blob: 25ea41330a9160eba73105b85841faa22d5d614d [file] [log] [blame]
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());
Nicolas Capensa10c1c72014-03-27 11:20:52 -0400644 gl::SamplerState samplerState;
645 texture->getSamplerState(&samplerState);
646 textureSRV = storage11->getSRV(samplerState);
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000647 }
648
649 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
650 // missing the shader resource view
651 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000652
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000653 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000654 }
655
656 if (type == gl::SAMPLER_PIXEL)
657 {
658 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
659 {
660 ERR("Pixel shader sampler index %i is not valid.", index);
661 return;
662 }
663
Geoff Lang91382e52014-01-07 16:16:30 -0500664 if (forceSetTexture || mCurPixelSRVs[index] != textureSRV)
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000665 {
666 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
667 }
668
Geoff Lang91382e52014-01-07 16:16:30 -0500669 mCurPixelSRVs[index] = textureSRV;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000670 }
671 else if (type == gl::SAMPLER_VERTEX)
672 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000673 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000674 {
675 ERR("Vertex shader sampler index %i is not valid.", index);
676 return;
677 }
678
Geoff Lang91382e52014-01-07 16:16:30 -0500679 if (forceSetTexture || mCurVertexSRVs[index] != textureSRV)
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000680 {
681 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
682 }
683
Geoff Lang91382e52014-01-07 16:16:30 -0500684 mCurVertexSRVs[index] = textureSRV;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000685 }
686 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000687}
688
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000689bool Renderer11::setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], const gl::Buffer *fragmentUniformBuffers[])
690{
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000691 for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; uniformBufferIndex++)
692 {
693 const gl::Buffer *uniformBuffer = vertexUniformBuffers[uniformBufferIndex];
694 if (uniformBuffer)
695 {
696 BufferStorage11 *bufferStorage = BufferStorage11::makeBufferStorage11(uniformBuffer->getStorage());
Geoff Lang9c53f1e2014-01-08 13:41:47 -0500697 ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(BUFFER_USAGE_UNIFORM);
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000698
699 if (!constantBuffer)
700 {
701 return false;
702 }
703
Geoff Langc6354ee2013-07-22 10:40:07 -0400704 if (mCurrentConstantBufferVS[uniformBufferIndex] != bufferStorage->getSerial())
705 {
706 mDeviceContext->VSSetConstantBuffers(getReservedVertexUniformBuffers() + uniformBufferIndex,
707 1, &constantBuffer);
708 mCurrentConstantBufferVS[uniformBufferIndex] = bufferStorage->getSerial();
709 }
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000710 }
711 }
712
713 for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS; uniformBufferIndex++)
714 {
715 const gl::Buffer *uniformBuffer = fragmentUniformBuffers[uniformBufferIndex];
716 if (uniformBuffer)
717 {
718 BufferStorage11 *bufferStorage = BufferStorage11::makeBufferStorage11(uniformBuffer->getStorage());
Geoff Lang9c53f1e2014-01-08 13:41:47 -0500719 ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(BUFFER_USAGE_UNIFORM);
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000720
721 if (!constantBuffer)
722 {
723 return false;
724 }
725
Geoff Langc6354ee2013-07-22 10:40:07 -0400726 if (mCurrentConstantBufferPS[uniformBufferIndex] != bufferStorage->getSerial())
727 {
728 mDeviceContext->PSSetConstantBuffers(getReservedFragmentUniformBuffers() + uniformBufferIndex,
729 1, &constantBuffer);
730 mCurrentConstantBufferPS[uniformBufferIndex] = bufferStorage->getSerial();
731 }
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000732 }
733 }
734
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000735 return true;
736}
737
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000738void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000739{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000740 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000741 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000742 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
743 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000744 if (!dxRasterState)
745 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000746 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000747 "rasterizer state.");
748 }
749
750 mDeviceContext->RSSetState(dxRasterState);
751
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000752 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000753 }
754
755 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000756}
757
Geoff Langc142e9d2013-09-30 15:19:47 -0400758void Renderer11::setBlendState(gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000759 unsigned int sampleMask)
760{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000761 if (mForceSetBlendState ||
762 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
Geoff Lang2a64ee42013-05-31 11:22:40 -0400763 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::ColorF)) != 0 ||
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000764 sampleMask != mCurSampleMask)
765 {
Geoff Langc142e9d2013-09-30 15:19:47 -0400766 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(framebuffer, blendState);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000767 if (!dxBlendState)
768 {
769 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
770 "blend state.");
771 }
772
shannonwoods@chromium.org568c82e2013-05-30 00:13:15 +0000773 float blendColors[4] = {0.0f};
774 if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
775 blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
776 {
777 blendColors[0] = blendColor.red;
778 blendColors[1] = blendColor.green;
779 blendColors[2] = blendColor.blue;
780 blendColors[3] = blendColor.alpha;
781 }
782 else
783 {
784 blendColors[0] = blendColor.alpha;
785 blendColors[1] = blendColor.alpha;
786 blendColors[2] = blendColor.alpha;
787 blendColors[3] = blendColor.alpha;
788 }
789
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000790 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
791
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000792 mCurBlendState = blendState;
793 mCurBlendColor = blendColor;
794 mCurSampleMask = sampleMask;
795 }
796
797 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000798}
799
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000800void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000801 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000802{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000803 if (mForceSetDepthStencilState ||
804 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
805 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
806 {
807 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
808 stencilRef != stencilBackRef ||
809 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
810 {
811 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
812 "invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000813 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000814 }
815
816 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
817 if (!dxDepthStencilState)
818 {
819 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
820 "setting the default depth stencil state.");
821 }
822
Jamie Madillec91cd32014-01-21 16:38:12 -0500823 // Max D3D11 stencil reference value is 0xFF, corresponding to the max 8 bits in a stencil buffer
824 // GL specifies we should clamp the ref value to the nearest bit depth when doing stencil ops
825 META_ASSERT(D3D11_DEFAULT_STENCIL_READ_MASK == 0xFF);
826 META_ASSERT(D3D11_DEFAULT_STENCIL_WRITE_MASK == 0xFF);
Geoff Lang0bf3a982014-02-11 09:40:48 -0500827 UINT dxStencilRef = std::min<UINT>(stencilRef, 0xFFu);
Jamie Madillec91cd32014-01-21 16:38:12 -0500828
Geoff Lang0bf3a982014-02-11 09:40:48 -0500829 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, dxStencilRef);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000830
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000831 mCurDepthStencilState = depthStencilState;
832 mCurStencilRef = stencilRef;
833 mCurStencilBackRef = stencilBackRef;
834 }
835
836 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000837}
838
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000839void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000840{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000841 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
842 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000843 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000844 if (enabled)
845 {
846 D3D11_RECT rect;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000847 rect.left = std::max(0, scissor.x);
848 rect.top = std::max(0, scissor.y);
849 rect.right = scissor.x + std::max(0, scissor.width);
850 rect.bottom = scissor.y + std::max(0, scissor.height);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000851
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000852 mDeviceContext->RSSetScissorRects(1, &rect);
853 }
854
855 if (enabled != mScissorEnabled)
856 {
857 mForceSetRasterState = true;
858 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000859
860 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000861 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000862 }
863
864 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000865}
866
daniel@transgaming.com12985182012-12-20 20:56:31 +0000867bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000868 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000869{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000870 gl::Rectangle actualViewport = viewport;
871 float actualZNear = gl::clamp01(zNear);
872 float actualZFar = gl::clamp01(zFar);
873 if (ignoreViewport)
874 {
875 actualViewport.x = 0;
876 actualViewport.y = 0;
877 actualViewport.width = mRenderTargetDesc.width;
878 actualViewport.height = mRenderTargetDesc.height;
879 actualZNear = 0.0f;
880 actualZFar = 1.0f;
881 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000882
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000883 // Get D3D viewport bounds, which depends on the feature level
884 const Range& viewportBounds = getViewportBounds();
885
886 // 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 +0000887 D3D11_VIEWPORT dxViewport;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000888 dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end);
889 dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end);
890 dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension());
891 dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension());
892 dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX));
893 dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY));
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000894 dxViewport.MinDepth = actualZNear;
895 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000896
897 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
898 {
899 return false; // Nothing to render
900 }
901
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000902 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
903 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000904
daniel@transgaming.com53670042012-11-28 20:55:51 +0000905 if (viewportChanged)
906 {
907 mDeviceContext->RSSetViewports(1, &dxViewport);
908
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000909 mCurViewport = actualViewport;
910 mCurNear = actualZNear;
911 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000912
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +0000913 mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f;
914 mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f;
915 mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
916 mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000917
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000918 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
919 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000920
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000921 mVertexConstants.depthRange[0] = actualZNear;
922 mVertexConstants.depthRange[1] = actualZFar;
923 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000924
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000925 mPixelConstants.depthRange[0] = actualZNear;
926 mPixelConstants.depthRange[1] = actualZFar;
927 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000928 }
929
930 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000931 return true;
932}
933
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000934bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
935{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000936 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000937
Geoff Lang57e713e2013-07-31 17:01:58 -0400938 GLsizei minCount = 0;
939
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000940 switch (mode)
941 {
Geoff Lang57e713e2013-07-31 17:01:58 -0400942 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; minCount = 1; break;
943 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; minCount = 2; break;
944 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break;
945 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break;
946 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break;
947 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; minCount = 3; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000948 // emulate fans via rewriting index buffer
Geoff Lang57e713e2013-07-31 17:01:58 -0400949 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000950 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000951 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000952 }
953
Geoff Lang4c095862013-07-22 10:43:36 -0400954 if (primitiveTopology != mCurrentPrimitiveTopology)
955 {
956 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
957 mCurrentPrimitiveTopology = primitiveTopology;
958 }
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000959
Geoff Lang57e713e2013-07-31 17:01:58 -0400960 return count >= minCount;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000961}
962
963bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000964{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000965 // Get the color render buffer and serial
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000966 // Also extract the render target dimensions and view
967 unsigned int renderTargetWidth = 0;
968 unsigned int renderTargetHeight = 0;
969 GLenum renderTargetFormat = 0;
970 unsigned int renderTargetSerials[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {0};
971 ID3D11RenderTargetView* framebufferRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
972 bool missingColorRenderTarget = true;
973
974 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000975 {
shannon.woods%transgaming.com@gtempaccount.com4059a382013-04-13 03:31:16 +0000976 const GLenum drawBufferState = framebuffer->getDrawBufferState(colorAttachment);
977
978 if (framebuffer->getColorbufferType(colorAttachment) != GL_NONE && drawBufferState != GL_NONE)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000979 {
shannon.woods%transgaming.com@gtempaccount.com4059a382013-04-13 03:31:16 +0000980 // the draw buffer must be either "none", "back" for the default buffer or the same index as this color (in order)
981 ASSERT(drawBufferState == GL_BACK || drawBufferState == (GL_COLOR_ATTACHMENT0_EXT + colorAttachment));
982
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000983 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(colorAttachment);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000984
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000985 if (!colorbuffer)
986 {
987 ERR("render target pointer unexpectedly null.");
988 return false;
989 }
shannon.woods@transgaming.com3e3da582013-02-28 23:09:03 +0000990
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000991 // check for zero-sized default framebuffer, which is a special case.
992 // in this case we do not wish to modify any state and just silently return false.
993 // this will not report any gl error but will cause the calling method to return.
994 if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0)
995 {
996 return false;
997 }
998
999 renderTargetSerials[colorAttachment] = colorbuffer->getSerial();
1000
1001 // Extract the render target dimensions and view
1002 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
1003 if (!renderTarget)
1004 {
1005 ERR("render target pointer unexpectedly null.");
1006 return false;
1007 }
1008
1009 framebufferRTVs[colorAttachment] = renderTarget->getRenderTargetView();
1010 if (!framebufferRTVs[colorAttachment])
1011 {
1012 ERR("render target view pointer unexpectedly null.");
1013 return false;
1014 }
1015
1016 if (missingColorRenderTarget)
1017 {
1018 renderTargetWidth = colorbuffer->getWidth();
1019 renderTargetHeight = colorbuffer->getHeight();
1020 renderTargetFormat = colorbuffer->getActualFormat();
1021 missingColorRenderTarget = false;
1022 }
Jamie Madillba597af2013-10-22 13:12:15 -04001023
Geoff Lang91382e52014-01-07 16:16:30 -05001024 // TODO: Detect if this color buffer is already bound as a texture and unbind it first to prevent
1025 // D3D11 warnings.
