-22 10:40:07 -04001785
1786 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; i++)
1787 {
1788 mCurrentConstantBufferVS[i] = -1;
1789 mCurrentConstantBufferPS[i] = -1;
1790 }
1791
1792 mCurrentVertexConstantBuffer = NULL;
1793 mCurrentPixelConstantBuffer = NULL;
1794 mCurrentGeometryConstantBuffer = NULL;
Geoff Lang4c095862013-07-22 10:43:36 -04001795
1796 mCurrentPrimitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001797}
1798
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001799void Renderer11::releaseDeviceResources()
1800{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001801 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001802 mInputLayoutCache.clear();
1803
Geoff Langea228632013-07-30 15:17:12 -04001804 SafeDelete(mVertexDataManager);
1805 SafeDelete(mIndexDataManager);
1806 SafeDelete(mLineLoopIB);
1807 SafeDelete(mTriangleFanIB);
1808 SafeDelete(mBlit);
Geoff Langda507fe2013-08-20 12:01:42 -04001809 SafeDelete(mClear);
Jamie Madilla21eea32013-09-18 14:36:25 -04001810 SafeDelete(mPixelTransfer);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001811
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001812 SafeRelease(mDriverConstantBufferVS);
1813 SafeRelease(mDriverConstantBufferPS);
1814 SafeRelease(mSyncQuery);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001815}
1816
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001817void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001818{
1819 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001820 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001821}
1822
1823bool Renderer11::isDeviceLost()
1824{
1825 return mDeviceLost;
1826}
1827
1828// set notify to true to broadcast a message to all contexts of the device loss
1829bool Renderer11::testDeviceLost(bool notify)
1830{
1831 bool isLost = false;
1832
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001833 // GetRemovedReason is used to test if the device is removed
1834 HRESULT result = mDevice->GetDeviceRemovedReason();
1835 isLost = d3d11::isDeviceLostError(result);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001836
1837 if (isLost)
1838 {
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001839 // Log error if this is a new device lost event
1840 if (mDeviceLost == false)
1841 {
1842 ERR("The D3D11 device was removed: 0x%08X", result);
1843 }
1844
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001845 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001846 // we'll probably get this done again by notifyDeviceLost
1847 // but best to remember it!
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001848 // Note that we don't want to clear the device loss status here
1849 // -- this needs to be done by resetDevice
1850 mDeviceLost = true;
1851 if (notify)
1852 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001853 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001854 }
1855 }
1856
1857 return isLost;
1858}
1859
1860bool Renderer11::testDeviceResettable()
1861{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001862 // determine if the device is resettable by creating a dummy device
1863 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001864
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001865 if (D3D11CreateDevice == NULL)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001866 {
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001867 return false;
1868 }
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001869
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001870 D3D_FEATURE_LEVEL featureLevels[] =
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001871 {
1872 D3D_FEATURE_LEVEL_11_0,
1873 D3D_FEATURE_LEVEL_10_1,
1874 D3D_FEATURE_LEVEL_10_0,
1875 };
1876
1877 ID3D11Device* dummyDevice;
1878 D3D_FEATURE_LEVEL dummyFeatureLevel;
1879 ID3D11DeviceContext* dummyContext;
1880
1881 HRESULT result = D3D11CreateDevice(NULL,
1882 D3D_DRIVER_TYPE_HARDWARE,
1883 NULL,
1884 #if defined(_DEBUG)
1885 D3D11_CREATE_DEVICE_DEBUG,
1886 #else
1887 0,
1888 #endif
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001889 featureLevels,
1890 ArraySize(featureLevels),
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001891 D3D11_SDK_VERSION,
1892 &dummyDevice,
1893 &dummyFeatureLevel,
1894 &dummyContext);
1895
1896 if (!mDevice || FAILED(result))
1897 {
1898 return false;
1899 }
1900
Geoff Langea228632013-07-30 15:17:12 -04001901 SafeRelease(dummyContext);
1902 SafeRelease(dummyDevice);
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001903
1904 return true;
1905}
1906
1907void Renderer11::release()
1908{
1909 releaseDeviceResources();
1910
Geoff Langea228632013-07-30 15:17:12 -04001911 SafeRelease(mDxgiFactory);
1912 SafeRelease(mDxgiAdapter);
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001913
1914 if (mDeviceContext)
1915 {
1916 mDeviceContext->ClearState();
1917 mDeviceContext->Flush();
Geoff Langea228632013-07-30 15:17:12 -04001918 SafeRelease(mDeviceContext);
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001919 }
1920
Geoff Langea228632013-07-30 15:17:12 -04001921 SafeRelease(mDevice);
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001922
1923 if (mD3d11Module)
1924 {
1925 FreeLibrary(mD3d11Module);
1926 mD3d11Module = NULL;
1927 }
1928
1929 if (mDxgiModule)
1930 {
1931 FreeLibrary(mDxgiModule);
1932 mDxgiModule = NULL;
1933 }
Geoff Langdad5ed32014-02-10 12:59:17 -05001934
1935 mCompiler.release();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001936}
1937
1938bool Renderer11::resetDevice()
1939{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001940 // recreate everything
1941 release();
1942 EGLint result = initialize();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001943
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001944 if (result != EGL_SUCCESS)
1945 {
1946 ERR("Could not reinitialize D3D11 device: %08X", result);
1947 return false;
1948 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001949
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001950 mDeviceLost = false;
1951
1952 return true;
1953}
1954
1955DWORD Renderer11::getAdapterVendor() const
1956{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001957 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001958}
1959
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001960std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001961{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001962 std::ostringstream rendererString;
1963
1964 rendererString << mDescription;
1965 rendererString << " Direct3D11";
1966
1967 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1968 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1969
1970 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001971}
1972
1973GUID Renderer11::getAdapterIdentifier() const
1974{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00001975 // Use the adapter LUID as our adapter ID
1976 // This number is local to a machine is only guaranteed to be unique between restarts
1977 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
1978 GUID adapterId = {0};
1979 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
1980 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001981}
1982
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00001983bool Renderer11::getBGRATextureSupport() const
1984{
1985 return mBGRATextureSupport;
1986}
1987
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001988bool Renderer11::getDXT1TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001989{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00001990 return mDXT1TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001991}
1992
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001993bool Renderer11::getDXT3TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001994{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00001995 return mDXT3TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001996}
1997
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001998bool Renderer11::getDXT5TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001999{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002000 return mDXT5TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002001}
2002
2003bool Renderer11::getDepthTextureSupport() const
2004{
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +00002005 return mDepthTextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002006}
2007
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002008bool Renderer11::getFloat32TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002009{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002010 return mFloat32TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002011}
2012
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002013bool Renderer11::getFloat32TextureFilteringSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002014{
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002015 return mFloat32FilterSupport;
2016}
2017
2018bool Renderer11::getFloat32TextureRenderingSupport() const
2019{
2020 return mFloat32RenderSupport;
2021}
2022
2023bool Renderer11::getFloat16TextureSupport() const
2024{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002025 return mFloat16TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002026}
2027
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002028bool Renderer11::getFloat16TextureFilteringSupport() const
2029{
2030 return mFloat16FilterSupport;
2031}
2032
2033bool Renderer11::getFloat16TextureRenderingSupport() const
2034{
2035 return mFloat16RenderSupport;
2036}
2037
Geoff Langd42cf4e2013-06-05 16:09:17 -04002038bool Renderer11::getRGB565TextureSupport() const
2039{
2040 return false;
2041}
2042
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002043bool Renderer11::getLuminanceTextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002044{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002045 return false;
2046}
2047
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002048bool Renderer11::getLuminanceAlphaTextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002049{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002050 return false;
2051}
2052
Geoff Lang632192d2013-10-04 13:40:46 -04002053bool Renderer11::getRGTextureSupport() const
2054{
2055 return mRGTextureSupport;
2056}
2057
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002058bool Renderer11::getTextureFilterAnisotropySupport() const
2059{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002060 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002061}
2062
Shannon Woodsb3801742014-03-27 14:59:19 -04002063bool Renderer11::getPBOSupport() const
2064{
2065 return true;
2066}
2067
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002068float Renderer11::getTextureMaxAnisotropy() const
2069{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002070 switch (mFeatureLevel)
2071 {
2072 case D3D_FEATURE_LEVEL_11_0:
2073 return D3D11_MAX_MAXANISOTROPY;
2074 case D3D_FEATURE_LEVEL_10_1:
2075 case D3D_FEATURE_LEVEL_10_0:
2076 return D3D10_MAX_MAXANISOTROPY;
2077 default: UNREACHABLE();
2078 return 0;
2079 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002080}
2081
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002082bool Renderer11::getEventQuerySupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002083{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002084 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002085}
2086
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002087Range Renderer11::getViewportBounds() const
2088{
2089 switch (mFeatureLevel)
2090 {
2091 case D3D_FEATURE_LEVEL_11_0:
2092 return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
2093 case D3D_FEATURE_LEVEL_10_1:
2094 case D3D_FEATURE_LEVEL_10_0:
2095 return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
2096 default: UNREACHABLE();
2097 return Range(0, 0);
2098 }
2099}
2100