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001026 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001027 }
1028
1029 // Get the depth stencil render buffer and serials
1030 gl::Renderbuffer *depthStencil = NULL;
1031 unsigned int depthbufferSerial = 0;
1032 unsigned int stencilbufferSerial = 0;
1033 if (framebuffer->getDepthbufferType() != GL_NONE)
1034 {
1035 depthStencil = framebuffer->getDepthbuffer();
1036 if (!depthStencil)
1037 {
1038 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001039 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001040 return false;
1041 }
1042
1043 depthbufferSerial = depthStencil->getSerial();
1044 }
1045 else if (framebuffer->getStencilbufferType() != GL_NONE)
1046 {
1047 depthStencil = framebuffer->getStencilbuffer();
1048 if (!depthStencil)
1049 {
1050 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001051 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001052 return false;
1053 }
1054
1055 stencilbufferSerial = depthStencil->getSerial();
1056 }
1057
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001058 // Extract the depth stencil sizes and view
1059 unsigned int depthSize = 0;
1060 unsigned int stencilSize = 0;
1061 ID3D11DepthStencilView* framebufferDSV = NULL;
1062 if (depthStencil)
1063 {
1064 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
1065 if (!depthStencilRenderTarget)
1066 {
1067 ERR("render target pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001068 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001069 return false;
1070 }
1071
1072 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
1073 if (!framebufferDSV)
1074 {
1075 ERR("depth stencil view pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001076 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001077 return false;
1078 }
1079
1080 // If there is no render buffer, the width, height and format values come from
1081 // the depth stencil
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001082 if (missingColorRenderTarget)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001083 {
1084 renderTargetWidth = depthStencil->getWidth();
1085 renderTargetHeight = depthStencil->getHeight();
1086 renderTargetFormat = depthStencil->getActualFormat();
1087 }
1088
1089 depthSize = depthStencil->getDepthSize();
1090 stencilSize = depthStencil->getStencilSize();
1091 }
1092
1093 // Apply the render target and depth stencil
1094 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001095 memcmp(renderTargetSerials, mAppliedRenderTargetSerials, sizeof(renderTargetSerials)) != 0 ||
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001096 depthbufferSerial != mAppliedDepthbufferSerial ||
1097 stencilbufferSerial != mAppliedStencilbufferSerial)
1098 {
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001099 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), framebufferRTVs, framebufferDSV);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001100
1101 mRenderTargetDesc.width = renderTargetWidth;
1102 mRenderTargetDesc.height = renderTargetHeight;
1103 mRenderTargetDesc.format = renderTargetFormat;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00001104 mForceSetViewport = true;
1105 mForceSetScissor = true;
Geoff Langc142e9d2013-09-30 15:19:47 -04001106 mForceSetBlendState = true;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001107
1108 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
1109 {
1110 mCurDepthSize = depthSize;
1111 mForceSetRasterState = true;
1112 }
1113
1114 mCurStencilSize = stencilSize;
1115
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001116 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
1117 {
1118 mAppliedRenderTargetSerials[rtIndex] = renderTargetSerials[rtIndex];
1119 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001120 mAppliedDepthbufferSerial = depthbufferSerial;
1121 mAppliedStencilbufferSerial = stencilbufferSerial;
1122 mRenderTargetDescInitialized = true;
1123 mDepthStencilInitialized = true;
1124 }
1125
Geoff Lang42477a42013-09-17 17:07:02 -04001126 invalidateFramebufferSwizzles(framebuffer);
1127
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001128 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001129}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001130
Jamie Madill57a89722013-07-02 11:57:03 -04001131GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, const gl::VertexAttribute vertexAttributes[], gl::VertexAttribCurrentValueData currentValues[],
Jamie Madilla857c362013-07-02 11:57:02 -04001132 GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +00001133{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001134 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
Jamie Madilla857c362013-07-02 11:57:02 -04001135 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, currentValues, programBinary, first, count, attributes, instances);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001136 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +00001137 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001138 return err;
1139 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +00001140
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001141 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +00001142}
1143
daniel@transgaming.com31240482012-11-28 21:06:41 +00001144GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001145{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001146 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001147
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001148 if (err == GL_NO_ERROR)
1149 {
Geoff Lang7840b172014-03-13 11:20:44 -04001150 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1151
1152 ID3D11Buffer *buffer = NULL;
1153 DXGI_FORMAT bufferFormat = indexBuffer->getIndexFormat();
1154
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001155 if (indexInfo->storage)
1156 {
Geoff Lang7840b172014-03-13 11:20:44 -04001157 BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(indexInfo->storage);
1158 buffer = storage->getBuffer(BUFFER_USAGE_INDEX);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001159 }
Geoff Lang7840b172014-03-13 11:20:44 -04001160 else
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001161 {
Geoff Lang7840b172014-03-13 11:20:44 -04001162 buffer = indexBuffer->getBuffer();
1163 }
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001164
Geoff Lang7840b172014-03-13 11:20:44 -04001165 if (buffer != mAppliedIB || bufferFormat != mAppliedIBFormat || indexInfo->startOffset != mAppliedIBOffset)
1166 {
1167 mDeviceContext->IASetIndexBuffer(buffer, bufferFormat, indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001168
Geoff Lang7840b172014-03-13 11:20:44 -04001169 mAppliedIB = buffer;
1170 mAppliedIBFormat = bufferFormat;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001171 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001172 }
1173 }
1174
1175 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001176}
1177
Geoff Langeeba6e12014-02-03 13:12:30 -05001178void Renderer11::applyTransformFeedbackBuffers(gl::Buffer *transformFeedbackBuffers[], GLintptr offsets[])
1179{
1180 ID3D11Buffer* d3dBuffers[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS];
1181 UINT d3dOffsets[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS];
1182 bool requiresUpdate = false;
1183 for (size_t i = 0; i < gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
1184 {
1185 if (transformFeedbackBuffers[i])
1186 {
1187 BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(transformFeedbackBuffers[i]->getStorage());
1188 ID3D11Buffer *buffer = storage->getBuffer(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK);
1189
1190 d3dBuffers[i] = buffer;
1191 d3dOffsets[i] = (mAppliedTFBuffers[i] != buffer) ? static_cast<UINT>(offsets[i]) : -1;
1192 }
1193 else
1194 {
1195 d3dBuffers[i] = NULL;
1196 d3dOffsets[i] = 0;
1197 }
1198
1199 if (d3dBuffers[i] != mAppliedTFBuffers[i] || offsets[i] != mAppliedTFOffsets[i])
1200 {
1201 requiresUpdate = true;
1202 }
1203 }
1204
1205 if (requiresUpdate)
1206 {
1207 mDeviceContext->SOSetTargets(ArraySize(d3dBuffers), d3dBuffers, d3dOffsets);
1208 for (size_t i = 0; i < gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
1209 {
1210 mAppliedTFBuffers[i] = d3dBuffers[i];
1211 mAppliedTFOffsets[i] = offsets[i];
1212 }
1213 }
1214}
1215
Geoff Lang4c5c6bb2014-02-05 16:32:46 -05001216void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances, bool transformFeedbackActive)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001217{
Geoff Lang4c5c6bb2014-02-05 16:32:46 -05001218 if (mode == GL_POINTS && transformFeedbackActive)
1219 {
1220 // Since point sprites are generated with a geometry shader, too many vertices will
1221 // be written if transform feedback is active. To work around this, draw only the points
1222 // with the stream out shader and no pixel shader to feed the stream out buffers and then
1223 // draw again with the point sprite geometry shader to rasterize the point sprites.
1224
1225 mDeviceContext->PSSetShader(NULL, NULL, 0);
1226
1227 if (instances > 0)
1228 {
1229 mDeviceContext->DrawInstanced(count, instances, 0, 0);
1230 }
1231 else
1232 {
1233 mDeviceContext->Draw(count, 0);
1234 }
1235
1236 mDeviceContext->GSSetShader(mCurPointGeometryShader, NULL, 0);
1237 mDeviceContext->PSSetShader(mAppliedPixelShader, NULL, 0);
1238
1239 if (instances > 0)
1240 {
1241 mDeviceContext->DrawInstanced(count, instances, 0, 0);
1242 }
1243 else
1244 {
1245 mDeviceContext->Draw(count, 0);
1246 }
1247
1248 mDeviceContext->GSSetShader(mAppliedGeometryShader, NULL, 0);
1249 }
1250 else if (mode == GL_LINE_LOOP)
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001251 {
1252 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1253 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001254 else if (mode == GL_TRIANGLE_FAN)
1255 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001256 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001257 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001258 else if (instances > 0)
1259 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001260 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001261 }
1262 else
1263 {
1264 mDeviceContext->Draw(count, 0);
1265 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001266}
1267
Geoff Lang4c5c6bb2014-02-05 16:32:46 -05001268void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices,
1269 gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001270{
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001271 if (mode == GL_LINE_LOOP)
1272 {
1273 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
1274 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001275 else if (mode == GL_TRIANGLE_FAN)
1276 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001277 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
1278 }
1279 else if (instances > 0)
1280 {
1281 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001282 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001283 else
1284 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +00001285 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001286 }
1287}
1288
1289void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1290{
1291 // Get the raw indices for an indexed draw
1292 if (type != GL_NONE && elementArrayBuffer)
1293 {
1294 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001295 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001296 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001297 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001298 }
1299
1300 if (!mLineLoopIB)
1301 {
1302 mLineLoopIB = new StreamingIndexBufferInterface(this);
1303 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1304 {
1305 delete mLineLoopIB;
1306 mLineLoopIB = NULL;
1307
1308 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001309 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001310 }
1311 }
1312
Geoff Lang57e713e2013-07-31 17:01:58 -04001313 // Checked by Renderer11::applyPrimitiveType
1314 ASSERT(count >= 0);
1315
1316 if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int)))
Geoff Langeadfd572013-07-09 15:55:07 -04001317 {
1318 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP, too many indices required.");
1319 return gl::error(GL_OUT_OF_MEMORY);
1320 }
1321
Geoff Lang57e713e2013-07-31 17:01:58 -04001322 const unsigned int spaceNeeded = (static_cast<unsigned int>(count) + 1) * sizeof(unsigned int);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001323 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1324 {
1325 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001326 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001327 }
1328
1329 void* mappedMemory = NULL;
Geoff Langa36ead42013-08-02 11:54:08 -04001330 unsigned int offset;
1331 if (!mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset))
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001332 {
1333 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001334 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001335 }
1336
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001337 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
Geoff Langa36ead42013-08-02 11:54:08 -04001338 unsigned int indexBufferOffset = offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001339
1340 switch (type)
1341 {
1342 case GL_NONE: // Non-indexed draw
1343 for (int i = 0; i < count; i++)
1344 {
1345 data[i] = i;
1346 }
1347 data[count] = 0;
1348 break;
1349 case GL_UNSIGNED_BYTE:
1350 for (int i = 0; i < count; i++)
1351 {
1352 data[i] = static_cast<const GLubyte*>(indices)[i];
1353 }
1354 data[count] = static_cast<const GLubyte*>(indices)[0];
1355 break;
1356 case GL_UNSIGNED_SHORT:
1357 for (int i = 0; i < count; i++)
1358 {
1359 data[i] = static_cast<const GLushort*>(indices)[i];
1360 }
1361 data[count] = static_cast<const GLushort*>(indices)[0];
1362 break;
1363 case GL_UNSIGNED_INT:
1364 for (int i = 0; i < count; i++)
1365 {
1366 data[i] = static_cast<const GLuint*>(indices)[i];
1367 }
1368 data[count] = static_cast<const GLuint*>(indices)[0];
1369 break;
1370 default: UNREACHABLE();
1371 }
1372
1373 if (!mLineLoopIB->unmapBuffer())
1374 {
1375 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001376 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001377 }
1378
Geoff Lang7840b172014-03-13 11:20:44 -04001379 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
1380 ID3D11Buffer *d3dIndexBuffer = indexBuffer->getBuffer();
1381 DXGI_FORMAT indexFormat = indexBuffer->getIndexFormat();
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001382
Geoff Lang7840b172014-03-13 11:20:44 -04001383 if (mAppliedIB != d3dIndexBuffer || mAppliedIBFormat != indexFormat || mAppliedIBOffset != indexBufferOffset)
1384 {
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001385 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
Geoff Lang7840b172014-03-13 11:20:44 -04001386 mAppliedIB = d3dIndexBuffer;
1387 mAppliedIBFormat = indexFormat;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001388 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001389 }
1390
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001391 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001392}
1393
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001394void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001395{
1396 // Get the raw indices for an indexed draw
1397 if (type != GL_NONE && elementArrayBuffer)
1398 {
1399 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001400 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001401 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001402 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001403 }
1404
1405 if (!mTriangleFanIB)
1406 {
1407 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1408 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1409 {
1410 delete mTriangleFanIB;
1411 mTriangleFanIB = NULL;
1412
1413 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001414 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001415 }
1416 }
1417
Geoff Lang57e713e2013-07-31 17:01:58 -04001418 // Checked by Renderer11::applyPrimitiveType
1419 ASSERT(count >= 3);
1420
Geoff Langeadfd572013-07-09 15:55:07 -04001421 const unsigned int numTris = count - 2;
1422
Geoff Lang57e713e2013-07-31 17:01:58 -04001423 if (numTris > (std::numeric_limits<unsigned int>::max() / (sizeof(unsigned int) * 3)))
Geoff Langeadfd572013-07-09 15:55:07 -04001424 {
1425 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN, too many indices required.");
1426 return gl::error(GL_OUT_OF_MEMORY);
1427 }
1428
1429 const unsigned int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001430 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1431 {
1432 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001433 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001434 }
1435
1436 void* mappedMemory = NULL;
Geoff Langa36ead42013-08-02 11:54:08 -04001437 unsigned int offset;
1438 if (!mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory, &offset))
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001439 {
1440 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001441 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001442 }
1443
1444 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
Geoff Langa36ead42013-08-02 11:54:08 -04001445 unsigned int indexBufferOffset = offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001446
1447 switch (type)
1448 {
1449 case GL_NONE: // Non-indexed draw
Geoff Langeadfd572013-07-09 15:55:07 -04001450 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001451 {
1452 data[i*3 + 0] = 0;
1453 data[i*3 + 1] = i + 1;
1454 data[i*3 + 2] = i + 2;
1455 }
1456 break;
1457 case GL_UNSIGNED_BYTE:
Geoff Langeadfd572013-07-09 15:55:07 -04001458 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001459 {
1460 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1461 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1462 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1463 }
1464 break;
1465 case GL_UNSIGNED_SHORT:
Geoff Langeadfd572013-07-09 15:55:07 -04001466 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001467 {
1468 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1469 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1470 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1471 }
1472 break;
1473 case GL_UNSIGNED_INT:
Geoff Langeadfd572013-07-09 15:55:07 -04001474 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001475 {
1476 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1477 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1478 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1479 }
1480 break;
1481 default: UNREACHABLE();
1482 }
1483
1484 if (!mTriangleFanIB->unmapBuffer())
1485 {
1486 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001487 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001488 }
1489
Geoff Lang7840b172014-03-13 11:20:44 -04001490 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1491 ID3D11Buffer *d3dIndexBuffer = indexBuffer->getBuffer();
1492 DXGI_FORMAT indexFormat = indexBuffer->getIndexFormat();
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001493
Geoff Lang7840b172014-03-13 11:20:44 -04001494 if (mAppliedIB != d3dIndexBuffer || mAppliedIBFormat != indexFormat || mAppliedIBOffset != indexBufferOffset)
1495 {
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001496 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
Geoff Lang7840b172014-03-13 11:20:44 -04001497 mAppliedIB = d3dIndexBuffer;
1498 mAppliedIBFormat = indexFormat;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001499 mAppliedIBOffset = indexBufferOffset;
1500 }
1501
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001502 if (instances > 0)
1503 {
1504 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1505 }
1506 else
1507 {
1508 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1509 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001510}
1511
Geoff Lang4c5c6bb2014-02-05 16:32:46 -05001512void Renderer11::applyShaders(gl::ProgramBinary *programBinary, bool rasterizerDiscard, bool transformFeedbackActive, const gl::VertexFormat inputLayout[])
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001513{
Jamie Madillc5a83002014-02-14 16:41:25 -05001514 ShaderExecutable *vertexExe = programBinary->getVertexExecutableForInputLayout(inputLayout);
Jamie Madill6246dc82014-01-29 09:26:47 -05001515 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
1516 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001517
Jamie Madill6246dc82014-01-29 09:26:47 -05001518 ID3D11VertexShader *vertexShader = (vertexExe ? ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader() : NULL);
Jamie Madill6246dc82014-01-29 09:26:47 -05001519
Geoff Lang4c5c6bb2014-02-05 16:32:46 -05001520 ID3D11PixelShader *pixelShader = NULL;
1521 // Skip pixel shader if we're doing rasterizer discard.
1522 if (!rasterizerDiscard)
daniel@transgaming.come4991412012-12-20 20:55:34 +00001523 {
Geoff Lang4c5c6bb2014-02-05 16:32:46 -05001524 pixelShader = (pixelExe ? ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader() : NULL);
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001525 }
1526
Geoff Lang4c5c6bb2014-02-05 16:32:46 -05001527 ID3D11GeometryShader *geometryShader = NULL;
1528 if (transformFeedbackActive)
Geoff Lang0550d032014-01-30 11:29:07 -05001529 {
Geoff Lang4c5c6bb2014-02-05 16:32:46 -05001530 geometryShader = (vertexExe ? ShaderExecutable11::makeShaderExecutable11(vertexExe)->getStreamOutShader() : NULL);
1531 }
1532 else if (mCurRasterState.pointDrawMode)
1533 {
1534 geometryShader = (geometryExe ? ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader() : NULL);
Geoff Lang0550d032014-01-30 11:29:07 -05001535 }
1536
Jamie Madill6246dc82014-01-29 09:26:47 -05001537 bool dirtyUniforms = false;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001538
Jamie Madill6246dc82014-01-29 09:26:47 -05001539 if (vertexShader != mAppliedVertexShader)
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001540 {
Jamie Madill6246dc82014-01-29 09:26:47 -05001541 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
1542 mAppliedVertexShader = vertexShader;
1543 dirtyUniforms = true;
1544 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001545
Jamie Madill6246dc82014-01-29 09:26:47 -05001546 if (geometryShader != mAppliedGeometryShader)
1547 {
1548 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1549 mAppliedGeometryShader = geometryShader;
1550 dirtyUniforms = true;
1551 }
1552
Geoff Lang4c5c6bb2014-02-05 16:32:46 -05001553 if (geometryExe && mCurRasterState.pointDrawMode)
1554 {
1555 mCurPointGeometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
1556 }
1557 else
1558 {
1559 mCurPointGeometryShader = NULL;
1560 }
1561
Jamie Madill6246dc82014-01-29 09:26:47 -05001562 if (pixelShader != mAppliedPixelShader)
1563 {
1564 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1565 mAppliedPixelShader = pixelShader;
1566 dirtyUniforms = true;
1567 }
1568
1569 if (dirtyUniforms)
1570 {
1571 programBinary->dirtyAllUniforms();
daniel@transgaming.come4991412012-12-20 20:55:34 +00001572 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001573}
1574
Jamie Madill8ff21ae2014-02-04 16:04:05 -05001575void Renderer11::applyUniforms(const gl::ProgramBinary &programBinary)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001576{
Jamie Madill834e8b72014-04-11 13:33:58 -04001577 const std::vector<gl::LinkedUniform*> &uniformArray = programBinary.getUniforms();
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001578
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001579 unsigned int totalRegisterCountVS = 0;
1580 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001581
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001582 bool vertexUniformsDirty = false;
1583 bool pixelUniformsDirty = false;
1584
Jamie Madill8ff21ae2014-02-04 16:04:05 -05001585 for (size_t uniformIndex = 0; uniformIndex < uniformArray.size(); uniformIndex++)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001586 {
Jamie Madill834e8b72014-04-11 13:33:58 -04001587 const gl::LinkedUniform &uniform = *uniformArray[uniformIndex];
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001588
Jamie Madill8ff21ae2014-02-04 16:04:05 -05001589 if (uniform.isReferencedByVertexShader() && !uniform.isSampler())
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001590 {
Jamie Madill8ff21ae2014-02-04 16:04:05 -05001591 totalRegisterCountVS += uniform.registerCount;
1592 vertexUniformsDirty = (vertexUniformsDirty || uniform.dirty);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001593 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001594
Jamie Madill8ff21ae2014-02-04 16:04:05 -05001595 if (uniform.isReferencedByFragmentShader() && !uniform.isSampler())
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001596 {
Jamie Madill8ff21ae2014-02-04 16:04:05 -05001597 totalRegisterCountPS += uniform.registerCount;
1598 pixelUniformsDirty = (pixelUniformsDirty || uniform.dirty);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001599 }
1600 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001601
Jamie Madill8ff21ae2014-02-04 16:04:05 -05001602 const UniformStorage11 *vertexUniformStorage = UniformStorage11::makeUniformStorage11(&programBinary.getVertexUniformStorage());
1603 const UniformStorage11 *fragmentUniformStorage = UniformStorage11::makeUniformStorage11(&programBinary.getFragmentUniformStorage());
1604 ASSERT(vertexUniformStorage);
1605 ASSERT(fragmentUniformStorage);
1606
1607 ID3D11Buffer *vertexConstantBuffer = vertexUniformStorage->getConstantBuffer();
1608 ID3D11Buffer *pixelConstantBuffer = fragmentUniformStorage->getConstantBuffer();
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001609
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001610 float (*mapVS)[4] = NULL;
1611 float (*mapPS)[4] = NULL;
1612
Shannon Woods5ab33c82013-06-26 15:31:09 -04001613 if (totalRegisterCountVS > 0 && vertexUniformsDirty)
1614 {
1615 D3D11_MAPPED_SUBRESOURCE map = {0};
1616 HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1617 ASSERT(SUCCEEDED(result));
1618 mapVS = (float(*)[4])map.pData;
1619 }
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001620
Shannon Woods5ab33c82013-06-26 15:31:09 -04001621 if (totalRegisterCountPS > 0 && pixelUniformsDirty)
1622 {
1623 D3D11_MAPPED_SUBRESOURCE map = {0};
1624 HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1625 ASSERT(SUCCEEDED(result));
1626 mapPS = (float(*)[4])map.pData;
1627 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001628
Jamie Madill8ff21ae2014-02-04 16:04:05 -05001629 for (size_t uniformIndex = 0; uniformIndex < uniformArray.size(); uniformIndex++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001630 {
Jamie Madill834e8b72014-04-11 13:33:58 -04001631 gl::LinkedUniform *uniform = uniformArray[uniformIndex];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001632
Jamie Madill8ff21ae2014-02-04 16:04:05 -05001633 if (!uniform->isSampler())
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001634 {
Jamie Madill5b085dc2013-08-30 13:21:11 -04001635 unsigned int componentCount = (4 - uniform->registerElement);
1636
Jamie Madill71cc91f2013-09-18 12:51:22 -04001637 // 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 -04001638 // overwrite previously written regions of memory.
Jamie Madill5b085dc2013-08-30 13:21:11 -04001639
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001640 if (uniform->isReferencedByVertexShader() && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001641 {
Jamie Madill5b085dc2013-08-30 13:21:11 -04001642 memcpy(&mapVS[uniform->vsRegisterIndex][uniform->registerElement], uniform->data, uniform->registerCount * sizeof(float) * componentCount);
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001643 }
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001644
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001645 if (uniform->isReferencedByFragmentShader() && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001646 {
Jamie Madill5b085dc2013-08-30 13:21:11 -04001647 memcpy(&mapPS[uniform->psRegisterIndex][uniform->registerElement], uniform->data, uniform->registerCount * sizeof(float) * componentCount);
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001648 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001649 }
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001650 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001651
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001652 if (mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001653 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001654 mDeviceContext->Unmap(vertexConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001655 }
1656
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001657 if (mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001658 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001659 mDeviceContext->Unmap(pixelConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001660 }
Geoff Langc6354ee2013-07-22 10:40:07 -04001661
1662 if (mCurrentVertexConstantBuffer != vertexConstantBuffer)
1663 {
1664 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1665 mCurrentVertexConstantBuffer = vertexConstantBuffer;
1666 }
1667
1668 if (mCurrentPixelConstantBuffer != pixelConstantBuffer)
1669 {
1670 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
1671 mCurrentPixelConstantBuffer = pixelConstantBuffer;
1672 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001673
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001674 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001675 if (!mDriverConstantBufferVS)
1676 {
1677 D3D11_BUFFER_DESC constantBufferDescription = {0};
1678 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1679 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1680 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1681 constantBufferDescription.CPUAccessFlags = 0;
1682 constantBufferDescription.MiscFlags = 0;
1683 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001684
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001685 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001686 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001687
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001688 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1689 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001690
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001691 if (!mDriverConstantBufferPS)
1692 {
1693 D3D11_BUFFER_DESC constantBufferDescription = {0};
1694 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1695 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1696 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1697 constantBufferDescription.CPUAccessFlags = 0;
1698 constantBufferDescription.MiscFlags = 0;
1699 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001700
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001701 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001702 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001703
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001704 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1705 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001706
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001707 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1708 {
1709 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1710 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1711 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001712
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001713 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1714 {
1715 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1716 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1717 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001718
1719 // needed for the point sprite geometry shader
Geoff Langc6354ee2013-07-22 10:40:07 -04001720 if (mCurrentGeometryConstantBuffer != mDriverConstantBufferPS)
1721 {
1722 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
1723 mCurrentGeometryConstantBuffer = mDriverConstantBufferPS;
1724 }
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001725}
1726
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001727void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001728{
Geoff Langda507fe2013-08-20 12:01:42 -04001729 mClear->clearFramebuffer(clearParams, frameBuffer);
Geoff Lang42477a42013-09-17 17:07:02 -04001730 invalidateFramebufferSwizzles(frameBuffer);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001731}
1732
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001733void Renderer11::markAllStateDirty()
1734{
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001735 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
1736 {
1737 mAppliedRenderTargetSerials[rtIndex] = 0;
1738 }
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001739 mAppliedDepthbufferSerial = 0;
1740 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001741 mDepthStencilInitialized = false;
1742 mRenderTargetDescInitialized = false;
1743
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001744 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001745 {
1746 mForceSetVertexSamplerStates[i] = true;
Geoff Lang91382e52014-01-07 16:16:30 -05001747 mCurVertexSRVs[i] = NULL;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001748 }
1749 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1750 {
1751 mForceSetPixelSamplerStates[i] = true;
Geoff Lang91382e52014-01-07 16:16:30 -05001752 mCurPixelSRVs[i] = NULL;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001753 }
1754
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001755 mForceSetBlendState = true;
1756 mForceSetRasterState = true;
1757 mForceSetDepthStencilState = true;
1758 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001759 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001760
Geoff Lang7840b172014-03-13 11:20:44 -04001761 mAppliedIB = NULL;
1762 mAppliedIBFormat = DXGI_FORMAT_UNKNOWN;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001763 mAppliedIBOffset = 0;
1764
Jamie Madill6246dc82014-01-29 09:26:47 -05001765 mAppliedVertexShader = NULL;
1766 mAppliedGeometryShader = NULL;
Geoff Lang4c5c6bb2014-02-05 16:32:46 -05001767 mCurPointGeometryShader = NULL;
Jamie Madill6246dc82014-01-29 09:26:47 -05001768 mAppliedPixelShader = NULL;
Geoff Langeeba6e12014-02-03 13:12:30 -05001769
1770 for (size_t i = 0; i < gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
1771 {
1772 mAppliedTFBuffers[i] = NULL;
1773 mAppliedTFOffsets[i] = 0;
1774 }
1775
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001776 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1777 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
Geoff Lang1f53cab2013-07-22 10:37:22 -04001778
1779 mInputLayoutCache.markDirty();
Geoff Langc6354ee2013-07-22 10:40:07 -04001780
1781 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; i++)
1782 {
1783 mCurrentConstantBufferVS[i] = -1;
1784 mCurrentConstantBufferPS[i] = -1;
1785 }
1786
1787 mCurrentVertexConstantBuffer = NULL;
1788 mCurrentPixelConstantBuffer = NULL;
1789 mCurrentGeometryConstantBuffer = NULL;
Geoff Lang4c095862013-07-22 10:43:36 -04001790
1791 mCurrentPrimitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001792}
1793
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001794void Renderer11::releaseDeviceResources()
1795{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001796 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001797 mInputLayoutCache.clear();
1798
Geoff Langea228632013-07-30 15:17:12 -04001799 SafeDelete(mVertexDataManager);
1800 SafeDelete(mIndexDataManager);
1801 SafeDelete(mLineLoopIB);
1802 SafeDelete(mTriangleFanIB);
1803 SafeDelete(mBlit);
Geoff Langda507fe2013-08-20 12:01:42 -04001804 SafeDelete(mClear);
Jamie Madilla21eea32013-09-18 14:36:25 -04001805 SafeDelete(mPixelTransfer);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001806
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001807 SafeRelease(mDriverConstantBufferVS);
1808 SafeRelease(mDriverConstantBufferPS);
1809 SafeRelease(mSyncQuery);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001810}
1811
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001812void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001813{
1814 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001815 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001816}
1817
1818bool Renderer11::isDeviceLost()
1819{
1820 return mDeviceLost;
1821}
1822
1823// set notify to true to broadcast a message to all contexts of the device loss
1824bool Renderer11::testDeviceLost(bool notify)
1825{
1826 bool isLost = false;
1827
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001828 // GetRemovedReason is used to test if the device is removed
1829 HRESULT result = mDevice->GetDeviceRemovedReason();
1830 isLost = d3d11::isDeviceLostError(result);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001831
1832 if (isLost)
1833 {
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001834 // Log error if this is a new device lost event
1835 if (mDeviceLost == false)
1836 {
1837 ERR("The D3D11 device was removed: 0x%08X", result);
1838 }
1839
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001840 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001841 // we'll probably get this done again by notifyDeviceLost
1842 // but best to remember it!