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002101unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002102{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002103 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2104 switch (mFeatureLevel)
2105 {
2106 case D3D_FEATURE_LEVEL_11_0:
2107 case D3D_FEATURE_LEVEL_10_1:
2108 case D3D_FEATURE_LEVEL_10_0:
2109 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
2110 default: UNREACHABLE();
2111 return 0;
2112 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002113}
2114
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002115unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
2116{
2117 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2118}
2119
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002120unsigned int Renderer11::getReservedVertexUniformVectors() const
2121{
Shannon Woods5ab33c82013-06-26 15:31:09 -04002122 return 0; // Driver uniforms are stored in a separate constant buffer
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002123}
2124
2125unsigned int Renderer11::getReservedFragmentUniformVectors() const
2126{
Shannon Woods5ab33c82013-06-26 15:31:09 -04002127 return 0; // Driver uniforms are stored in a separate constant buffer
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002128}
2129
2130unsigned int Renderer11::getMaxVertexUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002131{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002132 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2133 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2134 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002135}
2136
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002137unsigned int Renderer11::getMaxFragmentUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002138{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002139 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2140 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2141 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002142}
2143
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002144unsigned int Renderer11::getMaxVaryingVectors() const
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002145{
2146 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
shannonwoods@chromium.org74b86cf2013-05-30 00:02:58 +00002147 META_ASSERT(D3D11_VS_OUTPUT_REGISTER_COUNT <= D3D11_PS_INPUT_REGISTER_COUNT);
2148 META_ASSERT(D3D10_VS_OUTPUT_REGISTER_COUNT <= D3D10_PS_INPUT_REGISTER_COUNT);
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002149 switch (mFeatureLevel)
2150 {
2151 case D3D_FEATURE_LEVEL_11_0:
Geoff Lang1b6edcb2014-02-03 14:27:56 -05002152 return D3D11_VS_OUTPUT_REGISTER_COUNT - getReservedVaryings();
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002153 case D3D_FEATURE_LEVEL_10_1:
Geoff Lang1b6edcb2014-02-03 14:27:56 -05002154 return D3D10_1_VS_OUTPUT_REGISTER_COUNT - getReservedVaryings();
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002155 case D3D_FEATURE_LEVEL_10_0:
Geoff Lang1b6edcb2014-02-03 14:27:56 -05002156 return D3D10_VS_OUTPUT_REGISTER_COUNT - getReservedVaryings();
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002157 default: UNREACHABLE();
2158 return 0;
2159 }
2160}
2161
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002162unsigned int Renderer11::getMaxVertexShaderUniformBuffers() const
2163{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002164 META_ASSERT(gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
2165 gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
2166
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002167 switch (mFeatureLevel)
2168 {
2169 case D3D_FEATURE_LEVEL_11_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002170 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedVertexUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002171 case D3D_FEATURE_LEVEL_10_1:
2172 case D3D_FEATURE_LEVEL_10_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002173 return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedVertexUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002174 default: UNREACHABLE();
2175 return 0;
2176 }
2177}
2178
2179unsigned int Renderer11::getMaxFragmentShaderUniformBuffers() const
2180{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002181 META_ASSERT(gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
2182 gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
2183
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002184 switch (mFeatureLevel)
2185 {
2186 case D3D_FEATURE_LEVEL_11_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002187 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedFragmentUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002188 case D3D_FEATURE_LEVEL_10_1:
2189 case D3D_FEATURE_LEVEL_10_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002190 return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedFragmentUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002191 default: UNREACHABLE();
2192 return 0;
2193 }
2194}
2195
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002196unsigned int Renderer11::getReservedVertexUniformBuffers() const
2197{
2198 // we reserve one buffer for the application uniforms, and one for driver uniforms
2199 return 2;
2200}
2201
2202unsigned int Renderer11::getReservedFragmentUniformBuffers() const
2203{
2204 // we reserve one buffer for the application uniforms, and one for driver uniforms
2205 return 2;
2206}
2207
Geoff Lang1b6edcb2014-02-03 14:27:56 -05002208unsigned int Renderer11::getReservedVaryings() const
2209{
2210 // We potentially reserve varyings for gl_Position, _dx_Position, gl_FragCoord and gl_PointSize
2211 return 4;
2212}
2213
2214
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002215unsigned int Renderer11::getMaxTransformFeedbackBuffers() const
2216{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002217 META_ASSERT(gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D11_SO_BUFFER_SLOT_COUNT &&
2218 gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D10_SO_BUFFER_SLOT_COUNT);
2219
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002220 switch (mFeatureLevel)
2221 {
2222 case D3D_FEATURE_LEVEL_11_0:
2223 return D3D11_SO_BUFFER_SLOT_COUNT;
2224 case D3D_FEATURE_LEVEL_10_1:
Geoff Lang1b6edcb2014-02-03 14:27:56 -05002225 return D3D10_1_SO_BUFFER_SLOT_COUNT;
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002226 case D3D_FEATURE_LEVEL_10_0:
2227 return D3D10_SO_BUFFER_SLOT_COUNT;
2228 default: UNREACHABLE();
2229 return 0;
2230 }
2231}
2232
Geoff Lang1b6edcb2014-02-03 14:27:56 -05002233unsigned int Renderer11::getMaxTransformFeedbackSeparateComponents() const
2234{
2235 switch (mFeatureLevel)
2236 {
2237 case D3D_FEATURE_LEVEL_11_0:
2238 return getMaxTransformFeedbackInterleavedComponents() / getMaxTransformFeedbackBuffers();
2239 case D3D_FEATURE_LEVEL_10_1:
2240 case D3D_FEATURE_LEVEL_10_0:
2241 // D3D 10 and 10.1 only allow one output per output slot if an output slot other than zero
2242 // is used.
2243 return 4;
2244 default: UNREACHABLE();
2245 return 0;
2246 }
2247}
2248
2249unsigned int Renderer11::getMaxTransformFeedbackInterleavedComponents() const
2250{
2251 return (getMaxVaryingVectors() * 4);
2252}
2253
shannonwoods@chromium.org33e798f2013-05-30 00:05:05 +00002254unsigned int Renderer11::getMaxUniformBufferSize() const
2255{
2256 // Each component is a 4-element vector of 4-byte units (floats)
2257 const unsigned int bytesPerComponent = 4 * sizeof(float);
2258
2259 switch (mFeatureLevel)
2260 {
2261 case D3D_FEATURE_LEVEL_11_0:
2262 return D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
2263 case D3D_FEATURE_LEVEL_10_1:
2264 case D3D_FEATURE_LEVEL_10_0:
2265 return D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
2266 default: UNREACHABLE();
2267 return 0;
2268 }
2269}
2270
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002271bool Renderer11::getNonPower2TextureSupport() const
2272{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00002273 switch (mFeatureLevel)
2274 {
2275 case D3D_FEATURE_LEVEL_11_0:
2276 case D3D_FEATURE_LEVEL_10_1:
2277 case D3D_FEATURE_LEVEL_10_0:
2278 return true;
2279 default: UNREACHABLE();
2280 return false;
2281 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002282}
2283
2284bool Renderer11::getOcclusionQuerySupport() const
2285{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002286 switch (mFeatureLevel)
2287 {
2288 case D3D_FEATURE_LEVEL_11_0:
2289 case D3D_FEATURE_LEVEL_10_1:
2290 case D3D_FEATURE_LEVEL_10_0:
2291 return true;
2292 default: UNREACHABLE();
2293 return false;
2294 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002295}
2296
2297bool Renderer11::getInstancingSupport() const
2298{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002299 switch (mFeatureLevel)
2300 {
2301 case D3D_FEATURE_LEVEL_11_0:
2302 case D3D_FEATURE_LEVEL_10_1:
2303 case D3D_FEATURE_LEVEL_10_0:
2304 return true;
2305 default: UNREACHABLE();
2306 return false;
2307 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002308}
2309
2310bool Renderer11::getShareHandleSupport() const
2311{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002312 // We only currently support share handles with BGRA surfaces, because
2313 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002314 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002315 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002316}
2317
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002318bool Renderer11::getDerivativeInstructionSupport() const
2319{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002320 switch (mFeatureLevel)
2321 {
2322 case D3D_FEATURE_LEVEL_11_0:
2323 case D3D_FEATURE_LEVEL_10_1:
2324 case D3D_FEATURE_LEVEL_10_0:
2325 return true;
2326 default: UNREACHABLE();
2327 return false;
2328 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002329}
2330
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002331bool Renderer11::getPostSubBufferSupport() const
2332{
2333 // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2.
2334 return false;
2335}
2336
Jamie Madill13a2f852013-12-11 16:35:08 -05002337int Renderer11::getMaxRecommendedElementsIndices() const
2338{
2339 META_ASSERT(D3D11_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP == 32);
2340 META_ASSERT(D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP == 32);
2341
2342 // D3D11 allows up to 2^32 elements, but we report max signed int for convenience.
2343 return std::numeric_limits<GLint>::max();
2344}
2345
2346int Renderer11::getMaxRecommendedElementsVertices() const
2347{
2348 META_ASSERT(D3D11_REQ_DRAW_VERTEX_COUNT_2_TO_EXP == 32);
2349 META_ASSERT(D3D10_REQ_DRAW_VERTEX_COUNT_2_TO_EXP == 32);
2350
2351 // D3D11 allows up to 2^32 elements, but we report max signed int for convenience.
2352 return std::numeric_limits<GLint>::max();
2353}
2354
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002355int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002356{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002357 switch (mFeatureLevel)
2358 {
2359 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002360 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002361 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2362 default: UNREACHABLE(); return 0;
2363 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002364}
2365
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002366int Renderer11::getMinorShaderModel() const
2367{
2368 switch (mFeatureLevel)
2369 {
2370 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2371 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2372 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2373 default: UNREACHABLE(); return 0;
2374 }
2375}
2376
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002377float Renderer11::getMaxPointSize() const
2378{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002379 // choose a reasonable maximum. we enforce this in the shader.