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001843 // Note that we don't want to clear the device loss status here
1844 // -- this needs to be done by resetDevice
1845 mDeviceLost = true;
1846 if (notify)
1847 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001848 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001849 }
1850 }
1851
1852 return isLost;
1853}
1854
1855bool Renderer11::testDeviceResettable()
1856{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001857 // determine if the device is resettable by creating a dummy device
1858 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001859
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001860 if (D3D11CreateDevice == NULL)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001861 {
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001862 return false;
1863 }
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001864
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001865 D3D_FEATURE_LEVEL featureLevels[] =
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001866 {
1867 D3D_FEATURE_LEVEL_11_0,
1868 D3D_FEATURE_LEVEL_10_1,
1869 D3D_FEATURE_LEVEL_10_0,
1870 };
1871
1872 ID3D11Device* dummyDevice;
1873 D3D_FEATURE_LEVEL dummyFeatureLevel;
1874 ID3D11DeviceContext* dummyContext;
1875
1876 HRESULT result = D3D11CreateDevice(NULL,
1877 D3D_DRIVER_TYPE_HARDWARE,
1878 NULL,
1879 #if defined(_DEBUG)
1880 D3D11_CREATE_DEVICE_DEBUG,
1881 #else
1882 0,
1883 #endif
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001884 featureLevels,
1885 ArraySize(featureLevels),
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001886 D3D11_SDK_VERSION,
1887 &dummyDevice,
1888 &dummyFeatureLevel,
1889 &dummyContext);
1890
1891 if (!mDevice || FAILED(result))
1892 {
1893 return false;
1894 }
1895
Geoff Langea228632013-07-30 15:17:12 -04001896 SafeRelease(dummyContext);
1897 SafeRelease(dummyDevice);
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001898
1899 return true;
1900}
1901
1902void Renderer11::release()
1903{
1904 releaseDeviceResources();
1905
Geoff Langea228632013-07-30 15:17:12 -04001906 SafeRelease(mDxgiFactory);
1907 SafeRelease(mDxgiAdapter);
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001908
1909 if (mDeviceContext)
1910 {
1911 mDeviceContext->ClearState();
1912 mDeviceContext->Flush();
Geoff Langea228632013-07-30 15:17:12 -04001913 SafeRelease(mDeviceContext);
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001914 }
1915
Geoff Langea228632013-07-30 15:17:12 -04001916 SafeRelease(mDevice);
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001917
1918 if (mD3d11Module)
1919 {
1920 FreeLibrary(mD3d11Module);
1921 mD3d11Module = NULL;
1922 }
1923
1924 if (mDxgiModule)
1925 {
1926 FreeLibrary(mDxgiModule);
1927 mDxgiModule = NULL;
1928 }
Geoff Langdad5ed32014-02-10 12:59:17 -05001929
1930 mCompiler.release();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001931}
1932
1933bool Renderer11::resetDevice()
1934{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001935 // recreate everything
1936 release();
1937 EGLint result = initialize();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001938
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001939 if (result != EGL_SUCCESS)
1940 {
1941 ERR("Could not reinitialize D3D11 device: %08X", result);
1942 return false;
1943 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001944
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001945 mDeviceLost = false;
1946
1947 return true;
1948}
1949
1950DWORD Renderer11::getAdapterVendor() const
1951{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001952 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001953}
1954
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001955std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001956{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001957 std::ostringstream rendererString;
1958
1959 rendererString << mDescription;
1960 rendererString << " Direct3D11";
1961
1962 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1963 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1964
1965 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001966}
1967
1968GUID Renderer11::getAdapterIdentifier() const
1969{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00001970 // Use the adapter LUID as our adapter ID
1971 // This number is local to a machine is only guaranteed to be unique between restarts
1972 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
1973 GUID adapterId = {0};
1974 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
1975 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001976}
1977
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00001978bool Renderer11::getBGRATextureSupport() const
1979{
1980 return mBGRATextureSupport;
1981}
1982
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001983bool Renderer11::getDXT1TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001984{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00001985 return mDXT1TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001986}
1987
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001988bool Renderer11::getDXT3TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001989{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00001990 return mDXT3TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001991}
1992
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001993bool Renderer11::getDXT5TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001994{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00001995 return mDXT5TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001996}
1997
1998bool Renderer11::getDepthTextureSupport() const
1999{
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +00002000 return mDepthTextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002001}
2002
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002003bool Renderer11::getFloat32TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002004{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002005 return mFloat32TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002006}
2007
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002008bool Renderer11::getFloat32TextureFilteringSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002009{
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002010 return mFloat32FilterSupport;
2011}
2012
2013bool Renderer11::getFloat32TextureRenderingSupport() const
2014{
2015 return mFloat32RenderSupport;
2016}
2017
2018bool Renderer11::getFloat16TextureSupport() const
2019{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002020 return mFloat16TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002021}
2022
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002023bool Renderer11::getFloat16TextureFilteringSupport() const
2024{
2025 return mFloat16FilterSupport;
2026}
2027
2028bool Renderer11::getFloat16TextureRenderingSupport() const
2029{
2030 return mFloat16RenderSupport;
2031}
2032
Geoff Langd42cf4e2013-06-05 16:09:17 -04002033bool Renderer11::getRGB565TextureSupport() const
2034{
2035 return false;
2036}
2037
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002038bool Renderer11::getLuminanceTextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002039{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002040 return false;
2041}
2042
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002043bool Renderer11::getLuminanceAlphaTextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002044{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002045 return false;
2046}
2047
Geoff Lang632192d2013-10-04 13:40:46 -04002048bool Renderer11::getRGTextureSupport() const
2049{
2050 return mRGTextureSupport;
2051}
2052
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002053bool Renderer11::getTextureFilterAnisotropySupport() const
2054{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002055 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002056}
2057
Shannon Woodsb3801742014-03-27 14:59:19 -04002058bool Renderer11::getPBOSupport() const
2059{
2060 return true;
2061}
2062
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002063float Renderer11::getTextureMaxAnisotropy() const
2064{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002065 switch (mFeatureLevel)
2066 {
2067 case D3D_FEATURE_LEVEL_11_0:
2068 return D3D11_MAX_MAXANISOTROPY;
2069 case D3D_FEATURE_LEVEL_10_1:
2070 case D3D_FEATURE_LEVEL_10_0:
2071 return D3D10_MAX_MAXANISOTROPY;
2072 default: UNREACHABLE();
2073 return 0;
2074 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002075}
2076
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002077bool Renderer11::getEventQuerySupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002078{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002079 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002080}
2081
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002082Range Renderer11::getViewportBounds() const
2083{
2084 switch (mFeatureLevel)
2085 {
2086 case D3D_FEATURE_LEVEL_11_0:
2087 return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
2088 case D3D_FEATURE_LEVEL_10_1:
2089 case D3D_FEATURE_LEVEL_10_0:
2090 return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
2091 default: UNREACHABLE();
2092 return Range(0, 0);
2093 }
2094}
2095
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002096unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002097{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002098 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2099 switch (mFeatureLevel)
2100 {
2101 case D3D_FEATURE_LEVEL_11_0:
2102 case D3D_FEATURE_LEVEL_10_1:
2103 case D3D_FEATURE_LEVEL_10_0:
2104 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
2105 default: UNREACHABLE();
2106 return 0;
2107 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002108}
2109
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002110unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
2111{
2112 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2113}
2114
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002115unsigned int Renderer11::getReservedVertexUniformVectors() const
2116{
Shannon Woods5ab33c82013-06-26 15:31:09 -04002117 return 0; // Driver uniforms are stored in a separate constant buffer
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002118}
2119
2120unsigned int Renderer11::getReservedFragmentUniformVectors() 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::getMaxVertexUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002126{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002127 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2128 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2129 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002130}
2131
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002132unsigned int Renderer11::getMaxFragmentUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002133{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002134 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2135 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2136 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002137}
2138
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002139unsigned int Renderer11::getMaxVaryingVectors() const
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002140{
2141 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
shannonwoods@chromium.org74b86cf2013-05-30 00:02:58 +00002142 META_ASSERT(D3D11_VS_OUTPUT_REGISTER_COUNT <= D3D11_PS_INPUT_REGISTER_COUNT);
2143 META_ASSERT(D3D10_VS_OUTPUT_REGISTER_COUNT <= D3D10_PS_INPUT_REGISTER_COUNT);
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002144 switch (mFeatureLevel)
2145 {
2146 case D3D_FEATURE_LEVEL_11_0:
Geoff Lang1b6edcb2014-02-03 14:27:56 -05002147 return D3D11_VS_OUTPUT_REGISTER_COUNT - getReservedVaryings();
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002148 case D3D_FEATURE_LEVEL_10_1:
Geoff Lang1b6edcb2014-02-03 14:27:56 -05002149 return D3D10_1_VS_OUTPUT_REGISTER_COUNT - getReservedVaryings();
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002150 case D3D_FEATURE_LEVEL_10_0:
Geoff Lang1b6edcb2014-02-03 14:27:56 -05002151 return D3D10_VS_OUTPUT_REGISTER_COUNT - getReservedVaryings();
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002152 default: UNREACHABLE();
2153 return 0;
2154 }
2155}
2156
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002157unsigned int Renderer11::getMaxVertexShaderUniformBuffers() const
2158{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002159 META_ASSERT(gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
2160 gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
2161
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002162 switch (mFeatureLevel)
2163 {
2164 case D3D_FEATURE_LEVEL_11_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002165 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedVertexUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002166 case D3D_FEATURE_LEVEL_10_1:
2167 case D3D_FEATURE_LEVEL_10_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002168 return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedVertexUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002169 default: UNREACHABLE();
2170 return 0;
2171 }
2172}
2173
2174unsigned int Renderer11::getMaxFragmentShaderUniformBuffers() const
2175{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002176 META_ASSERT(gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
2177 gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
2178
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002179 switch (mFeatureLevel)
2180 {
2181 case D3D_FEATURE_LEVEL_11_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002182 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedFragmentUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002183 case D3D_FEATURE_LEVEL_10_1:
2184 case D3D_FEATURE_LEVEL_10_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002185 return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedFragmentUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002186 default: UNREACHABLE();
2187 return 0;
2188 }
2189}
2190
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002191unsigned int Renderer11::getReservedVertexUniformBuffers() const
2192{
2193 // we reserve one buffer for the application uniforms, and one for driver uniforms
2194 return 2;
2195}
2196
2197unsigned int Renderer11::getReservedFragmentUniformBuffers() const
2198{
2199 // we reserve one buffer for the application uniforms, and one for driver uniforms
2200 return 2;
2201}
2202
Geoff Lang1b6edcb2014-02-03 14:27:56 -05002203unsigned int Renderer11::getReservedVaryings() const
2204{
2205 // We potentially reserve varyings for gl_Position, _dx_Position, gl_FragCoord and gl_PointSize
2206 return 4;
2207}
2208
2209
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002210unsigned int Renderer11::getMaxTransformFeedbackBuffers() const
2211{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002212 META_ASSERT(gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D11_SO_BUFFER_SLOT_COUNT &&
2213 gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D10_SO_BUFFER_SLOT_COUNT);
2214
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002215 switch (mFeatureLevel)
2216 {
2217 case D3D_FEATURE_LEVEL_11_0:
2218 return D3D11_SO_BUFFER_SLOT_COUNT;
2219 case D3D_FEATURE_LEVEL_10_1:
Geoff Lang1b6edcb2014-02-03 14:27:56 -05002220 return D3D10_1_SO_BUFFER_SLOT_COUNT;
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002221 case D3D_FEATURE_LEVEL_10_0:
2222 return D3D10_SO_BUFFER_SLOT_COUNT;
2223 default: UNREACHABLE();
2224 return 0;
2225 }
2226}
2227
Geoff Lang1b6edcb2014-02-03 14:27:56 -05002228unsigned int Renderer11::getMaxTransformFeedbackSeparateComponents() const
2229{
2230 switch (mFeatureLevel)
2231 {
2232 case D3D_FEATURE_LEVEL_11_0:
2233 return getMaxTransformFeedbackInterleavedComponents() / getMaxTransformFeedbackBuffers();
2234 case D3D_FEATURE_LEVEL_10_1:
2235 case D3D_FEATURE_LEVEL_10_0:
2236 // D3D 10 and 10.1 only allow one output per output slot if an output slot other than zero
2237 // is used.
2238 return 4;
2239 default: UNREACHABLE();
2240 return 0;
2241 }
2242}
2243
2244unsigned int Renderer11::getMaxTransformFeedbackInterleavedComponents() const
2245{
2246 return (getMaxVaryingVectors() * 4);
2247}
2248
shannonwoods@chromium.org33e798f2013-05-30 00:05:05 +00002249unsigned int Renderer11::getMaxUniformBufferSize() const
2250{
2251 // Each component is a 4-element vector of 4-byte units (floats)
2252 const unsigned int bytesPerComponent = 4 * sizeof(float);
2253
2254 switch (mFeatureLevel)
2255 {
2256 case D3D_FEATURE_LEVEL_11_0:
2257 return D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
2258 case D3D_FEATURE_LEVEL_10_1:
2259 case D3D_FEATURE_LEVEL_10_0:
2260 return D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
2261 default: UNREACHABLE();
2262 return 0;
2263 }
2264}
2265
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002266bool Renderer11::getNonPower2TextureSupport() const
2267{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00002268 switch (mFeatureLevel)
2269 {
2270 case D3D_FEATURE_LEVEL_11_0:
2271 case D3D_FEATURE_LEVEL_10_1:
2272 case D3D_FEATURE_LEVEL_10_0:
2273 return true;
2274 default: UNREACHABLE();
2275 return false;
2276 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002277}
2278
2279bool Renderer11::getOcclusionQuerySupport() const
2280{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002281 switch (mFeatureLevel)
2282 {
2283 case D3D_FEATURE_LEVEL_11_0:
2284 case D3D_FEATURE_LEVEL_10_1:
2285 case D3D_FEATURE_LEVEL_10_0:
2286 return true;
2287 default: UNREACHABLE();
2288 return false;
2289 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002290}
2291
2292bool Renderer11::getInstancingSupport() const
2293{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002294 switch (mFeatureLevel)
2295 {
2296 case D3D_FEATURE_LEVEL_11_0:
2297 case D3D_FEATURE_LEVEL_10_1:
2298 case D3D_FEATURE_LEVEL_10_0:
2299 return true;
2300 default: UNREACHABLE();
2301 return false;
2302 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002303}
2304
2305bool Renderer11::getShareHandleSupport() const
2306{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002307 // We only currently support share handles with BGRA surfaces, because
2308 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002309 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002310 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002311}
2312
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002313bool Renderer11::getDerivativeInstructionSupport() const
2314{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002315 switch (mFeatureLevel)
2316 {
2317 case D3D_FEATURE_LEVEL_11_0:
2318 case D3D_FEATURE_LEVEL_10_1:
2319 case D3D_FEATURE_LEVEL_10_0:
2320 return true;
2321 default: UNREACHABLE();
2322 return false;
2323 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002324}
2325
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002326bool Renderer11::getPostSubBufferSupport() const
2327{
2328 // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2.
2329 return false;
2330}
2331
Jamie Madill13a2f852013-12-11 16:35:08 -05002332int Renderer11::getMaxRecommendedElementsIndices() const
2333{
2334 META_ASSERT(D3D11_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP == 32);
2335 META_ASSERT(D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP == 32);
2336
2337 // D3D11 allows up to 2^32 elements, but we report max signed int for convenience.
2338 return std::numeric_limits<GLint>::max();
2339}
2340
2341int Renderer11::getMaxRecommendedElementsVertices() const
2342{
2343 META_ASSERT(D3D11_REQ_DRAW_VERTEX_COUNT_2_TO_EXP == 32);
2344 META_ASSERT(D3D10_REQ_DRAW_VERTEX_COUNT_2_TO_EXP == 32);
2345
2346 // D3D11 allows up to 2^32 elements, but we report max signed int for convenience.
2347 return std::numeric_limits<GLint>::max();
2348}
2349
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002350int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002351{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002352 switch (mFeatureLevel)
2353 {
2354 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002355 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002356 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2357 default: UNREACHABLE(); return 0;
2358 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002359}
2360
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002361int Renderer11::getMinorShaderModel() const
2362{
2363 switch (mFeatureLevel)
2364 {
2365 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2366 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2367 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2368 default: UNREACHABLE(); return 0;
2369 }
2370}
2371
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002372float Renderer11::getMaxPointSize() const
2373{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002374 // choose a reasonable maximum. we enforce this in the shader.
2375 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2376 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002377}
2378
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002379int Renderer11::getMaxViewportDimension() const
2380{
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002381 // Maximum viewport size must be at least as large as the largest render buffer (or larger).
2382 // In our case return the maximum texture size, which is the maximum render buffer size.
2383 META_ASSERT(D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D11_VIEWPORT_BOUNDS_MAX);
2384 META_ASSERT(D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D10_VIEWPORT_BOUNDS_MAX);
2385
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002386 switch (mFeatureLevel)
2387 {
2388 case D3D_FEATURE_LEVEL_11_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002389 return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002390 case D3D_FEATURE_LEVEL_10_1:
2391 case D3D_FEATURE_LEVEL_10_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002392 return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002393 default: UNREACHABLE();
2394 return 0;
2395 }
2396}
2397
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002398int Renderer11::getMaxTextureWidth() const
2399{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002400 switch (mFeatureLevel)
2401 {
2402 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2403 case D3D_FEATURE_LEVEL_10_1:
2404 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2405 default: UNREACHABLE(); return 0;
2406 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002407}
2408
2409int Renderer11::getMaxTextureHeight() const
2410{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002411 switch (mFeatureLevel)
2412 {
2413 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2414 case D3D_FEATURE_LEVEL_10_1:
2415 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2416 default: UNREACHABLE(); return 0;
2417 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002418}
2419
shannon.woods%transgaming.com@gtempaccount.comc1fdf6b2013-04-13 03:44:41 +00002420int Renderer11::getMaxTextureDepth() const
2421{
2422 switch (mFeatureLevel)
2423 {
2424 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; // 2048
2425 case D3D_FEATURE_LEVEL_10_1:
2426 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; // 2048
2427 default: UNREACHABLE(); return 0;
2428 }
2429}
2430
shannon.woods%transgaming.com@gtempaccount.coma98a8112013-04-13 03:45:57 +00002431int Renderer11::getMaxTextureArrayLayers() const
2432{
2433 switch (mFeatureLevel)
2434 {
2435 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; // 2048
2436 case D3D_FEATURE_LEVEL_10_1:
2437 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; // 512
2438 default: UNREACHABLE(); return 0;
2439 }
2440}
2441
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002442bool Renderer11::get32BitIndexSupport() const
2443{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002444 switch (mFeatureLevel)
2445 {
2446 case D3D_FEATURE_LEVEL_11_0:
2447 case D3D_FEATURE_LEVEL_10_1:
2448 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2449 default: UNREACHABLE(); return false;
2450 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002451}
2452
2453int Renderer11::getMinSwapInterval() const
2454{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002455 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002456}
2457
2458int Renderer11::getMaxSwapInterval() const
2459{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002460 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002461}
2462
2463int Renderer11::getMaxSupportedSamples() const
2464{
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +00002465 return mMaxSupportedSamples;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002466}
2467
Geoff Lang005df412013-10-16 14:12:50 -04002468GLsizei Renderer11::getMaxSupportedFormatSamples(GLenum internalFormat) const
Geoff Lang0e120e32013-05-29 10:23:55 -04002469{
Shannon Woodsdd4674f2013-07-08 10:32:15 -04002470 DXGI_FORMAT format = gl_d3d11::GetRenderableFormat(internalFormat, getCurrentClientVersion());
Geoff Lang0e120e32013-05-29 10:23:55 -04002471 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2472 return (iter != mMultisampleSupportMap.end()) ? iter->second.maxSupportedSamples : 0;
2473}
2474
Geoff Lang005df412013-10-16 14:12:50 -04002475GLsizei Renderer11::getNumSampleCounts(GLenum internalFormat) const
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002476{
2477 unsigned int numCounts = 0;
2478
2479 // D3D11 supports multisampling for signed and unsigned format, but ES 3.0 does not
Geoff Langb2f3d052013-08-13 12:49:27 -04002480 GLenum componentType = gl::GetComponentType(internalFormat, getCurrentClientVersion());
2481 if (componentType != GL_INT && componentType != GL_UNSIGNED_INT)
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002482 {
2483 DXGI_FORMAT format = gl_d3d11::GetRenderableFormat(internalFormat, getCurrentClientVersion());
2484 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2485
2486 if (iter != mMultisampleSupportMap.end())
2487 {
2488 const MultisampleSupportInfo& info = iter->second;
2489 for (int i = 0; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2490 {
2491 if (info.qualityLevels[i] > 0)
2492 {
2493 numCounts++;
2494 }
2495 }
2496 }
2497 }
2498
2499 return numCounts;
2500}
2501
Geoff Lang005df412013-10-16 14:12:50 -04002502void Renderer11::getSampleCounts(GLenum internalFormat, GLsizei bufSize, GLint *params) const
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002503{
2504 // D3D11 supports multisampling for signed and unsigned format, but ES 3.0 does not
Geoff Langb2f3d052013-08-13 12:49:27 -04002505 GLenum componentType = gl::GetComponentType(internalFormat, getCurrentClientVersion());
2506 if (componentType == GL_INT || componentType == GL_UNSIGNED_INT)
2507 {
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002508 return;
Geoff Langb2f3d052013-08-13 12:49:27 -04002509 }
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002510
2511 DXGI_FORMAT format = gl_d3d11::GetRenderableFormat(internalFormat, getCurrentClientVersion());
2512 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2513
2514 if (iter != mMultisampleSupportMap.end())
2515 {
2516 const MultisampleSupportInfo& info = iter->second;
2517 int bufPos = 0;
2518 for (int i = D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT - 1; i >= 0 && bufPos < bufSize; i--)
2519 {
2520 if (info.qualityLevels[i] > 0)
2521 {
2522 params[bufPos++] = i + 1;
2523 }
2524 }
2525 }
2526}
2527
shannon.woods@transgaming.com88fbd0f2013-02-28 23:05:46 +00002528int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
2529{
2530 if (requested == 0)
2531 {
2532 return 0;
2533 }
2534
2535 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2536 if (iter != mMultisampleSupportMap.end())
2537 {
2538 const MultisampleSupportInfo& info = iter->second;
2539 for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2540 {
2541 if (info.qualityLevels[i] > 0)
2542 {
2543 return i + 1;
2544 }
2545 }
2546 }
2547
2548 return -1;
2549}
2550
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002551unsigned int Renderer11::getMaxRenderTargets() const
2552{
shannon.woods%transgaming.com@gtempaccount.comf30ccc22013-04-13 03:28:36 +00002553 META_ASSERT(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2554 META_ASSERT(D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2555
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002556 switch (mFeatureLevel)
2557 {
2558 case D3D_FEATURE_LEVEL_11_0:
2559 return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2560 case D3D_FEATURE_LEVEL_10_1:
2561 case D3D_FEATURE_LEVEL_10_0:
Geoff Lang626d54e2014-02-07 14:24:12 -05002562 // Feature level 10.0 and 10.1 cards perform very poorly when the pixel shader
2563 // outputs to multiple RTs that are not bound.
2564 // TODO: Remove pixel shader outputs for render targets that are not bound.
2565 return 1;
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002566 default:
2567 UNREACHABLE();
2568 return 1;
2569 }
2570}
2571
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002572bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002573{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002574 if (source && dest)
2575 {
2576 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2577 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2578
Nicolas Capens76b258f2014-04-03 10:59:42 -04002579 mDeviceContext->CopyResource(dest11->getResource(), source11->getResource());
Geoff Lang42477a42013-09-17 17:07:02 -04002580
2581 dest11->invalidateSwizzleCache();
2582
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002583 return true;
2584 }
2585
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002586 return false;
2587}
2588
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002589bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002590{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002591 if (source && dest)
2592 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002593 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2594 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002595
Nicolas Capens76b258f2014-04-03 10:59:42 -04002596 mDeviceContext->CopyResource(dest11->getResource(), source11->getResource());
Geoff Lang42477a42013-09-17 17:07:02 -04002597
2598 dest11->invalidateSwizzleCache();
2599
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002600 return true;
2601 }
2602
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002603 return false;
2604}
2605
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002606bool Renderer11::copyToRenderTarget(TextureStorageInterface3D *dest, TextureStorageInterface3D *source)
2607{
2608 if (source && dest)
2609 {
2610 TextureStorage11_3D *source11 = TextureStorage11_3D::makeTextureStorage11_3D(source->getStorageInstance());
2611 TextureStorage11_3D *dest11 = TextureStorage11_3D::makeTextureStorage11_3D(dest->getStorageInstance());
2612
Nicolas Capens76b258f2014-04-03 10:59:42 -04002613 mDeviceContext->CopyResource(dest11->getResource(), source11->getResource());
Geoff Lang42477a42013-09-17 17:07:02 -04002614
2615 dest11->invalidateSwizzleCache();
2616
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002617 return true;
2618 }
2619
2620 return false;
2621}
2622
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002623bool Renderer11::copyToRenderTarget(TextureStorageInterface2DArray *dest, TextureStorageInterface2DArray *source)
2624{
2625 if (source && dest)
2626 {
2627 TextureStorage11_2DArray *source11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(source->getStorageInstance());
2628 TextureStorage11_2DArray *dest11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(dest->getStorageInstance());
2629
Nicolas Capens76b258f2014-04-03 10:59:42 -04002630 mDeviceContext->CopyResource(dest11->getResource(), source11->getResource());
Geoff Lang42477a42013-09-17 17:07:02 -04002631
2632 dest11->invalidateSwizzleCache();
2633
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002634 return true;
2635 }
2636
2637 return false;
2638}
2639
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002640bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002641 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002642{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002643 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002644 if (!colorbuffer)
2645 {
2646 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002647 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002648 }
2649
2650 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2651 if (!sourceRenderTarget)
2652 {
2653 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002654 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002655 }
2656
2657 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2658 if (!source)
2659 {
2660 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002661 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002662 }
2663
2664 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2665 if (!storage11)
2666 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002667 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002668 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002669 }
2670
2671 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2672 if (!destRenderTarget)
2673 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002674 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002675 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002676 }
2677
2678 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2679 if (!dest)
2680 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002681 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002682 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002683 }
2684
Geoff Langb86b9792013-06-04 16:32:05 -04002685 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2686 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002687
Geoff Langb86b9792013-06-04 16:32:05 -04002688 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2689 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002690
Geoff Langb86b9792013-06-04 16:32:05 -04002691 // Use nearest filtering because source and destination are the same size for the direct
2692 // copy
Geoff Lang125deab2013-08-09 13:34:16 -04002693 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
Geoff Langb86b9792013-06-04 16:32:05 -04002694 destFormat, GL_NEAREST);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002695
Geoff Lang42477a42013-09-17 17:07:02 -04002696 storage11->invalidateSwizzleCacheLevel(level);
2697
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002698 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002699}
2700
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002701bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002702 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002703{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002704 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002705 if (!colorbuffer)
2706 {
2707 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002708 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002709 }
2710
2711 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2712 if (!sourceRenderTarget)
2713 {
2714 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002715 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002716 }
2717
2718 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2719 if (!source)
2720 {
2721 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002722 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002723 }
2724
2725 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2726 if (!storage11)
2727 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002728 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002729 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002730 }
2731
Nicolas Capensb13f8662013-06-04 13:30:19 -04002732 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetFace(target, level));
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002733 if (!destRenderTarget)
2734 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002735 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002736 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002737 }
2738
2739 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2740 if (!dest)
2741 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002742 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002743 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002744 }
2745
Geoff Langb86b9792013-06-04 16:32:05 -04002746 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2747 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002748
Geoff Langb86b9792013-06-04 16:32:05 -04002749 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2750 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002751
Geoff Langb86b9792013-06-04 16:32:05 -04002752 // Use nearest filtering because source and destination are the same size for the direct
2753 // copy
Geoff Lang125deab2013-08-09 13:34:16 -04002754 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
Geoff Langb86b9792013-06-04 16:32:05 -04002755 destFormat, GL_NEAREST);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002756
Geoff Lang42477a42013-09-17 17:07:02 -04002757 storage11->invalidateSwizzleCacheLevel(level);
2758
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002759 return ret;
2760}
2761
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002762bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2763 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface3D *storage, GLint level)
2764{
2765 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2766 if (!colorbuffer)
2767 {
2768 ERR("Failed to retrieve the color buffer from the frame buffer.");
2769 return gl::error(GL_OUT_OF_MEMORY, false);
2770 }
2771
2772 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2773 if (!sourceRenderTarget)
2774 {
2775 ERR("Failed to retrieve the render target from the frame buffer.");
2776 return gl::error(GL_OUT_OF_MEMORY, false);
2777 }
2778
2779 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2780 if (!source)
2781 {
2782 ERR("Failed to retrieve the render target view from the render target.");
2783 return gl::error(GL_OUT_OF_MEMORY, false);
2784 }
2785
2786 TextureStorage11_3D *storage11 = TextureStorage11_3D::makeTextureStorage11_3D(storage->getStorageInstance());
2787 if (!storage11)
2788 {
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002789 ERR("Failed to retrieve the texture storage from the destination.");
2790 return gl::error(GL_OUT_OF_MEMORY, false);
2791 }
2792
2793 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
2794 if (!destRenderTarget)
2795 {
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002796 ERR("Failed to retrieve the render target from the destination storage.");
2797 return gl::error(GL_OUT_OF_MEMORY, false);
2798 }
2799
2800 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2801 if (!dest)
2802 {
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002803 ERR("Failed to retrieve the render target view from the destination render target.");
2804 return gl::error(GL_OUT_OF_MEMORY, false);
2805 }
2806
Geoff Langb86b9792013-06-04 16:32:05 -04002807 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2808 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002809
Geoff Langb86b9792013-06-04 16:32:05 -04002810 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2811 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002812
Geoff Langb86b9792013-06-04 16:32:05 -04002813 // Use nearest filtering because source and destination are the same size for the direct
2814 // copy
Geoff Lang125deab2013-08-09 13:34:16 -04002815 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
Geoff Langb86b9792013-06-04 16:32:05 -04002816 destFormat, GL_NEAREST);
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002817
Geoff Lang42477a42013-09-17 17:07:02 -04002818 storage11->invalidateSwizzleCacheLevel(level);
2819
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002820 return ret;
2821}
2822
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002823bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2824 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface2DArray *storage, GLint level)
2825{
2826 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2827 if (!colorbuffer)
2828 {
2829 ERR("Failed to retrieve the color buffer from the frame buffer.");
2830 return gl::error(GL_OUT_OF_MEMORY, false);
2831 }
2832
2833 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2834 if (!sourceRenderTarget)
2835 {
2836 ERR("Failed to retrieve the render target from the frame buffer.");
2837 return gl::error(GL_OUT_OF_MEMORY, false);
2838 }
2839
2840 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2841 if (!source)
2842 {
2843 ERR("Failed to retrieve the render target view from the render target.");
2844 return gl::error(GL_OUT_OF_MEMORY, false);
2845 }
2846
2847 TextureStorage11_2DArray *storage11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(storage->getStorageInstance());
2848 if (!storage11)
2849 {
Geoff Langea228632013-07-30 15:17:12 -04002850 SafeRelease(source);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002851 ERR("Failed to retrieve the texture storage from the destination.");
2852 return gl::error(GL_OUT_OF_MEMORY, false);
2853 }
2854
2855 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
2856 if (!destRenderTarget)
2857 {
Geoff Langea228632013-07-30 15:17:12 -04002858 SafeRelease(source);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002859 ERR("Failed to retrieve the render target from the destination storage.");
2860 return gl::error(GL_OUT_OF_MEMORY, false);
2861 }
2862
2863 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2864 if (!dest)
2865 {
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002866 ERR("Failed to retrieve the render target view from the destination render target.");
2867 return gl::error(GL_OUT_OF_MEMORY, false);
2868 }
2869
Geoff Langb86b9792013-06-04 16:32:05 -04002870 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2871 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002872
Geoff Langb86b9792013-06-04 16:32:05 -04002873 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2874 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002875
Geoff Langb86b9792013-06-04 16:32:05 -04002876 // Use nearest filtering because source and destination are the same size for the direct
2877 // copy
Geoff Lang125deab2013-08-09 13:34:16 -04002878 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
Geoff Langb86b9792013-06-04 16:32:05 -04002879 destFormat, GL_NEAREST);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002880
Geoff Lang42477a42013-09-17 17:07:02 -04002881 storage11->invalidateSwizzleCacheLevel(level);
2882
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002883 return ret;
2884}
2885
shannon.woods%transgaming.com@gtempaccount.comba2744f2013-04-13 03:33:38 +00002886void Renderer11::unapplyRenderTargets()