2380 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2381 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002382}
2383
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002384int Renderer11::getMaxViewportDimension() const
2385{
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002386 // Maximum viewport size must be at least as large as the largest render buffer (or larger).
2387 // In our case return the maximum texture size, which is the maximum render buffer size.
2388 META_ASSERT(D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D11_VIEWPORT_BOUNDS_MAX);
2389 META_ASSERT(D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D10_VIEWPORT_BOUNDS_MAX);
2390
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002391 switch (mFeatureLevel)
2392 {
2393 case D3D_FEATURE_LEVEL_11_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002394 return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002395 case D3D_FEATURE_LEVEL_10_1:
2396 case D3D_FEATURE_LEVEL_10_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002397 return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002398 default: UNREACHABLE();
2399 return 0;
2400 }
2401}
2402
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002403int Renderer11::getMaxTextureWidth() const
2404{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002405 switch (mFeatureLevel)
2406 {
2407 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2408 case D3D_FEATURE_LEVEL_10_1:
2409 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2410 default: UNREACHABLE(); return 0;
2411 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002412}
2413
2414int Renderer11::getMaxTextureHeight() const
2415{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002416 switch (mFeatureLevel)
2417 {
2418 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2419 case D3D_FEATURE_LEVEL_10_1:
2420 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2421 default: UNREACHABLE(); return 0;
2422 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002423}
2424
shannon.woods%transgaming.com@gtempaccount.comc1fdf6b2013-04-13 03:44:41 +00002425int Renderer11::getMaxTextureDepth() const
2426{
2427 switch (mFeatureLevel)
2428 {
2429 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; // 2048
2430 case D3D_FEATURE_LEVEL_10_1:
2431 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; // 2048
2432 default: UNREACHABLE(); return 0;
2433 }
2434}
2435
shannon.woods%transgaming.com@gtempaccount.coma98a8112013-04-13 03:45:57 +00002436int Renderer11::getMaxTextureArrayLayers() const
2437{
2438 switch (mFeatureLevel)
2439 {
2440 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; // 2048
2441 case D3D_FEATURE_LEVEL_10_1:
2442 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; // 512
2443 default: UNREACHABLE(); return 0;
2444 }
2445}
2446
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002447bool Renderer11::get32BitIndexSupport() const
2448{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002449 switch (mFeatureLevel)
2450 {
2451 case D3D_FEATURE_LEVEL_11_0:
2452 case D3D_FEATURE_LEVEL_10_1:
2453 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2454 default: UNREACHABLE(); return false;
2455 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002456}
2457
2458int Renderer11::getMinSwapInterval() const
2459{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002460 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002461}
2462
2463int Renderer11::getMaxSwapInterval() const
2464{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002465 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002466}
2467
2468int Renderer11::getMaxSupportedSamples() const
2469{
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +00002470 return mMaxSupportedSamples;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002471}
2472
Geoff Lang005df412013-10-16 14:12:50 -04002473GLsizei Renderer11::getMaxSupportedFormatSamples(GLenum internalFormat) const
Geoff Lang0e120e32013-05-29 10:23:55 -04002474{
Shannon Woodsdd4674f2013-07-08 10:32:15 -04002475 DXGI_FORMAT format = gl_d3d11::GetRenderableFormat(internalFormat, getCurrentClientVersion());
Geoff Lang0e120e32013-05-29 10:23:55 -04002476 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2477 return (iter != mMultisampleSupportMap.end()) ? iter->second.maxSupportedSamples : 0;
2478}
2479
Geoff Lang005df412013-10-16 14:12:50 -04002480GLsizei Renderer11::getNumSampleCounts(GLenum internalFormat) const
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002481{
2482 unsigned int numCounts = 0;
2483
2484 // D3D11 supports multisampling for signed and unsigned format, but ES 3.0 does not
Geoff Langb2f3d052013-08-13 12:49:27 -04002485 GLenum componentType = gl::GetComponentType(internalFormat, getCurrentClientVersion());
2486 if (componentType != GL_INT && componentType != GL_UNSIGNED_INT)
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002487 {
2488 DXGI_FORMAT format = gl_d3d11::GetRenderableFormat(internalFormat, getCurrentClientVersion());
2489 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2490
2491 if (iter != mMultisampleSupportMap.end())
2492 {
2493 const MultisampleSupportInfo& info = iter->second;
2494 for (int i = 0; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2495 {
2496 if (info.qualityLevels[i] > 0)
2497 {
2498 numCounts++;
2499 }
2500 }
2501 }
2502 }
2503
2504 return numCounts;
2505}
2506
Geoff Lang005df412013-10-16 14:12:50 -04002507void Renderer11::getSampleCounts(GLenum internalFormat, GLsizei bufSize, GLint *params) const
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002508{
2509 // D3D11 supports multisampling for signed and unsigned format, but ES 3.0 does not
Geoff Langb2f3d052013-08-13 12:49:27 -04002510 GLenum componentType = gl::GetComponentType(internalFormat, getCurrentClientVersion());
2511 if (componentType == GL_INT || componentType == GL_UNSIGNED_INT)
2512 {
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002513 return;
Geoff Langb2f3d052013-08-13 12:49:27 -04002514 }
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002515
2516 DXGI_FORMAT format = gl_d3d11::GetRenderableFormat(internalFormat, getCurrentClientVersion());
2517 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2518
2519 if (iter != mMultisampleSupportMap.end())
2520 {
2521 const MultisampleSupportInfo& info = iter->second;
2522 int bufPos = 0;
2523 for (int i = D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT - 1; i >= 0 && bufPos < bufSize; i--)
2524 {
2525 if (info.qualityLevels[i] > 0)
2526 {
2527 params[bufPos++] = i + 1;
2528 }
2529 }
2530 }
2531}
2532
shannon.woods@transgaming.com88fbd0f2013-02-28 23:05:46 +00002533int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
2534{
2535 if (requested == 0)
2536 {
2537 return 0;
2538 }
2539
2540 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2541 if (iter != mMultisampleSupportMap.end())
2542 {
2543 const MultisampleSupportInfo& info = iter->second;
2544 for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2545 {
2546 if (info.qualityLevels[i] > 0)
2547 {
2548 return i + 1;
2549 }
2550 }
2551 }
2552
2553 return -1;
2554}
2555
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002556unsigned int Renderer11::getMaxRenderTargets() const
2557{
shannon.woods%transgaming.com@gtempaccount.comf30ccc22013-04-13 03:28:36 +00002558 META_ASSERT(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2559 META_ASSERT(D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2560
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002561 switch (mFeatureLevel)
2562 {
2563 case D3D_FEATURE_LEVEL_11_0:
2564 return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2565 case D3D_FEATURE_LEVEL_10_1:
2566 case D3D_FEATURE_LEVEL_10_0:
Geoff Lang626d54e2014-02-07 14:24:12 -05002567 // Feature level 10.0 and 10.1 cards perform very poorly when the pixel shader
2568 // outputs to multiple RTs that are not bound.
2569 // TODO: Remove pixel shader outputs for render targets that are not bound.
2570 return 1;
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002571 default:
2572 UNREACHABLE();
2573 return 1;
2574 }
2575}
2576
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002577bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002578{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002579 if (source && dest)
2580 {
2581 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2582 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2583
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002584 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
Geoff Lang42477a42013-09-17 17:07:02 -04002585
2586 dest11->invalidateSwizzleCache();
2587
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002588 return true;
2589 }
2590
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002591 return false;
2592}
2593
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002594bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002595{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002596 if (source && dest)
2597 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002598 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2599 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002600
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002601 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
Geoff Lang42477a42013-09-17 17:07:02 -04002602
2603 dest11->invalidateSwizzleCache();
2604
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002605 return true;
2606 }
2607
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002608 return false;
2609}
2610
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002611bool Renderer11::copyToRenderTarget(TextureStorageInterface3D *dest, TextureStorageInterface3D *source)
2612{
2613 if (source && dest)
2614 {
2615 TextureStorage11_3D *source11 = TextureStorage11_3D::makeTextureStorage11_3D(source->getStorageInstance());
2616 TextureStorage11_3D *dest11 = TextureStorage11_3D::makeTextureStorage11_3D(dest->getStorageInstance());
2617
2618 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
Geoff Lang42477a42013-09-17 17:07:02 -04002619
2620 dest11->invalidateSwizzleCache();
2621
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002622 return true;
2623 }
2624
2625 return false;
2626}
2627
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002628bool Renderer11::copyToRenderTarget(TextureStorageInterface2DArray *dest, TextureStorageInterface2DArray *source)
2629{
2630 if (source && dest)
2631 {
2632 TextureStorage11_2DArray *source11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(source->getStorageInstance());
2633 TextureStorage11_2DArray *dest11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(dest->getStorageInstance());
2634
2635 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
Geoff Lang42477a42013-09-17 17:07:02 -04002636
2637 dest11->invalidateSwizzleCache();
2638
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002639 return true;
2640 }
2641
2642 return false;
2643}
2644
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002645bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002646 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002647{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002648 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002649 if (!colorbuffer)
2650 {
2651 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002652 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002653 }
2654
2655 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2656 if (!sourceRenderTarget)
2657 {
2658 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002659 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002660 }
2661
2662 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2663 if (!source)
2664 {
2665 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002666 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002667 }
2668
2669 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2670 if (!storage11)
2671 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002672 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002673 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002674 }
2675
2676 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2677 if (!destRenderTarget)
2678 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002679 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002680 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002681 }
2682
2683 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2684 if (!dest)
2685 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002686 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002687 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002688 }
2689
Geoff Langb86b9792013-06-04 16:32:05 -04002690 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2691 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002692
Geoff Langb86b9792013-06-04 16:32:05 -04002693 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2694 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002695
Geoff Langb86b9792013-06-04 16:32:05 -04002696 // Use nearest filtering because source and destination are the same size for the direct
2697 // copy
Geoff Lang125deab2013-08-09 13:34:16 -04002698 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
Geoff Langb86b9792013-06-04 16:32:05 -04002699 destFormat, GL_NEAREST);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002700
Geoff Lang42477a42013-09-17 17:07:02 -04002701 storage11->invalidateSwizzleCacheLevel(level);
2702
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002703 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002704}
2705
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002706bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002707 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002708{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002709 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002710 if (!colorbuffer)
2711 {
2712 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002713 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002714 }
2715
2716 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2717 if (!sourceRenderTarget)
2718 {
2719 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002720 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002721 }
2722
2723 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2724 if (!source)
2725 {
2726 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002727 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002728 }
2729
2730 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2731 if (!storage11)
2732 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002733 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002734 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002735 }
2736
Nicolas Capensb13f8662013-06-04 13:30:19 -04002737 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetFace(target, level));
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002738 if (!destRenderTarget)
2739 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002740 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002741 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002742 }
2743
2744 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2745 if (!dest)
2746 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002747 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002748 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002749 }
2750
Geoff Langb86b9792013-06-04 16:32:05 -04002751 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2752 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002753
Geoff Langb86b9792013-06-04 16:32:05 -04002754 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2755 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002756
Geoff Langb86b9792013-06-04 16:32:05 -04002757 // Use nearest filtering because source and destination are the same size for the direct
2758 // copy
Geoff Lang125deab2013-08-09 13:34:16 -04002759 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
Geoff Langb86b9792013-06-04 16:32:05 -04002760 destFormat, GL_NEAREST);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002761
Geoff Lang42477a42013-09-17 17:07:02 -04002762 storage11->invalidateSwizzleCacheLevel(level);
2763
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002764 return ret;
2765}
2766
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002767bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2768 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface3D *storage, GLint level)
2769{
2770 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2771 if (!colorbuffer)
2772 {
2773 ERR("Failed to retrieve the color buffer from the frame buffer.");
2774 return gl::error(GL_OUT_OF_MEMORY, false);
2775 }
2776
2777 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2778 if (!sourceRenderTarget)
2779 {
2780 ERR("Failed to retrieve the render target from the frame buffer.");
2781 return gl::error(GL_OUT_OF_MEMORY, false);
2782 }
2783
2784 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2785 if (!source)
2786 {
2787 ERR("Failed to retrieve the render target view from the render target.");
2788 return gl::error(GL_OUT_OF_MEMORY, false);
2789 }
2790
2791 TextureStorage11_3D *storage11 = TextureStorage11_3D::makeTextureStorage11_3D(storage->getStorageInstance());
2792 if (!storage11)
2793 {
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002794 ERR("Failed to retrieve the texture storage from the destination.");
2795 return gl::error(GL_OUT_OF_MEMORY, false);
2796 }
2797
2798 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
2799 if (!destRenderTarget)
2800 {
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002801 ERR("Failed to retrieve the render target from the destination storage.");
2802 return gl::error(GL_OUT_OF_MEMORY, false);
2803 }
2804
2805 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2806 if (!dest)
2807 {
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002808 ERR("Failed to retrieve the render target view from the destination render target.");
2809 return gl::error(GL_OUT_OF_MEMORY, false);
2810 }
2811
Geoff Langb86b9792013-06-04 16:32:05 -04002812 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2813 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002814
Geoff Langb86b9792013-06-04 16:32:05 -04002815 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2816 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002817
Geoff Langb86b9792013-06-04 16:32:05 -04002818 // Use nearest filtering because source and destination are the same size for the direct
2819 // copy
Geoff Lang125deab2013-08-09 13:34:16 -04002820 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
Geoff Langb86b9792013-06-04 16:32:05 -04002821 destFormat, GL_NEAREST);
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002822
Geoff Lang42477a42013-09-17 17:07:02 -04002823 storage11->invalidateSwizzleCacheLevel(level);
2824
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002825 return ret;
2826}
2827
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002828bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2829 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface2DArray *storage, GLint level)
2830{
2831 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2832 if (!colorbuffer)
2833 {
2834 ERR("Failed to retrieve the color buffer from the frame buffer.");
2835 return gl::error(GL_OUT_OF_MEMORY, false);
2836 }
2837
2838 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2839 if (!sourceRenderTarget)
2840 {
2841 ERR("Failed to retrieve the render target from the frame buffer.");
2842 return gl::error(GL_OUT_OF_MEMORY, false);
2843 }
2844
2845 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2846 if (!source)
2847 {
2848 ERR("Failed to retrieve the render target view from the render target.");
2849 return gl::error(GL_OUT_OF_MEMORY, false);
2850 }
2851
2852 TextureStorage11_2DArray *storage11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(storage->getStorageInstance());
2853 if (!storage11)
2854 {
Geoff Langea228632013-07-30 15:17:12 -04002855 SafeRelease(source);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002856 ERR("Failed to retrieve the texture storage from the destination.");
2857 return gl::error(GL_OUT_OF_MEMORY, false);
2858 }
2859
2860 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
2861 if (!destRenderTarget)
2862 {
Geoff Langea228632013-07-30 15:17:12 -04002863 SafeRelease(source);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002864 ERR("Failed to retrieve the render target from the destination storage.");
2865 return gl::error(GL_OUT_OF_MEMORY, false);
2866 }
2867
2868 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2869 if (!dest)
2870 {
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002871 ERR("Failed to retrieve the render target view from the destination render target.");
2872 return gl::error(GL_OUT_OF_MEMORY, false);
2873 }
2874
Geoff Langb86b9792013-06-04 16:32:05 -04002875 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2876 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002877
Geoff Langb86b9792013-06-04 16:32:05 -04002878 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2879 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002880
Geoff Langb86b9792013-06-04 16:32:05 -04002881 // Use nearest filtering because source and destination are the same size for the direct