2887{
2888 setOneTimeRenderTarget(NULL);
2889}
2890
2891void Renderer11::setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView)
2892{
2893 ID3D11RenderTargetView *rtvArray[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
2894
2895 rtvArray[0] = renderTargetView;
2896
2897 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), rtvArray, NULL);
2898
2899 // Do not preserve the serial for this one-time-use render target
2900 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
2901 {
2902 mAppliedRenderTargetSerials[rtIndex] = 0;
2903 }
2904}
2905
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002906RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2907{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002908 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002909 RenderTarget11 *renderTarget = NULL;
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002910
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002911 if (depth)
2912 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002913 // Note: depth stencil may be NULL for 0 sized surfaces
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002914 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
Geoff Lang88f9cbf2013-10-18 14:33:37 -04002915 swapChain11->getDepthStencilTexture(),
2916 swapChain11->getDepthStencilShaderResource(),
shannonwoods@chromium.org7faf3ec2013-05-30 00:03:45 +00002917 swapChain11->getWidth(), swapChain11->getHeight(), 1);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002918 }
2919 else
2920 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002921 // Note: render target may be NULL for 0 sized surfaces
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002922 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002923 swapChain11->getOffscreenTexture(),
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002924 swapChain11->getRenderTargetShaderResource(),
shannonwoods@chromium.org7faf3ec2013-05-30 00:03:45 +00002925 swapChain11->getWidth(), swapChain11->getHeight(), 1);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002926 }
2927 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002928}
2929
Geoff Langa2d97f12013-06-11 11:44:02 -04002930RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples)
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002931{
Geoff Langa2d97f12013-06-11 11:44:02 -04002932 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples);
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002933 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002934}
2935
Geoff Lang48dcae72014-02-05 16:28:24 -05002936ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type,
2937 const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
2938 bool separatedOutputBuffers)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002939{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002940 ShaderExecutable11 *executable = NULL;
Geoff Lang48dcae72014-02-05 16:28:24 -05002941 HRESULT result;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002942
2943 switch (type)
2944 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002945 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002946 {
Geoff Lang48dcae72014-02-05 16:28:24 -05002947 ID3D11VertexShader *vertexShader = NULL;
2948 ID3D11GeometryShader *streamOutShader = NULL;
2949
2950 result = mDevice->CreateVertexShader(function, length, NULL, &vertexShader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002951 ASSERT(SUCCEEDED(result));
2952
Geoff Lang48dcae72014-02-05 16:28:24 -05002953 if (transformFeedbackVaryings.size() > 0)
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002954 {
Geoff Lang48dcae72014-02-05 16:28:24 -05002955 std::vector<D3D11_SO_DECLARATION_ENTRY> soDeclaration;
2956 for (size_t i = 0; i < transformFeedbackVaryings.size(); i++)
2957 {
2958 const gl::LinkedVarying &varying = transformFeedbackVaryings[i];
Geoff Langcebb5aa2014-04-07 14:13:40 -04002959 for (size_t j = 0; j < varying.semanticIndexCount; j++)
Geoff Lang48dcae72014-02-05 16:28:24 -05002960 {
2961 D3D11_SO_DECLARATION_ENTRY entry = { 0 };
2962 entry.Stream = 0;
Geoff Langcebb5aa2014-04-07 14:13:40 -04002963 entry.SemanticName = varying.semanticName.c_str();
2964 entry.SemanticIndex = varying.semanticIndex + j;
Geoff Lang48dcae72014-02-05 16:28:24 -05002965 entry.StartComponent = 0;
2966 entry.ComponentCount = gl::VariableRowCount(type);
2967 entry.OutputSlot = (separatedOutputBuffers ? i : 0);
2968 soDeclaration.push_back(entry);
2969 }
2970 }
2971
2972 result = mDevice->CreateGeometryShaderWithStreamOutput(function, length, soDeclaration.data(), soDeclaration.size(),
2973 NULL, 0, 0, NULL, &streamOutShader);
2974 ASSERT(SUCCEEDED(result));
2975 }
2976
2977 if (vertexShader)
2978 {
2979 executable = new ShaderExecutable11(function, length, vertexShader, streamOutShader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002980 }
2981 }
2982 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002983 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002984 {
Geoff Lang48dcae72014-02-05 16:28:24 -05002985 ID3D11PixelShader *pixelShader = NULL;
2986
2987 result = mDevice->CreatePixelShader(function, length, NULL, &pixelShader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002988 ASSERT(SUCCEEDED(result));
2989
Geoff Lang48dcae72014-02-05 16:28:24 -05002990 if (pixelShader)
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002991 {
Geoff Lang48dcae72014-02-05 16:28:24 -05002992 executable = new ShaderExecutable11(function, length, pixelShader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002993 }
2994 }
2995 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002996 case rx::SHADER_GEOMETRY:
2997 {
Geoff Lang48dcae72014-02-05 16:28:24 -05002998 ID3D11GeometryShader *geometryShader = NULL;
2999
3000 result = mDevice->CreateGeometryShader(function, length, NULL, &geometryShader);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00003001 ASSERT(SUCCEEDED(result));
3002
Geoff Lang48dcae72014-02-05 16:28:24 -05003003 if (geometryShader)
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00003004 {
Geoff Lang48dcae72014-02-05 16:28:24 -05003005 executable = new ShaderExecutable11(function, length, geometryShader);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00003006 }
3007 }
3008 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00003009 default:
3010 UNREACHABLE();
3011 break;
3012 }
3013
3014 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00003015}
3016
Geoff Lang48dcae72014-02-05 16:28:24 -05003017ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type,
3018 const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
3019 bool separatedOutputBuffers, D3DWorkaroundType workaround)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003020{
Geoff Lang6e05c272014-03-17 10:46:54 -07003021 const char *profileType = NULL;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003022 switch (type)
3023 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003024 case rx::SHADER_VERTEX:
Geoff Lang6e05c272014-03-17 10:46:54 -07003025 profileType = "vs";
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003026 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003027 case rx::SHADER_PIXEL:
Geoff Lang6e05c272014-03-17 10:46:54 -07003028 profileType = "ps";
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003029 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00003030 case rx::SHADER_GEOMETRY:
Geoff Lang6e05c272014-03-17 10:46:54 -07003031 profileType = "gs";
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00003032 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003033 default:
3034 UNREACHABLE();
3035 return NULL;
3036 }
3037
Geoff Lang6e05c272014-03-17 10:46:54 -07003038 const char *profileVersion = NULL;
3039 switch (mFeatureLevel)
3040 {
3041 case D3D_FEATURE_LEVEL_11_0:
3042 profileVersion = "5_0";
3043 break;
3044 case D3D_FEATURE_LEVEL_10_1:
3045 profileVersion = "4_1";
3046 break;
3047 case D3D_FEATURE_LEVEL_10_0:
3048 profileVersion = "4_0";
3049 break;
3050 default:
3051 UNREACHABLE();
3052 return NULL;
3053 }
3054
3055 char profile[32];
3056 snprintf(profile, ArraySize(profile), "%s_%s", profileType, profileVersion);
3057
Geoff Langdad5ed32014-02-10 12:59:17 -05003058 ID3DBlob *binary = (ID3DBlob*)mCompiler.compileToBinary(infoLog, shaderHLSL, profile, D3DCOMPILE_OPTIMIZATION_LEVEL0, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003059 if (!binary)
Geoff Langea228632013-07-30 15:17:12 -04003060 {
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003061 return NULL;
Geoff Langea228632013-07-30 15:17:12 -04003062 }
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003063
Geoff Lang48dcae72014-02-05 16:28:24 -05003064 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type,
3065 transformFeedbackVaryings, separatedOutputBuffers);
Geoff Langea228632013-07-30 15:17:12 -04003066 SafeRelease(binary);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003067
3068 return executable;
3069}
3070
Jamie Madill8ff21ae2014-02-04 16:04:05 -05003071rx::UniformStorage *Renderer11::createUniformStorage(size_t storageSize)
3072{
3073 return new UniformStorage11(this, storageSize);
3074}
3075
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00003076VertexBuffer *Renderer11::createVertexBuffer()
3077{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00003078 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00003079}
3080
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00003081IndexBuffer *Renderer11::createIndexBuffer()
3082{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00003083 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003084}
3085
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +00003086BufferStorage *Renderer11::createBufferStorage()
3087{
3088 return new BufferStorage11(this);
3089}
3090
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003091QueryImpl *Renderer11::createQuery(GLenum type)
3092{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00003093 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003094}
3095
3096FenceImpl *Renderer11::createFence()
3097{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00003098 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00003099}
3100
Geoff Lang005df412013-10-16 14:12:50 -04003101bool Renderer11::supportsFastCopyBufferToTexture(GLenum internalFormat) const
Jamie Madill0e0510f2013-10-10 15:46:23 -04003102{
Jamie Madill4461f092013-10-10 15:10:39 -04003103 int clientVersion = getCurrentClientVersion();
3104
3105 // We only support buffer to texture copies in ES3
3106 if (clientVersion <= 2)
3107 {
3108 return false;
3109 }
3110
3111 // sRGB formats do not work with D3D11 buffer SRVs
3112 if (gl::GetColorEncoding(internalFormat, clientVersion) == GL_SRGB)
3113 {
3114 return false;
3115 }
3116
3117 // We cannot support direct copies to non-color-renderable formats
3118 if (!gl::IsColorRenderingSupported(internalFormat, this))
3119 {
3120 return false;
3121 }
3122
3123 // We skip all 3-channel formats since sometimes format support is missing
3124 if (gl::GetComponentCount(internalFormat, clientVersion) == 3)
3125 {
3126 return false;
3127 }
3128
3129 // We don't support formats which we can't represent without conversion
3130 if (getNativeTextureFormat(internalFormat) != internalFormat)
3131 {
3132 return false;
3133 }
3134
3135 return true;
Jamie Madill0e0510f2013-10-10 15:46:23 -04003136}
3137
Jamie Madilla21eea32013-09-18 14:36:25 -04003138bool Renderer11::fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTarget *destRenderTarget,
3139 GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea)
3140{
Jamie Madill0e0510f2013-10-10 15:46:23 -04003141 ASSERT(supportsFastCopyBufferToTexture(destinationFormat));
Jamie Madilla21eea32013-09-18 14:36:25 -04003142 return mPixelTransfer->copyBufferToTexture(unpack, offset, destRenderTarget, destinationFormat, sourcePixelsType, destArea);
3143}
3144
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003145bool Renderer11::getRenderTargetResource(gl::Renderbuffer *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003146{
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003147 ASSERT(colorbuffer != NULL);
3148
3149 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
3150 if (renderTarget)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003151 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003152 *subresourceIndex = renderTarget->getSubresourceIndex();
3153
3154 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
3155 if (colorBufferRTV)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003156 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003157 ID3D11Resource *textureResource = NULL;
3158 colorBufferRTV->GetResource(&textureResource);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003159
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003160 if (textureResource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003161 {
Geoff Lang8e328842014-02-10 13:11:20 -05003162 HRESULT result = textureResource->QueryInterface(__uuidof(ID3D11Texture2D), (void**)resource);
Geoff Langea228632013-07-30 15:17:12 -04003163 SafeRelease(textureResource);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003164
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003165 if (SUCCEEDED(result))
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003166 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003167 return true;
3168 }
3169 else
3170 {
3171 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
3172 "HRESULT: 0x%X.", result);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003173 }
3174 }
3175 }
3176 }
3177
3178 return false;
3179}
3180
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003181bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
Geoff Lang125deab2013-08-09 13:34:16 -04003182 const gl::Rectangle *scissor, bool blitRenderTarget, bool blitDepth, bool blitStencil, GLenum filter)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003183{
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003184 if (blitRenderTarget)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003185 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003186 gl::Renderbuffer *readBuffer = readTarget->getReadColorbuffer();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003187
3188 if (!readBuffer)
3189 {
3190 ERR("Failed to retrieve the read buffer from the read framebuffer.");
3191 return gl::error(GL_OUT_OF_MEMORY, false);
3192 }
3193
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003194 RenderTarget *readRenderTarget = readBuffer->getRenderTarget();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003195
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003196 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003197 {
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003198 if (drawTarget->isEnabledColorAttachment(colorAttachment))
3199 {
3200 gl::Renderbuffer *drawBuffer = drawTarget->getColorbuffer(colorAttachment);
3201
3202 if (!drawBuffer)
3203 {
3204 ERR("Failed to retrieve the draw buffer from the draw framebuffer.");
3205 return gl::error(GL_OUT_OF_MEMORY, false);
3206 }
3207
3208 RenderTarget *drawRenderTarget = drawBuffer->getRenderTarget();
3209
Geoff Lang125deab2013-08-09 13:34:16 -04003210 if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, filter, scissor,
Geoff Lang685806d2013-06-12 11:16:36 -04003211 blitRenderTarget, false, false))
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003212 {
3213 return false;
3214 }
3215 }
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003216 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003217 }
3218
Geoff Lang685806d2013-06-12 11:16:36 -04003219 if (blitDepth || blitStencil)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003220 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003221 gl::Renderbuffer *readBuffer = readTarget->getDepthOrStencilbuffer();
3222 gl::Renderbuffer *drawBuffer = drawTarget->getDepthOrStencilbuffer();
3223
3224 if (!readBuffer)
3225 {
3226 ERR("Failed to retrieve the read depth-stencil buffer from the read framebuffer.");
3227 return gl::error(GL_OUT_OF_MEMORY, false);
3228 }
3229
3230 if (!drawBuffer)
3231 {
3232 ERR("Failed to retrieve the draw depth-stencil buffer from the draw framebuffer.");
3233 return gl::error(GL_OUT_OF_MEMORY, false);
3234 }
3235
3236 RenderTarget *readRenderTarget = readBuffer->getDepthStencil();
3237 RenderTarget *drawRenderTarget = drawBuffer->getDepthStencil();
3238
Geoff Lang125deab2013-08-09 13:34:16 -04003239 if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, filter, scissor,
Geoff Lang685806d2013-06-12 11:16:36 -04003240 false, blitDepth, blitStencil))
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003241 {
3242 return false;
3243 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003244 }
3245
Geoff Lang42477a42013-09-17 17:07:02 -04003246 invalidateFramebufferSwizzles(drawTarget);
3247
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003248 return true;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003249}
3250
Jamie Madilleb9baab2014-03-24 13:19:43 -04003251void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format,
3252 GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, void* pixels)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003253{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003254 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00003255 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003256
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003257 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
3258
3259 if (colorbuffer && getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003260 {
3261 gl::Rectangle area;
3262 area.x = x;
3263 area.y = y;
3264 area.width = width;
3265 area.height = height;
3266
Jamie Madilleb9baab2014-03-24 13:19:43 -04003267 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch, pack, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003268
Geoff Langea228632013-07-30 15:17:12 -04003269 SafeRelease(colorBufferTexture);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003270 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003271}
3272
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003273Image *Renderer11::createImage()
3274{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00003275 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003276}
3277
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003278void Renderer11::generateMipmap(Image *dest, Image *src)
3279{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00003280 Image11 *dest11 = Image11::makeImage11(dest);
3281 Image11 *src11 = Image11::makeImage11(src);
Jamie Madilld6cb2442013-07-10 15:13:38 -04003282 Image11::generateMipmap(getCurrentClientVersion(), dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003283}
3284
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003285TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
3286{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00003287 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
3288 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003289}
3290
Nicolas Capensbf712d02014-03-31 14:23:35 -04003291TextureStorage *Renderer11::createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels)
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003292{
Nicolas Capensbf712d02014-03-31 14:23:35 -04003293 return new TextureStorage11_2D(this, internalformat, renderTarget, width, height, levels);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003294}
3295
Nicolas Capensbf712d02014-03-31 14:23:35 -04003296TextureStorage *Renderer11::createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels)
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003297{
Nicolas Capensbf712d02014-03-31 14:23:35 -04003298 return new TextureStorage11_Cube(this, internalformat, renderTarget, size, levels);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003299}
3300
Nicolas Capensbf712d02014-03-31 14:23:35 -04003301TextureStorage *Renderer11::createTextureStorage3D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels)
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +00003302{
Nicolas Capensbf712d02014-03-31 14:23:35 -04003303 return new TextureStorage11_3D(this, internalformat, renderTarget, width, height, depth, levels);
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +00003304}
3305
Nicolas Capensbf712d02014-03-31 14:23:35 -04003306TextureStorage *Renderer11::createTextureStorage2DArray(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels)
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00003307{
Nicolas Capensbf712d02014-03-31 14:23:35 -04003308 return new TextureStorage11_2DArray(this, internalformat, renderTarget, width, height, depth, levels);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00003309}
3310
Jamie Madilleb9baab2014-03-24 13:19:43 -04003311void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area, GLenum format,
3312 GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, void *pixels)
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003313{
Jamie Madill1eb5bd72014-03-28 10:43:39 -04003314 ASSERT(area.width >= 0);
3315 ASSERT(area.height >= 0);
3316
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003317 D3D11_TEXTURE2D_DESC textureDesc;
3318 texture->GetDesc(&textureDesc);
3319
Jamie Madill1eb5bd72014-03-28 10:43:39 -04003320 // Clamp read region to the defined texture boundaries, preventing out of bounds reads
3321 // and reads of uninitialized data.