2882 // copy
Geoff Lang125deab2013-08-09 13:34:16 -04002883 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
Geoff Langb86b9792013-06-04 16:32:05 -04002884 destFormat, GL_NEAREST);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002885
Geoff Lang42477a42013-09-17 17:07:02 -04002886 storage11->invalidateSwizzleCacheLevel(level);
2887
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002888 return ret;
2889}
2890
shannon.woods%transgaming.com@gtempaccount.comba2744f2013-04-13 03:33:38 +00002891void Renderer11::unapplyRenderTargets()
2892{
2893 setOneTimeRenderTarget(NULL);
2894}
2895
2896void Renderer11::setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView)
2897{
2898 ID3D11RenderTargetView *rtvArray[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
2899
2900 rtvArray[0] = renderTargetView;
2901
2902 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), rtvArray, NULL);
2903
2904 // Do not preserve the serial for this one-time-use render target
2905 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
2906 {
2907 mAppliedRenderTargetSerials[rtIndex] = 0;
2908 }
2909}
2910
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002911RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2912{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002913 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002914 RenderTarget11 *renderTarget = NULL;
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002915
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002916 if (depth)
2917 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002918 // Note: depth stencil may be NULL for 0 sized surfaces
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002919 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
Geoff Lang88f9cbf2013-10-18 14:33:37 -04002920 swapChain11->getDepthStencilTexture(),
2921 swapChain11->getDepthStencilShaderResource(),
shannonwoods@chromium.org7faf3ec2013-05-30 00:03:45 +00002922 swapChain11->getWidth(), swapChain11->getHeight(), 1);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002923 }
2924 else
2925 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002926 // Note: render target may be NULL for 0 sized surfaces
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002927 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002928 swapChain11->getOffscreenTexture(),
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002929 swapChain11->getRenderTargetShaderResource(),
shannonwoods@chromium.org7faf3ec2013-05-30 00:03:45 +00002930 swapChain11->getWidth(), swapChain11->getHeight(), 1);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002931 }
2932 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002933}
2934
Geoff Langa2d97f12013-06-11 11:44:02 -04002935RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples)
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002936{
Geoff Langa2d97f12013-06-11 11:44:02 -04002937 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples);
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002938 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002939}
2940
Geoff Lang48dcae72014-02-05 16:28:24 -05002941ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type,
2942 const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
2943 bool separatedOutputBuffers)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002944{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002945 ShaderExecutable11 *executable = NULL;
Geoff Lang48dcae72014-02-05 16:28:24 -05002946 HRESULT result;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002947
2948 switch (type)
2949 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002950 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002951 {
Geoff Lang48dcae72014-02-05 16:28:24 -05002952 ID3D11VertexShader *vertexShader = NULL;
2953 ID3D11GeometryShader *streamOutShader = NULL;
2954
2955 result = mDevice->CreateVertexShader(function, length, NULL, &vertexShader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002956 ASSERT(SUCCEEDED(result));
2957
Geoff Lang48dcae72014-02-05 16:28:24 -05002958 if (transformFeedbackVaryings.size() > 0)
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002959 {
Geoff Lang48dcae72014-02-05 16:28:24 -05002960 std::vector<D3D11_SO_DECLARATION_ENTRY> soDeclaration;
2961 for (size_t i = 0; i < transformFeedbackVaryings.size(); i++)
2962 {
2963 const gl::LinkedVarying &varying = transformFeedbackVaryings[i];
2964 for (size_t j = 0; j < transformFeedbackVaryings[i].semanticIndexCount; j++)
2965 {
2966 D3D11_SO_DECLARATION_ENTRY entry = { 0 };
2967 entry.Stream = 0;
2968 entry.SemanticName = transformFeedbackVaryings[i].semanticName.c_str();
2969 entry.SemanticIndex = transformFeedbackVaryings[i].semanticIndex + j;
2970 entry.StartComponent = 0;
2971 entry.ComponentCount = gl::VariableRowCount(type);
2972 entry.OutputSlot = (separatedOutputBuffers ? i : 0);
2973 soDeclaration.push_back(entry);
2974 }
2975 }
2976
2977 result = mDevice->CreateGeometryShaderWithStreamOutput(function, length, soDeclaration.data(), soDeclaration.size(),
2978 NULL, 0, 0, NULL, &streamOutShader);
2979 ASSERT(SUCCEEDED(result));
2980 }
2981
2982 if (vertexShader)
2983 {
2984 executable = new ShaderExecutable11(function, length, vertexShader, streamOutShader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002985 }
2986 }
2987 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002988 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002989 {
Geoff Lang48dcae72014-02-05 16:28:24 -05002990 ID3D11PixelShader *pixelShader = NULL;
2991
2992 result = mDevice->CreatePixelShader(function, length, NULL, &pixelShader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002993 ASSERT(SUCCEEDED(result));
2994
Geoff Lang48dcae72014-02-05 16:28:24 -05002995 if (pixelShader)
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002996 {
Geoff Lang48dcae72014-02-05 16:28:24 -05002997 executable = new ShaderExecutable11(function, length, pixelShader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002998 }
2999 }
3000 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00003001 case rx::SHADER_GEOMETRY:
3002 {
Geoff Lang48dcae72014-02-05 16:28:24 -05003003 ID3D11GeometryShader *geometryShader = NULL;
3004
3005 result = mDevice->CreateGeometryShader(function, length, NULL, &geometryShader);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00003006 ASSERT(SUCCEEDED(result));
3007
Geoff Lang48dcae72014-02-05 16:28:24 -05003008 if (geometryShader)
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00003009 {
Geoff Lang48dcae72014-02-05 16:28:24 -05003010 executable = new ShaderExecutable11(function, length, geometryShader);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00003011 }
3012 }
3013 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00003014 default:
3015 UNREACHABLE();
3016 break;
3017 }
3018
3019 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00003020}
3021
Geoff Lang48dcae72014-02-05 16:28:24 -05003022ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type,
3023 const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
3024 bool separatedOutputBuffers, D3DWorkaroundType workaround)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003025{
Geoff Lang6e05c272014-03-17 10:46:54 -07003026 const char *profileType = NULL;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003027 switch (type)
3028 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003029 case rx::SHADER_VERTEX:
Geoff Lang6e05c272014-03-17 10:46:54 -07003030 profileType = "vs";
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003031 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003032 case rx::SHADER_PIXEL:
Geoff Lang6e05c272014-03-17 10:46:54 -07003033 profileType = "ps";
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003034 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00003035 case rx::SHADER_GEOMETRY:
Geoff Lang6e05c272014-03-17 10:46:54 -07003036 profileType = "gs";
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00003037 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003038 default:
3039 UNREACHABLE();
3040 return NULL;
3041 }
3042
Geoff Lang6e05c272014-03-17 10:46:54 -07003043 const char *profileVersion = NULL;
3044 switch (mFeatureLevel)
3045 {
3046 case D3D_FEATURE_LEVEL_11_0:
3047 profileVersion = "5_0";
3048 break;
3049 case D3D_FEATURE_LEVEL_10_1:
3050 profileVersion = "4_1";
3051 break;
3052 case D3D_FEATURE_LEVEL_10_0:
3053 profileVersion = "4_0";
3054 break;
3055 default:
3056 UNREACHABLE();
3057 return NULL;
3058 }
3059
3060 char profile[32];
3061 snprintf(profile, ArraySize(profile), "%s_%s", profileType, profileVersion);
3062
Geoff Langdad5ed32014-02-10 12:59:17 -05003063 ID3DBlob *binary = (ID3DBlob*)mCompiler.compileToBinary(infoLog, shaderHLSL, profile, D3DCOMPILE_OPTIMIZATION_LEVEL0, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003064 if (!binary)
Geoff Langea228632013-07-30 15:17:12 -04003065 {
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003066 return NULL;
Geoff Langea228632013-07-30 15:17:12 -04003067 }
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003068
Geoff Lang48dcae72014-02-05 16:28:24 -05003069 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type,
3070 transformFeedbackVaryings, separatedOutputBuffers);
Geoff Langea228632013-07-30 15:17:12 -04003071 SafeRelease(binary);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003072
3073 return executable;
3074}
3075
Jamie Madill8ff21ae2014-02-04 16:04:05 -05003076rx::UniformStorage *Renderer11::createUniformStorage(size_t storageSize)
3077{
3078 return new UniformStorage11(this, storageSize);
3079}
3080
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00003081VertexBuffer *Renderer11::createVertexBuffer()
3082{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00003083 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00003084}
3085
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00003086IndexBuffer *Renderer11::createIndexBuffer()
3087{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00003088 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003089}
3090
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +00003091BufferStorage *Renderer11::createBufferStorage()
3092{
3093 return new BufferStorage11(this);
3094}
3095
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003096QueryImpl *Renderer11::createQuery(GLenum type)
3097{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00003098 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003099}
3100
3101FenceImpl *Renderer11::createFence()
3102{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00003103 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00003104}
3105
Geoff Lang005df412013-10-16 14:12:50 -04003106bool Renderer11::supportsFastCopyBufferToTexture(GLenum internalFormat) const
Jamie Madill0e0510f2013-10-10 15:46:23 -04003107{
Jamie Madill4461f092013-10-10 15:10:39 -04003108 int clientVersion = getCurrentClientVersion();
3109
3110 // We only support buffer to texture copies in ES3
3111 if (clientVersion <= 2)
3112 {
3113 return false;
3114 }
3115
3116 // sRGB formats do not work with D3D11 buffer SRVs
3117 if (gl::GetColorEncoding(internalFormat, clientVersion) == GL_SRGB)
3118 {
3119 return false;
3120 }
3121
3122 // We cannot support direct copies to non-color-renderable formats
3123 if (!gl::IsColorRenderingSupported(internalFormat, this))
3124 {
3125 return false;
3126 }
3127
3128 // We skip all 3-channel formats since sometimes format support is missing
3129 if (gl::GetComponentCount(internalFormat, clientVersion) == 3)
3130 {
3131 return false;
3132 }
3133
3134 // We don't support formats which we can't represent without conversion
3135 if (getNativeTextureFormat(internalFormat) != internalFormat)
3136 {
3137 return false;
3138 }
3139
3140 return true;
Jamie Madill0e0510f2013-10-10 15:46:23 -04003141}
3142
Jamie Madilla21eea32013-09-18 14:36:25 -04003143bool Renderer11::fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTarget *destRenderTarget,
3144 GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea)
3145{
Jamie Madill0e0510f2013-10-10 15:46:23 -04003146 ASSERT(supportsFastCopyBufferToTexture(destinationFormat));
Jamie Madilla21eea32013-09-18 14:36:25 -04003147 return mPixelTransfer->copyBufferToTexture(unpack, offset, destRenderTarget, destinationFormat, sourcePixelsType, destArea);
3148}
3149
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003150bool Renderer11::getRenderTargetResource(gl::Renderbuffer *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003151{
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003152 ASSERT(colorbuffer != NULL);
3153
3154 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
3155 if (renderTarget)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003156 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003157 *subresourceIndex = renderTarget->getSubresourceIndex();
3158
3159 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
3160 if (colorBufferRTV)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003161 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003162 ID3D11Resource *textureResource = NULL;
3163 colorBufferRTV->GetResource(&textureResource);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003164
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003165 if (textureResource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003166 {
Geoff Lang8e328842014-02-10 13:11:20 -05003167 HRESULT result = textureResource->QueryInterface(__uuidof(ID3D11Texture2D), (void**)resource);
Geoff Langea228632013-07-30 15:17:12 -04003168 SafeRelease(textureResource);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003169
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003170 if (SUCCEEDED(result))
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003171 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003172 return true;
3173 }
3174 else
3175 {
3176 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
3177 "HRESULT: 0x%X.", result);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003178 }
3179 }
3180 }
3181 }
3182
3183 return false;
3184}
3185
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003186bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
Geoff Lang125deab2013-08-09 13:34:16 -04003187 const gl::Rectangle *scissor, bool blitRenderTarget, bool blitDepth, bool blitStencil, GLenum filter)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003188{
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003189 if (blitRenderTarget)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003190 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003191 gl::Renderbuffer *readBuffer = readTarget->getReadColorbuffer();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003192
3193 if (!readBuffer)
3194 {
3195 ERR("Failed to retrieve the read buffer from the read framebuffer.");
3196 return gl::error(GL_OUT_OF_MEMORY, false);
3197 }
3198
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003199 RenderTarget *readRenderTarget = readBuffer->getRenderTarget();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003200
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003201 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003202 {
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003203 if (drawTarget->isEnabledColorAttachment(colorAttachment))
3204 {
3205 gl::Renderbuffer *drawBuffer = drawTarget->getColorbuffer(colorAttachment);
3206
3207 if (!drawBuffer)
3208 {
3209 ERR("Failed to retrieve the draw buffer from the draw framebuffer.");
3210 return gl::error(GL_OUT_OF_MEMORY, false);
3211 }
3212
3213 RenderTarget *drawRenderTarget = drawBuffer->getRenderTarget();
3214
Geoff Lang125deab2013-08-09 13:34:16 -04003215 if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, filter, scissor,
Geoff Lang685806d2013-06-12 11:16:36 -04003216 blitRenderTarget, false, false))
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003217 {
3218 return false;
3219 }
3220 }
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003221 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003222 }
3223
Geoff Lang685806d2013-06-12 11:16:36 -04003224 if (blitDepth || blitStencil)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003225 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003226 gl::Renderbuffer *readBuffer = readTarget->getDepthOrStencilbuffer();
3227 gl::Renderbuffer *drawBuffer = drawTarget->getDepthOrStencilbuffer();
3228
3229 if (!readBuffer)
3230 {
3231 ERR("Failed to retrieve the read depth-stencil buffer from the read framebuffer.");
3232 return gl::error(GL_OUT_OF_MEMORY, false);
3233 }
3234
3235 if (!drawBuffer)
3236 {
3237 ERR("Failed to retrieve the draw depth-stencil buffer from the draw framebuffer.");
3238 return gl::error(GL_OUT_OF_MEMORY, false);
3239 }
3240
3241 RenderTarget *readRenderTarget = readBuffer->getDepthStencil();
3242 RenderTarget *drawRenderTarget = drawBuffer->getDepthStencil();
3243
Geoff Lang125deab2013-08-09 13:34:16 -04003244 if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, filter, scissor,
Geoff Lang685806d2013-06-12 11:16:36 -04003245 false, blitDepth, blitStencil))
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003246 {
3247 return false;
3248 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003249 }
3250
Geoff Lang42477a42013-09-17 17:07:02 -04003251 invalidateFramebufferSwizzles(drawTarget);
3252
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003253 return true;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003254}
3255
3256void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
3257 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
3258{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003259 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00003260 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003261
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003262 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
3263
3264 if (colorbuffer && getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003265 {
3266 gl::Rectangle area;
3267 area.x = x;
3268 area.y = y;
3269 area.width = width;
3270 area.height = height;
3271
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00003272 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
3273 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003274
Geoff Langea228632013-07-30 15:17:12 -04003275 SafeRelease(colorBufferTexture);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003276 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003277}
3278
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003279Image *Renderer11::createImage()
3280{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00003281 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003282}
3283
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003284void Renderer11::generateMipmap(Image *dest, Image *src)
3285{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00003286 Image11 *dest11 = Image11::makeImage11(dest);
3287 Image11 *src11 = Image11::makeImage11(src);
Jamie Madilld6cb2442013-07-10 15:13:38 -04003288 Image11::generateMipmap(getCurrentClientVersion(), dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003289}
3290
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003291TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
3292{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00003293 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
3294 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003295}
3296
Jamie Madill4cfff5f2013-10-24 17:49:46 -04003297TextureStorage *Renderer11::createTextureStorage2D(int baseLevel, int maxLevel, GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height)
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003298{
Jamie Madill4cfff5f2013-10-24 17:49:46 -04003299 return new TextureStorage11_2D(this, baseLevel, maxLevel, internalformat, renderTarget, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003300}
3301
Jamie Madill4cfff5f2013-10-24 17:49:46 -04003302TextureStorage *Renderer11::createTextureStorageCube(int baseLevel, int maxLevel, GLenum internalformat, bool renderTarget, int size)
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003303{
Jamie Madill4cfff5f2013-10-24 17:49:46 -04003304 return new TextureStorage11_Cube(this, baseLevel, maxLevel, internalformat, renderTarget, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003305}
3306
Jamie Madill4cfff5f2013-10-24 17:49:46 -04003307TextureStorage *Renderer11::createTextureStorage3D(int baseLevel, int maxLevel, GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth)
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +00003308{
Jamie Madill4cfff5f2013-10-24 17:49:46 -04003309 return new TextureStorage11_3D(this, baseLevel, maxLevel, internalformat, renderTarget, width, height, depth);
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +00003310}
3311
Jamie Madill4cfff5f2013-10-24 17:49:46 -04003312TextureStorage *Renderer11::createTextureStorage2DArray(int baseLevel, int maxLevel, GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth)
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00003313{
Jamie Madill4cfff5f2013-10-24 17:49:46 -04003314 return new TextureStorage11_2DArray(this, baseLevel, maxLevel, internalformat, renderTarget, width, height, depth);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00003315}
3316
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003317void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
3318 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
3319 GLint packAlignment, void *pixels)
3320{
3321 D3D11_TEXTURE2D_DESC textureDesc;
3322 texture->GetDesc(&textureDesc);
3323
3324 D3D11_TEXTURE2D_DESC stagingDesc;
3325 stagingDesc.Width = area.width;
3326 stagingDesc.Height = area.height;
3327 stagingDesc.MipLevels = 1;
3328 stagingDesc.ArraySize = 1;
3329 stagingDesc.Format = textureDesc.Format;
3330 stagingDesc.SampleDesc.Count = 1;
3331 stagingDesc.SampleDesc.Quality = 0;
3332 stagingDesc.Usage = D3D11_USAGE_STAGING;
3333 stagingDesc.BindFlags = 0;
3334 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
3335 stagingDesc.MiscFlags = 0;
3336
3337 ID3D11Texture2D* stagingTex = NULL;
3338 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
3339 if (FAILED(result))
3340 {
3341 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
3342 return;
3343 }
3344
3345 ID3D11Texture2D* srcTex = NULL;
3346 if (textureDesc.SampleDesc.Count > 1)
3347 {
3348 D3D11_TEXTURE2D_DESC resolveDesc;
3349 resolveDesc.Width = textureDesc.Width;
3350 resolveDesc.Height = textureDesc.Height;
3351 resolveDesc.MipLevels = 1;
3352 resolveDesc.ArraySize = 1;
3353 resolveDesc.Format = textureDesc.Format;
3354 resolveDesc.SampleDesc.Count = 1;
3355 resolveDesc.SampleDesc.Quality = 0;
3356 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
3357 resolveDesc.BindFlags = 0;
3358 resolveDesc.CPUAccessFlags = 0;
3359 resolveDesc.MiscFlags = 0;
3360
3361 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
3362 if (FAILED(result))
3363 {
3364 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
Geoff Langea228632013-07-30 15:17:12 -04003365 SafeRelease(stagingTex);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003366 return;
3367 }
3368
3369 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
3370 subResource = 0;
3371 }
3372 else
3373 {
3374 srcTex = texture;
3375 srcTex->AddRef();
3376 }
3377
3378 D3D11_BOX srcBox;
3379 srcBox.left = area.x;
3380 srcBox.right = area.x + area.width;
3381 srcBox.top = area.y;
3382 srcBox.bottom = area.y + area.height;
3383 srcBox.front = 0;
3384 srcBox.back = 1;
3385
3386 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
3387
Geoff Langea228632013-07-30 15:17:12 -04003388 SafeRelease(srcTex);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003389
3390 D3D11_MAPPED_SUBRESOURCE mapping;
3391 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
3392
3393 unsigned char *source;
3394 int inputPitch;
3395 if (packReverseRowOrder)
3396 {
3397 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
3398 inputPitch = -static_cast<int>(mapping.RowPitch);
3399 }
3400 else
3401 {
3402 source = static_cast<unsigned char*>(mapping.pData);
3403 inputPitch = static_cast<int>(mapping.RowPitch);
3404 }
3405
Geoff Lang697ad3e2013-06-04 10:11:28 -04003406 GLuint clientVersion = getCurrentClientVersion();
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003407
Geoff Lang005df412013-10-16 14:12:50 -04003408 GLenum sourceInternalFormat = d3d11_gl::GetInternalFormat(textureDesc.Format, clientVersion);
Geoff Lang697ad3e2013-06-04 10:11:28 -04003409 GLenum sourceFormat = gl::GetFormat(sourceInternalFormat, clientVersion);
3410 GLenum sourceType = gl::GetType(sourceInternalFormat, clientVersion);
3411
3412 GLuint sourcePixelSize = gl::GetPixelBytes(sourceInternalFormat, clientVersion);
3413
3414 if (sourceFormat == format && sourceType == type)
3415 {
3416 // Direct copy possible
3417 unsigned char *dest = static_cast<unsigned char*>(pixels);
3418 for (int y = 0; y < area.height; y++)
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003419 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003420 memcpy(dest + y * outputPitch, source + y * inputPitch, area.width * sourcePixelSize);
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003421 }
3422 }
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003423 else
3424 {
Geoff Lang005df412013-10-16 14:12:50 -04003425 GLenum destInternalFormat = gl::GetSizedInternalFormat(format, type, clientVersion);
Geoff Lang697ad3e2013-06-04 10:11:28 -04003426 GLuint destPixelSize = gl::GetPixelBytes(destInternalFormat, clientVersion);
3427
Jamie Madill9eeecfc2014-01-29 09:26:48 -05003428 ColorCopyFunction fastCopyFunc = d3d11::GetFastCopyFunction(textureDesc.Format, format, type);
Geoff Lang697ad3e2013-06-04 10:11:28 -04003429 if (fastCopyFunc)
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003430 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003431 // Fast copy is possible through some special function
3432 for (int y = 0; y < area.height; y++)
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003433 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003434 for (int x = 0; x < area.width; x++)
3435 {
3436 void *dest = static_cast<unsigned char*>(pixels) + y * outputPitch + x * destPixelSize;
3437 void *src = static_cast<unsigned char*>(source) + y * inputPitch + x * sourcePixelSize;
3438
3439 fastCopyFunc(src, dest);
3440 }
3441 }
3442 }
3443 else
3444 {
Jamie Madill9eeecfc2014-01-29 09:26:48 -05003445 ColorReadFunction readFunc = d3d11::GetColorReadFunction(textureDesc.Format);
Geoff Lang697ad3e2013-06-04 10:11:28 -04003446 ColorWriteFunction writeFunc = gl::GetColorWriteFunction(format, type, clientVersion);
3447
3448 unsigned char temp[16]; // Maximum size of any Color<T> type used.