3322 gl::Rectangle safeArea;
3323 safeArea.x = gl::clamp(area.x, 0, static_cast<int>(textureDesc.Width));
3324 safeArea.y = gl::clamp(area.y, 0, static_cast<int>(textureDesc.Height));
3325 safeArea.width = gl::clamp(area.width + std::min(area.x, 0), 0,
3326 static_cast<int>(textureDesc.Width) - safeArea.x);
3327 safeArea.height = gl::clamp(area.height + std::min(area.y, 0), 0,
3328 static_cast<int>(textureDesc.Height) - safeArea.y);
3329
3330 ASSERT(safeArea.x >= 0 && safeArea.y >= 0);
3331 ASSERT(safeArea.x + safeArea.width <= static_cast<int>(textureDesc.Width));
3332 ASSERT(safeArea.y + safeArea.height <= static_cast<int>(textureDesc.Height));
3333
3334 if (safeArea.width == 0 || safeArea.height == 0)
3335 {
3336 // no work to do
3337 return;
3338 }
3339
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003340 D3D11_TEXTURE2D_DESC stagingDesc;
Jamie Madill1eb5bd72014-03-28 10:43:39 -04003341 stagingDesc.Width = safeArea.width;
3342 stagingDesc.Height = safeArea.height;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003343 stagingDesc.MipLevels = 1;
3344 stagingDesc.ArraySize = 1;
3345 stagingDesc.Format = textureDesc.Format;
3346 stagingDesc.SampleDesc.Count = 1;
3347 stagingDesc.SampleDesc.Quality = 0;
3348 stagingDesc.Usage = D3D11_USAGE_STAGING;
3349 stagingDesc.BindFlags = 0;
3350 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
3351 stagingDesc.MiscFlags = 0;
3352
3353 ID3D11Texture2D* stagingTex = NULL;
3354 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
3355 if (FAILED(result))
3356 {
3357 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
3358 return;
3359 }
3360
3361 ID3D11Texture2D* srcTex = NULL;
3362 if (textureDesc.SampleDesc.Count > 1)
3363 {
3364 D3D11_TEXTURE2D_DESC resolveDesc;
3365 resolveDesc.Width = textureDesc.Width;
3366 resolveDesc.Height = textureDesc.Height;
3367 resolveDesc.MipLevels = 1;
3368 resolveDesc.ArraySize = 1;
3369 resolveDesc.Format = textureDesc.Format;
3370 resolveDesc.SampleDesc.Count = 1;
3371 resolveDesc.SampleDesc.Quality = 0;
3372 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
3373 resolveDesc.BindFlags = 0;
3374 resolveDesc.CPUAccessFlags = 0;
3375 resolveDesc.MiscFlags = 0;
3376
3377 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
3378 if (FAILED(result))
3379 {
3380 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
Geoff Langea228632013-07-30 15:17:12 -04003381 SafeRelease(stagingTex);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003382 return;
3383 }
3384
3385 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
3386 subResource = 0;
3387 }
3388 else
3389 {
3390 srcTex = texture;
3391 srcTex->AddRef();
3392 }
3393
3394 D3D11_BOX srcBox;
Jamie Madill1eb5bd72014-03-28 10:43:39 -04003395 srcBox.left = static_cast<UINT>(safeArea.x);
3396 srcBox.right = static_cast<UINT>(safeArea.x + safeArea.width);
3397 srcBox.top = static_cast<UINT>(safeArea.y);
3398 srcBox.bottom = static_cast<UINT>(safeArea.y + safeArea.height);
3399 srcBox.front = 0;
3400 srcBox.back = 1;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003401
3402 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
3403
Geoff Langea228632013-07-30 15:17:12 -04003404 SafeRelease(srcTex);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003405
Jamie Madill7538f7f2014-04-17 11:53:39 -04003406 PackPixelsParams packParams(safeArea, format, type, outputPitch, pack, 0);
3407 packPixels(stagingTex, packParams, pixels);
3408
3409 SafeRelease(stagingTex);
3410}
3411
3412void Renderer11::packPixels(ID3D11Texture2D *readTexture, const PackPixelsParams &params, void *pixelsOut)
3413{
3414 D3D11_TEXTURE2D_DESC textureDesc;
3415 readTexture->GetDesc(&textureDesc);
3416
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003417 D3D11_MAPPED_SUBRESOURCE mapping;
Jamie Madill7538f7f2014-04-17 11:53:39 -04003418 HRESULT hr = mDeviceContext->Map(readTexture, 0, D3D11_MAP_READ, 0, &mapping);
3419 ASSERT(SUCCEEDED(hr));
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003420
3421 unsigned char *source;
3422 int inputPitch;
Jamie Madill7538f7f2014-04-17 11:53:39 -04003423 if (params.pack.reverseRowOrder)
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003424 {
Jamie Madill7538f7f2014-04-17 11:53:39 -04003425 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (params.area.height - 1);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003426 inputPitch = -static_cast<int>(mapping.RowPitch);
3427 }
3428 else
3429 {
3430 source = static_cast<unsigned char*>(mapping.pData);
3431 inputPitch = static_cast<int>(mapping.RowPitch);
3432 }
3433
Geoff Lang697ad3e2013-06-04 10:11:28 -04003434 GLuint clientVersion = getCurrentClientVersion();
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003435
Geoff Lang005df412013-10-16 14:12:50 -04003436 GLenum sourceInternalFormat = d3d11_gl::GetInternalFormat(textureDesc.Format, clientVersion);
Geoff Lang697ad3e2013-06-04 10:11:28 -04003437 GLenum sourceFormat = gl::GetFormat(sourceInternalFormat, clientVersion);
3438 GLenum sourceType = gl::GetType(sourceInternalFormat, clientVersion);
3439
3440 GLuint sourcePixelSize = gl::GetPixelBytes(sourceInternalFormat, clientVersion);
3441
Jamie Madill7538f7f2014-04-17 11:53:39 -04003442 if (sourceFormat == params.format && sourceType == params.type)
Geoff Lang697ad3e2013-06-04 10:11:28 -04003443 {
Jamie Madill7538f7f2014-04-17 11:53:39 -04003444 unsigned char *dest = static_cast<unsigned char*>(pixelsOut) + params.offset;
3445 for (int y = 0; y < params.area.height; y++)
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003446 {
Jamie Madill7538f7f2014-04-17 11:53:39 -04003447 memcpy(dest + y * params.outputPitch, source + y * inputPitch, params.area.width * sourcePixelSize);
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003448 }
3449 }
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003450 else
3451 {
Jamie Madill7538f7f2014-04-17 11:53:39 -04003452 GLenum destInternalFormat = gl::GetSizedInternalFormat(params.format, params.type, clientVersion);
Geoff Lang697ad3e2013-06-04 10:11:28 -04003453 GLuint destPixelSize = gl::GetPixelBytes(destInternalFormat, clientVersion);
3454
Jamie Madill7538f7f2014-04-17 11:53:39 -04003455 ColorCopyFunction fastCopyFunc = d3d11::GetFastCopyFunction(textureDesc.Format, params.format, params.type);
Geoff Lang697ad3e2013-06-04 10:11:28 -04003456 if (fastCopyFunc)
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003457 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003458 // Fast copy is possible through some special function
Jamie Madill7538f7f2014-04-17 11:53:39 -04003459 for (int y = 0; y < params.area.height; y++)
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003460 {
Jamie Madill7538f7f2014-04-17 11:53:39 -04003461 for (int x = 0; x < params.area.width; x++)
Geoff Lang697ad3e2013-06-04 10:11:28 -04003462 {
Jamie Madill7538f7f2014-04-17 11:53:39 -04003463 void *dest = static_cast<unsigned char*>(pixelsOut) + params.offset + y * params.outputPitch + x * destPixelSize;
Geoff Lang697ad3e2013-06-04 10:11:28 -04003464 void *src = static_cast<unsigned char*>(source) + y * inputPitch + x * sourcePixelSize;
3465
3466 fastCopyFunc(src, dest);
3467 }
3468 }
3469 }
3470 else
3471 {
Jamie Madill9eeecfc2014-01-29 09:26:48 -05003472 ColorReadFunction readFunc = d3d11::GetColorReadFunction(textureDesc.Format);
Jamie Madill7538f7f2014-04-17 11:53:39 -04003473 ColorWriteFunction writeFunc = gl::GetColorWriteFunction(params.format, params.type, clientVersion);
Geoff Lang697ad3e2013-06-04 10:11:28 -04003474
3475 unsigned char temp[16]; // Maximum size of any Color<T> type used.
3476 META_ASSERT(sizeof(temp) >= sizeof(gl::ColorF) &&
3477 sizeof(temp) >= sizeof(gl::ColorUI) &&
3478 sizeof(temp) >= sizeof(gl::ColorI));
3479
Jamie Madill7538f7f2014-04-17 11:53:39 -04003480 for (int y = 0; y < params.area.height; y++)
Geoff Lang697ad3e2013-06-04 10:11:28 -04003481 {
Jamie Madill7538f7f2014-04-17 11:53:39 -04003482 for (int x = 0; x < params.area.width; x++)
Geoff Lang697ad3e2013-06-04 10:11:28 -04003483 {
Jamie Madill7538f7f2014-04-17 11:53:39 -04003484 void *dest = static_cast<unsigned char*>(pixelsOut) + params.offset + y * params.outputPitch + x * destPixelSize;
Geoff Lang697ad3e2013-06-04 10:11:28 -04003485 void *src = static_cast<unsigned char*>(source) + y * inputPitch + x * sourcePixelSize;
3486
3487 // readFunc and writeFunc will be using the same type of color, CopyTexImage
3488 // will not allow the copy otherwise.
3489 readFunc(src, temp);
3490 writeFunc(temp, dest);
3491 }
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003492 }
3493 }
3494 }
3495
Jamie Madill7538f7f2014-04-17 11:53:39 -04003496 mDeviceContext->Unmap(readTexture, 0);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003497}
3498
Geoff Lang758d5b22013-06-11 11:42:50 -04003499bool Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget,
Geoff Lang125deab2013-08-09 13:34:16 -04003500 RenderTarget *drawRenderTarget, GLenum filter, const gl::Rectangle *scissor,
3501 bool colorBlit, bool depthBlit, bool stencilBlit)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003502{
Geoff Lang975af372013-06-12 11:19:22 -04003503 // Since blitRenderbufferRect is called for each render buffer that needs to be blitted,
3504 // it should never be the case that both color and depth/stencil need to be blitted at
3505 // at the same time.