3449 META_ASSERT(sizeof(temp) >= sizeof(gl::ColorF) &&
3450 sizeof(temp) >= sizeof(gl::ColorUI) &&
3451 sizeof(temp) >= sizeof(gl::ColorI));
3452
3453 for (int y = 0; y < area.height; y++)
3454 {
3455 for (int x = 0; x < area.width; x++)
3456 {
3457 void *dest = static_cast<unsigned char*>(pixels) + y * outputPitch + x * destPixelSize;
3458 void *src = static_cast<unsigned char*>(source) + y * inputPitch + x * sourcePixelSize;
3459
3460 // readFunc and writeFunc will be using the same type of color, CopyTexImage
3461 // will not allow the copy otherwise.
3462 readFunc(src, temp);
3463 writeFunc(temp, dest);
3464 }
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003465 }
3466 }
3467 }
3468
3469 mDeviceContext->Unmap(stagingTex, 0);
3470
Geoff Langea228632013-07-30 15:17:12 -04003471 SafeRelease(stagingTex);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003472}
3473
Geoff Lang758d5b22013-06-11 11:42:50 -04003474bool Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget,
Geoff Lang125deab2013-08-09 13:34:16 -04003475 RenderTarget *drawRenderTarget, GLenum filter, const gl::Rectangle *scissor,
3476 bool colorBlit, bool depthBlit, bool stencilBlit)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003477{
Geoff Lang975af372013-06-12 11:19:22 -04003478 // Since blitRenderbufferRect is called for each render buffer that needs to be blitted,
3479 // it should never be the case that both color and depth/stencil need to be blitted at
3480 // at the same time.
3481 ASSERT(colorBlit != (depthBlit || stencilBlit));
3482
Geoff Langc1f51be2013-06-11 11:49:14 -04003483 bool result = true;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003484
Geoff Lang4d782732013-07-22 10:44:18 -04003485 RenderTarget11 *drawRenderTarget11 = RenderTarget11::makeRenderTarget11(drawRenderTarget);
3486 if (!drawRenderTarget)
3487 {
3488 ERR("Failed to retrieve the draw render target from the draw framebuffer.");
3489 return gl::error(GL_OUT_OF_MEMORY, false);
3490 }
3491
3492 ID3D11Resource *drawTexture = drawRenderTarget11->getTexture();
3493 unsigned int drawSubresource = drawRenderTarget11->getSubresourceIndex();
3494 ID3D11RenderTargetView *drawRTV = drawRenderTarget11->getRenderTargetView();
3495 ID3D11DepthStencilView *drawDSV = drawRenderTarget11->getDepthStencilView();
3496
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003497 RenderTarget11 *readRenderTarget11 = RenderTarget11::makeRenderTarget11(readRenderTarget);
3498 if (!readRenderTarget)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003499 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003500 ERR("Failed to retrieve the read render target from the read framebuffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003501 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003502 }
3503
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003504 ID3D11Resource *readTexture = NULL;
Geoff Langc1f51be2013-06-11 11:49:14 -04003505 ID3D11ShaderResourceView *readSRV = NULL;
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003506 unsigned int readSubresource = 0;
3507 if (readRenderTarget->getSamples() > 0)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003508 {
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003509 ID3D11Resource *unresolvedResource = readRenderTarget11->getTexture();
3510 ID3D11Texture2D *unresolvedTexture = d3d11::DynamicCastComObject<ID3D11Texture2D>(unresolvedResource);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003511
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003512 if (unresolvedTexture)
3513 {
3514 readTexture = resolveMultisampledTexture(unresolvedTexture, readRenderTarget11->getSubresourceIndex());
3515 readSubresource = 0;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003516
Geoff Langea228632013-07-30 15:17:12 -04003517 SafeRelease(unresolvedTexture);
Geoff Langc1f51be2013-06-11 11:49:14 -04003518
Geoff Lang5c9a29a2014-02-11 10:26:24 -05003519 HRESULT hresult = mDevice->CreateShaderResourceView(readTexture, NULL, &readSRV);
3520 if (FAILED(hresult))
Geoff Langc1f51be2013-06-11 11:49:14 -04003521 {
Geoff Langea228632013-07-30 15:17:12 -04003522 SafeRelease(readTexture);
Geoff Langc1f51be2013-06-11 11:49:14 -04003523 return gl::error(GL_OUT_OF_MEMORY, false);
3524 }
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003525 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003526 }
3527 else
3528 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003529 readTexture = readRenderTarget11->getTexture();
Geoff Lang4d782732013-07-22 10:44:18 -04003530 readTexture->AddRef();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003531 readSubresource = readRenderTarget11->getSubresourceIndex();
Geoff Langc1f51be2013-06-11 11:49:14 -04003532 readSRV = readRenderTarget11->getShaderResourceView();
Geoff Lang4d782732013-07-22 10:44:18 -04003533 readSRV->AddRef();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003534 }
3535
Geoff Lang4d782732013-07-22 10:44:18 -04003536 if (!readTexture || !readSRV)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003537 {
Geoff Lang4d782732013-07-22 10:44:18 -04003538 SafeRelease(readTexture);
3539 SafeRelease(readSRV);
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003540 ERR("Failed to retrieve the read render target view from the read render target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003541 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003542 }
3543
Geoff Lang125deab2013-08-09 13:34:16 -04003544 gl::Extents readSize(readRenderTarget->getWidth(), readRenderTarget->getHeight(), 1);
3545 gl::Extents drawSize(drawRenderTarget->getWidth(), drawRenderTarget->getHeight(), 1);
3546
3547 bool scissorNeeded = scissor && gl::ClipRectangle(drawRect, *scissor, NULL);
3548
3549 bool wholeBufferCopy = !scissorNeeded &&
3550 readRect.x == 0 && readRect.width == readSize.width &&
3551 readRect.y == 0 && readRect.height == readSize.height &&
3552 drawRect.x == 0 && drawRect.width == drawSize.width &&
3553 drawRect.y == 0 && drawRect.height == drawSize.height;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003554
Geoff Langc1f51be2013-06-11 11:49:14 -04003555 bool stretchRequired = readRect.width != drawRect.width || readRect.height != drawRect.height;
Geoff Lang758d5b22013-06-11 11:42:50 -04003556
Geoff Lang1cd1b212014-02-11 09:42:27 -05003557 bool flipRequired = readRect.width < 0 || readRect.height < 0 || drawRect.width < 0 || drawRect.height < 0;
Geoff Lang125deab2013-08-09 13:34:16 -04003558
3559 bool outOfBounds = readRect.x < 0 || readRect.x + readRect.width > readSize.width ||
3560 readRect.y < 0 || readRect.y + readRect.height > readSize.height ||
3561 drawRect.x < 0 || drawRect.x + drawRect.width > drawSize.width ||
3562 drawRect.y < 0 || drawRect.y + drawRect.height > drawSize.height;
3563
3564 bool hasDepth = gl::GetDepthBits(drawRenderTarget11->getActualFormat(), getCurrentClientVersion()) > 0;
3565 bool hasStencil = gl::GetStencilBits(drawRenderTarget11->getActualFormat(), getCurrentClientVersion()) > 0;
3566 bool partialDSBlit = (hasDepth && depthBlit) != (hasStencil && stencilBlit);
3567
Geoff Langc1f51be2013-06-11 11:49:14 -04003568 if (readRenderTarget11->getActualFormat() == drawRenderTarget->getActualFormat() &&
Geoff Lang125deab2013-08-09 13:34:16 -04003569 !stretchRequired && !outOfBounds && !flipRequired && !partialDSBlit &&
3570 (!(depthBlit || stencilBlit) || wholeBufferCopy))
Geoff Langc1f51be2013-06-11 11:49:14 -04003571 {
Geoff Lang125deab2013-08-09 13:34:16 -04003572 UINT dstX = drawRect.x;
3573 UINT dstY = drawRect.y;
3574
Geoff Langc1f51be2013-06-11 11:49:14 -04003575 D3D11_BOX readBox;
3576 readBox.left = readRect.x;
3577 readBox.right = readRect.x + readRect.width;
3578 readBox.top = readRect.y;
3579 readBox.bottom = readRect.y + readRect.height;
3580 readBox.front = 0;
3581 readBox.back = 1;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003582
Geoff Lang125deab2013-08-09 13:34:16 -04003583 if (scissorNeeded)
3584 {
3585 // drawRect is guaranteed to have positive width and height because stretchRequired is false.
3586 ASSERT(drawRect.width >= 0 || drawRect.height >= 0);
3587
3588 if (drawRect.x < scissor->x)
3589 {
3590 dstX = scissor->x;
3591 readBox.left += (scissor->x - drawRect.x);
3592 }
3593 if (drawRect.y < scissor->y)
3594 {
3595 dstY = scissor->y;
3596 readBox.top += (scissor->y - drawRect.y);
3597 }
3598 if (drawRect.x + drawRect.width > scissor->x + scissor->width)
3599 {
3600 readBox.right -= ((drawRect.x + drawRect.width) - (scissor->x + scissor->width));
3601 }
3602 if (drawRect.y + drawRect.height > scissor->y + scissor->height)
3603 {
3604 readBox.bottom -= ((drawRect.y + drawRect.height) - (scissor->y + scissor->height));
3605 }
3606 }
3607
Geoff Langc1f51be2013-06-11 11:49:14 -04003608 // D3D11 needs depth-stencil CopySubresourceRegions to have a NULL pSrcBox
3609 // We also require complete framebuffer copies for depth-stencil blit.
3610 D3D11_BOX *pSrcBox = wholeBufferCopy ? NULL : &readBox;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003611
Geoff Lang125deab2013-08-09 13:34:16 -04003612 mDeviceContext->CopySubresourceRegion(drawTexture, drawSubresource, dstX, dstY, 0,
Geoff Langc1f51be2013-06-11 11:49:14 -04003613 readTexture, readSubresource, pSrcBox);
3614 result = true;
3615 }
3616 else
3617 {
3618 gl::Box readArea(readRect.x, readRect.y, 0, readRect.width, readRect.height, 1);
Geoff Langc1f51be2013-06-11 11:49:14 -04003619 gl::Box drawArea(drawRect.x, drawRect.y, 0, drawRect.width, drawRect.height, 1);
Geoff Langc1f51be2013-06-11 11:49:14 -04003620
Geoff Lang975af372013-06-12 11:19:22 -04003621 if (depthBlit && stencilBlit)
Geoff Langc1f51be2013-06-11 11:49:14 -04003622 {
Geoff Lang975af372013-06-12 11:19:22 -04003623 result = mBlit->copyDepthStencil(readTexture, readSubresource, readArea, readSize,
Geoff Lang125deab2013-08-09 13:34:16 -04003624 drawTexture, drawSubresource, drawArea, drawSize,
3625 scissor);
Geoff Lang975af372013-06-12 11:19:22 -04003626 }
3627 else if (depthBlit)
3628 {
Geoff Lang125deab2013-08-09 13:34:16 -04003629 result = mBlit->copyDepth(readSRV, readArea, readSize, drawDSV, drawArea, drawSize,
3630 scissor);
Geoff Lang975af372013-06-12 11:19:22 -04003631 }
3632 else if (stencilBlit)
3633 {
3634 result = mBlit->copyStencil(readTexture, readSubresource, readArea, readSize,
Geoff Lang125deab2013-08-09 13:34:16 -04003635 drawTexture, drawSubresource, drawArea, drawSize,
3636 scissor);
Geoff Langc1f51be2013-06-11 11:49:14 -04003637 }
3638 else
3639 {
Geoff Lang685806d2013-06-12 11:16:36 -04003640 GLenum format = gl::GetFormat(drawRenderTarget->getInternalFormat(), getCurrentClientVersion());
Geoff Lang125deab2013-08-09 13:34:16 -04003641 result = mBlit->copyTexture(readSRV, readArea, readSize, drawRTV, drawArea, drawSize,
3642 scissor, format, filter);
Geoff Langc1f51be2013-06-11 11:49:14 -04003643 }
3644 }
3645
3646 SafeRelease(readTexture);
3647 SafeRelease(readSRV);
Geoff Langc1f51be2013-06-11 11:49:14 -04003648
3649 return result;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003650}
3651
shannon.woods@transgaming.comd67f9ce2013-02-28 23:06:09 +00003652ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
3653{
3654 D3D11_TEXTURE2D_DESC textureDesc;
3655 source->GetDesc(&textureDesc);
3656
3657 if (textureDesc.SampleDesc.Count > 1)
3658 {
3659 D3D11_TEXTURE2D_DESC resolveDesc;
3660 resolveDesc.Width = textureDesc.Width;
3661 resolveDesc.Height = textureDesc.Height;
3662 resolveDesc.MipLevels = 1;
3663 resolveDesc.ArraySize = 1;
3664 resolveDesc.Format = textureDesc.Format;
3665 resolveDesc.SampleDesc.Count = 1;
3666 resolveDesc.SampleDesc.Quality = 0;
3667 resolveDesc.Usage = textureDesc.Usage;
3668 resolveDesc.BindFlags = textureDesc.BindFlags;
3669 resolveDesc.CPUAccessFlags = 0;
3670 resolveDesc.MiscFlags = 0;
3671
3672 ID3D11Texture2D *resolveTexture = NULL;
3673 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
3674 if (FAILED(result))
3675 {
3676 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
3677 return NULL;
3678 }
3679
3680 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
3681 return resolveTexture;
3682 }
3683 else
3684 {
3685 source->AddRef();
3686 return source;
3687 }
3688}
3689
Geoff Lang42477a42013-09-17 17:07:02 -04003690void Renderer11::invalidateRenderbufferSwizzles(gl::Renderbuffer *renderBuffer, int mipLevel)
3691{
3692 TextureStorage *texStorage = renderBuffer->getTextureStorage();
3693 if (texStorage)
3694 {
3695 TextureStorage11 *texStorage11 = TextureStorage11::makeTextureStorage11(texStorage);
3696 if (!texStorage11)
3697 {
3698 ERR("texture storage pointer unexpectedly null.");
3699 return;
3700 }
3701
3702 texStorage11->invalidateSwizzleCacheLevel(mipLevel);
3703 }
3704}
3705
3706void Renderer11::invalidateFramebufferSwizzles(gl::Framebuffer *framebuffer)
3707{
3708 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
3709 {
3710 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(colorAttachment);
3711 if (colorbuffer)
3712 {
3713 invalidateRenderbufferSwizzles(colorbuffer, framebuffer->getColorbufferMipLevel(colorAttachment));
3714 }
3715 }
3716
3717 gl::Renderbuffer *depthBuffer = framebuffer->getDepthbuffer();
3718 if (depthBuffer)
3719 {
3720 invalidateRenderbufferSwizzles(depthBuffer, framebuffer->getDepthbufferMipLevel());
3721 }
3722
3723 gl::Renderbuffer *stencilBuffer = framebuffer->getStencilbuffer();
3724 if (stencilBuffer)
3725 {
3726 invalidateRenderbufferSwizzles(stencilBuffer, framebuffer->getStencilbufferMipLevel());
3727 }
3728}
3729
shannonwoods@chromium.org6e4f2a62013-05-30 00:15:19 +00003730bool Renderer11::getLUID(LUID *adapterLuid) const
3731{
3732 adapterLuid->HighPart = 0;
3733 adapterLuid->LowPart = 0;
3734
3735 if (!mDxgiAdapter)
3736 {
3737 return false;
3738 }
3739
3740 DXGI_ADAPTER_DESC adapterDesc;
3741 if (FAILED(mDxgiAdapter->GetDesc(&adapterDesc)))
3742 {
3743 return false;
3744 }
3745
3746 *adapterLuid = adapterDesc.AdapterLuid;
3747 return true;
3748}
3749
Geoff Lang005df412013-10-16 14:12:50 -04003750GLenum Renderer11::getNativeTextureFormat(GLenum internalFormat) const
Jamie Madillc8c102b2013-10-10 15:10:24 -04003751{
3752 int clientVersion = getCurrentClientVersion();
3753 return d3d11_gl::GetInternalFormat(gl_d3d11::GetTexFormat(internalFormat, clientVersion), clientVersion);
3754}
3755
Jamie Madill95ffb862014-01-29 09:26:59 -05003756rx::VertexConversionType Renderer11::getVertexConversionType(const gl::VertexFormat &vertexFormat) const
3757{
3758 return gl_d3d11::GetVertexConversionType(vertexFormat);
3759}
3760
3761GLenum Renderer11::getVertexComponentType(const gl::VertexFormat &vertexFormat) const
3762{
3763 return d3d11::GetComponentType(gl_d3d11::GetNativeVertexFormat(vertexFormat));
3764}
3765
Geoff Lang61e49a52013-05-29 10:22:58 -04003766Renderer11::MultisampleSupportInfo Renderer11::getMultisampleSupportInfo(DXGI_FORMAT format)
3767{
3768 MultisampleSupportInfo supportInfo = { 0 };
3769
3770 UINT formatSupport;
3771 HRESULT result;
3772
3773 result = mDevice->CheckFormatSupport(format, &formatSupport);
3774 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
3775 {
3776 for (unsigned int i = 1; i <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
3777 {
3778 result = mDevice->CheckMultisampleQualityLevels(format, i, &supportInfo.qualityLevels[i - 1]);
3779 if (SUCCEEDED(result) && supportInfo.qualityLevels[i - 1] > 0)
3780 {
3781 supportInfo.maxSupportedSamples = std::max(supportInfo.maxSupportedSamples, i);
3782 }
3783 else
3784 {
3785 supportInfo.qualityLevels[i - 1] = 0;
3786 }
3787 }
3788 }
3789
3790 return supportInfo;
3791}
3792
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003793}