3506 ASSERT(colorBlit != (depthBlit || stencilBlit));
3507
Geoff Langc1f51be2013-06-11 11:49:14 -04003508 bool result = true;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003509
Geoff Lang4d782732013-07-22 10:44:18 -04003510 RenderTarget11 *drawRenderTarget11 = RenderTarget11::makeRenderTarget11(drawRenderTarget);
3511 if (!drawRenderTarget)
3512 {
3513 ERR("Failed to retrieve the draw render target from the draw framebuffer.");
3514 return gl::error(GL_OUT_OF_MEMORY, false);
3515 }
3516
3517 ID3D11Resource *drawTexture = drawRenderTarget11->getTexture();
3518 unsigned int drawSubresource = drawRenderTarget11->getSubresourceIndex();
3519 ID3D11RenderTargetView *drawRTV = drawRenderTarget11->getRenderTargetView();
3520 ID3D11DepthStencilView *drawDSV = drawRenderTarget11->getDepthStencilView();
3521
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003522 RenderTarget11 *readRenderTarget11 = RenderTarget11::makeRenderTarget11(readRenderTarget);
3523 if (!readRenderTarget)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003524 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003525 ERR("Failed to retrieve the read render target from the read framebuffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003526 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003527 }
3528
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003529 ID3D11Resource *readTexture = NULL;
Geoff Langc1f51be2013-06-11 11:49:14 -04003530 ID3D11ShaderResourceView *readSRV = NULL;
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003531 unsigned int readSubresource = 0;
3532 if (readRenderTarget->getSamples() > 0)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003533 {
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003534 ID3D11Resource *unresolvedResource = readRenderTarget11->getTexture();
3535 ID3D11Texture2D *unresolvedTexture = d3d11::DynamicCastComObject<ID3D11Texture2D>(unresolvedResource);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003536
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003537 if (unresolvedTexture)
3538 {
3539 readTexture = resolveMultisampledTexture(unresolvedTexture, readRenderTarget11->getSubresourceIndex());
3540 readSubresource = 0;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003541
Geoff Langea228632013-07-30 15:17:12 -04003542 SafeRelease(unresolvedTexture);
Geoff Langc1f51be2013-06-11 11:49:14 -04003543
Geoff Lang5c9a29a2014-02-11 10:26:24 -05003544 HRESULT hresult = mDevice->CreateShaderResourceView(readTexture, NULL, &readSRV);
3545 if (FAILED(hresult))
Geoff Langc1f51be2013-06-11 11:49:14 -04003546 {
Geoff Langea228632013-07-30 15:17:12 -04003547 SafeRelease(readTexture);
Geoff Langc1f51be2013-06-11 11:49:14 -04003548 return gl::error(GL_OUT_OF_MEMORY, false);
3549 }
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003550 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003551 }
3552 else
3553 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003554 readTexture = readRenderTarget11->getTexture();
Geoff Lang4d782732013-07-22 10:44:18 -04003555 readTexture->AddRef();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003556 readSubresource = readRenderTarget11->getSubresourceIndex();
Geoff Langc1f51be2013-06-11 11:49:14 -04003557 readSRV = readRenderTarget11->getShaderResourceView();
Geoff Lang4d782732013-07-22 10:44:18 -04003558 readSRV->AddRef();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003559 }
3560
Geoff Lang4d782732013-07-22 10:44:18 -04003561 if (!readTexture || !readSRV)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003562 {
Geoff Lang4d782732013-07-22 10:44:18 -04003563 SafeRelease(readTexture);
3564 SafeRelease(readSRV);
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003565 ERR("Failed to retrieve the read render target view from the read render target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003566 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003567 }
3568
Geoff Lang125deab2013-08-09 13:34:16 -04003569 gl::Extents readSize(readRenderTarget->getWidth(), readRenderTarget->getHeight(), 1);
3570 gl::Extents drawSize(drawRenderTarget->getWidth(), drawRenderTarget->getHeight(), 1);
3571
3572 bool scissorNeeded = scissor && gl::ClipRectangle(drawRect, *scissor, NULL);
3573
3574 bool wholeBufferCopy = !scissorNeeded &&
3575 readRect.x == 0 && readRect.width == readSize.width &&
3576 readRect.y == 0 && readRect.height == readSize.height &&
3577 drawRect.x == 0 && drawRect.width == drawSize.width &&
3578 drawRect.y == 0 && drawRect.height == drawSize.height;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003579
Geoff Langc1f51be2013-06-11 11:49:14 -04003580 bool stretchRequired = readRect.width != drawRect.width || readRect.height != drawRect.height;
Geoff Lang758d5b22013-06-11 11:42:50 -04003581
Geoff Lang1cd1b212014-02-11 09:42:27 -05003582 bool flipRequired = readRect.width < 0 || readRect.height < 0 || drawRect.width < 0 || drawRect.height < 0;
Geoff Lang125deab2013-08-09 13:34:16 -04003583
3584 bool outOfBounds = readRect.x < 0 || readRect.x + readRect.width > readSize.width ||
3585 readRect.y < 0 || readRect.y + readRect.height > readSize.height ||
3586 drawRect.x < 0 || drawRect.x + drawRect.width > drawSize.width ||
3587 drawRect.y < 0 || drawRect.y + drawRect.height > drawSize.height;
3588
3589 bool hasDepth = gl::GetDepthBits(drawRenderTarget11->getActualFormat(), getCurrentClientVersion()) > 0;
3590 bool hasStencil = gl::GetStencilBits(drawRenderTarget11->getActualFormat(), getCurrentClientVersion()) > 0;
3591 bool partialDSBlit = (hasDepth && depthBlit) != (hasStencil && stencilBlit);
3592
Geoff Langc1f51be2013-06-11 11:49:14 -04003593 if (readRenderTarget11->getActualFormat() == drawRenderTarget->getActualFormat() &&
Geoff Lang125deab2013-08-09 13:34:16 -04003594 !stretchRequired && !outOfBounds && !flipRequired && !partialDSBlit &&
3595 (!(depthBlit || stencilBlit) || wholeBufferCopy))
Geoff Langc1f51be2013-06-11 11:49:14 -04003596 {
Geoff Lang125deab2013-08-09 13:34:16 -04003597 UINT dstX = drawRect.x;
3598 UINT dstY = drawRect.y;
3599
Geoff Langc1f51be2013-06-11 11:49:14 -04003600 D3D11_BOX readBox;
3601 readBox.left = readRect.x;
3602 readBox.right = readRect.x + readRect.width;
3603 readBox.top = readRect.y;
3604 readBox.bottom = readRect.y + readRect.height;
3605 readBox.front = 0;
3606 readBox.back = 1;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003607
Geoff Lang125deab2013-08-09 13:34:16 -04003608 if (scissorNeeded)
3609 {
3610 // drawRect is guaranteed to have positive width and height because stretchRequired is false.
3611 ASSERT(drawRect.width >= 0 || drawRect.height >= 0);
3612
3613 if (drawRect.x < scissor->x)
3614 {
3615 dstX = scissor->x;
3616 readBox.left += (scissor->x - drawRect.x);
3617 }
3618 if (drawRect.y < scissor->y)
3619 {
3620 dstY = scissor->y;
3621 readBox.top += (scissor->y - drawRect.y);
3622 }
3623 if (drawRect.x + drawRect.width > scissor->x + scissor->width)
3624 {
3625 readBox.right -= ((drawRect.x + drawRect.width) - (scissor->x + scissor->width));
3626 }
3627 if (drawRect.y + drawRect.height > scissor->y + scissor->height)
3628 {
3629 readBox.bottom -= ((drawRect.y + drawRect.height) - (scissor->y + scissor->height));
3630 }
3631 }
3632
Geoff Langc1f51be2013-06-11 11:49:14 -04003633 // D3D11 needs depth-stencil CopySubresourceRegions to have a NULL pSrcBox
3634 // We also require complete framebuffer copies for depth-stencil blit.
3635 D3D11_BOX *pSrcBox = wholeBufferCopy ? NULL : &readBox;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003636
Geoff Lang125deab2013-08-09 13:34:16 -04003637 mDeviceContext->CopySubresourceRegion(drawTexture, drawSubresource, dstX, dstY, 0,
Geoff Langc1f51be2013-06-11 11:49:14 -04003638 readTexture, readSubresource, pSrcBox);
3639 result = true;
3640 }
3641 else
3642 {
3643 gl::Box readArea(readRect.x, readRect.y, 0, readRect.width, readRect.height, 1);
Geoff Langc1f51be2013-06-11 11:49:14 -04003644 gl::Box drawArea(drawRect.x, drawRect.y, 0, drawRect.width, drawRect.height, 1);
Geoff Langc1f51be2013-06-11 11:49:14 -04003645
Geoff Lang975af372013-06-12 11:19:22 -04003646 if (depthBlit && stencilBlit)
Geoff Langc1f51be2013-06-11 11:49:14 -04003647 {
Geoff Lang975af372013-06-12 11:19:22 -04003648 result = mBlit->copyDepthStencil(readTexture, readSubresource, readArea, readSize,
Geoff Lang125deab2013-08-09 13:34:16 -04003649 drawTexture, drawSubresource, drawArea, drawSize,
3650 scissor);
Geoff Lang975af372013-06-12 11:19:22 -04003651 }
3652 else if (depthBlit)
3653 {
Geoff Lang125deab2013-08-09 13:34:16 -04003654 result = mBlit->copyDepth(readSRV, readArea, readSize, drawDSV, drawArea, drawSize,
3655 scissor);
Geoff Lang975af372013-06-12 11:19:22 -04003656 }
3657 else if (stencilBlit)
3658 {
3659 result = mBlit->copyStencil(readTexture, readSubresource, readArea, readSize,
Geoff Lang125deab2013-08-09 13:34:16 -04003660 drawTexture, drawSubresource, drawArea, drawSize,
3661 scissor);
Geoff Langc1f51be2013-06-11 11:49:14 -04003662 }
3663 else
3664 {
Geoff Lang685806d2013-06-12 11:16:36 -04003665 GLenum format = gl::GetFormat(drawRenderTarget->getInternalFormat(), getCurrentClientVersion());
Geoff Lang125deab2013-08-09 13:34:16 -04003666 result = mBlit->copyTexture(readSRV, readArea, readSize, drawRTV, drawArea, drawSize,
3667 scissor, format, filter);
Geoff Langc1f51be2013-06-11 11:49:14 -04003668 }
3669 }
3670
3671 SafeRelease(readTexture);
3672 SafeRelease(readSRV);
Geoff Langc1f51be2013-06-11 11:49:14 -04003673
3674 return result;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003675}
3676
shannon.woods@transgaming.comd67f9ce2013-02-28 23:06:09 +00003677ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
3678{
3679 D3D11_TEXTURE2D_DESC textureDesc;
3680 source->GetDesc(&textureDesc);
3681
3682 if (textureDesc.SampleDesc.Count > 1)
3683 {
3684 D3D11_TEXTURE2D_DESC resolveDesc;
3685 resolveDesc.Width = textureDesc.Width;
3686 resolveDesc.Height = textureDesc.Height;
3687 resolveDesc.MipLevels = 1;
3688 resolveDesc.ArraySize = 1;
3689 resolveDesc.Format = textureDesc.Format;
3690 resolveDesc.SampleDesc.Count = 1;
3691 resolveDesc.SampleDesc.Quality = 0;
3692 resolveDesc.Usage = textureDesc.Usage;
3693 resolveDesc.BindFlags = textureDesc.BindFlags;
3694 resolveDesc.CPUAccessFlags = 0;
3695 resolveDesc.MiscFlags = 0;
3696
3697 ID3D11Texture2D *resolveTexture = NULL;
3698 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
3699 if (FAILED(result))
3700 {
3701 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
3702 return NULL;
3703 }
3704
3705 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
3706 return resolveTexture;
3707 }
3708 else
3709 {
3710 source->AddRef();
3711 return source;
3712 }
3713}
3714
Geoff Lang42477a42013-09-17 17:07:02 -04003715void Renderer11::invalidateRenderbufferSwizzles(gl::Renderbuffer *renderBuffer, int mipLevel)
3716{
3717 TextureStorage *texStorage = renderBuffer->getTextureStorage();
3718 if (texStorage)
3719 {
3720 TextureStorage11 *texStorage11 = TextureStorage11::makeTextureStorage11(texStorage);
3721 if (!texStorage11)
3722 {
3723 ERR("texture storage pointer unexpectedly null.");
3724 return;
3725 }
3726
3727 texStorage11->invalidateSwizzleCacheLevel(mipLevel);
3728 }
3729}
3730
3731void Renderer11::invalidateFramebufferSwizzles(gl::Framebuffer *framebuffer)
3732{
3733 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
3734 {
3735 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(colorAttachment);
3736 if (colorbuffer)
3737 {
3738 invalidateRenderbufferSwizzles(colorbuffer, framebuffer->getColorbufferMipLevel(colorAttachment));
3739 }
3740 }
3741
3742 gl::Renderbuffer *depthBuffer = framebuffer->getDepthbuffer();
3743 if (depthBuffer)
3744 {
3745 invalidateRenderbufferSwizzles(depthBuffer, framebuffer->getDepthbufferMipLevel());
3746 }
3747
3748 gl::Renderbuffer *stencilBuffer = framebuffer->getStencilbuffer();
3749 if (stencilBuffer)
3750 {
3751 invalidateRenderbufferSwizzles(stencilBuffer, framebuffer->getStencilbufferMipLevel());
3752 }
3753}
3754
shannonwoods@chromium.org6e4f2a62013-05-30 00:15:19 +00003755bool Renderer11::getLUID(LUID *adapterLuid) const
3756{
3757 adapterLuid->HighPart = 0;
3758 adapterLuid->LowPart = 0;
3759
3760 if (!mDxgiAdapter)
3761 {
3762 return false;
3763 }
3764
3765 DXGI_ADAPTER_DESC adapterDesc;
3766 if (FAILED(mDxgiAdapter->GetDesc(&adapterDesc)))
3767 {
3768 return false;
3769 }
3770
3771 *adapterLuid = adapterDesc.AdapterLuid;
3772 return true;
3773}
3774
Geoff Lang005df412013-10-16 14:12:50 -04003775GLenum Renderer11::getNativeTextureFormat(GLenum internalFormat) const
Jamie Madillc8c102b2013-10-10 15:10:24 -04003776{
3777 int clientVersion = getCurrentClientVersion();
3778 return d3d11_gl::GetInternalFormat(gl_d3d11::GetTexFormat(internalFormat, clientVersion), clientVersion);
3779}
3780
Jamie Madill95ffb862014-01-29 09:26:59 -05003781rx::VertexConversionType Renderer11::getVertexConversionType(const gl::VertexFormat &vertexFormat) const
3782{
3783 return gl_d3d11::GetVertexConversionType(vertexFormat);
3784}
3785
3786GLenum Renderer11::getVertexComponentType(const gl::VertexFormat &vertexFormat) const
3787{
3788 return d3d11::GetComponentType(gl_d3d11::GetNativeVertexFormat(vertexFormat));
3789}
3790
Geoff Lang61e49a52013-05-29 10:22:58 -04003791Renderer11::MultisampleSupportInfo Renderer11::getMultisampleSupportInfo(DXGI_FORMAT format)
3792{
3793 MultisampleSupportInfo supportInfo = { 0 };
3794
3795 UINT formatSupport;
3796 HRESULT result;
3797
3798 result = mDevice->CheckFormatSupport(format, &formatSupport);
3799 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
3800 {
3801 for (unsigned int i = 1; i <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
3802 {
3803 result = mDevice->CheckMultisampleQualityLevels(format, i, &supportInfo.qualityLevels[i - 1]);
3804 if (SUCCEEDED(result) && supportInfo.qualityLevels[i - 1] > 0)
3805 {
3806 supportInfo.maxSupportedSamples = std::max(supportInfo.maxSupportedSamples, i);
3807 }
3808 else
3809 {
3810 supportInfo.qualityLevels[i - 1] = 0;
3811 }
3812 }
3813 }
3814
3815 return supportInfo;
3816}
3817
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003818}