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shannon.woods@transgaming.combdf2d802013-02-28 23:16:20 +00001#include "precompiled.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002//
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00003// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00004// Use of this source code is governed by a BSD-style license that can be
5// found in the LICENSE file.
6//
7
8// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
9
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000012#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000013#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000014#include "libGLESv2/Framebuffer.h"
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000015#include "libGLESv2/RenderBuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000016#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000017#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000018#include "libGLESv2/renderer/renderer11_utils.h"
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +000019#include "libGLESv2/renderer/formatutils11.h"
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +000020#include "libGLESv2/renderer/ShaderExecutable11.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000021#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.coma8aac672012-12-20 21:08:00 +000022#include "libGLESv2/renderer/Image11.h"
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +000023#include "libGLESv2/renderer/VertexBuffer11.h"
daniel@transgaming.com11c2af52012-12-20 21:10:01 +000024#include "libGLESv2/renderer/IndexBuffer11.h"
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +000025#include "libGLESv2/renderer/BufferStorage11.h"
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000026#include "libGLESv2/renderer/VertexDataManager.h"
27#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +000028#include "libGLESv2/renderer/TextureStorage11.h"
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +000029#include "libGLESv2/renderer/Query11.h"
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +000030#include "libGLESv2/renderer/Fence11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000031
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +000032#include "libGLESv2/renderer/shaders/compiled/passthrough2d11vs.h"
33#include "libGLESv2/renderer/shaders/compiled/passthroughrgba2d11ps.h"
34#include "libGLESv2/renderer/shaders/compiled/passthroughrgb2d11ps.h"
35#include "libGLESv2/renderer/shaders/compiled/passthroughlum2d11ps.h"
36#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha2d11ps.h"
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000037
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +000038#include "libGLESv2/renderer/shaders/compiled/passthrough3d11vs.h"
39#include "libGLESv2/renderer/shaders/compiled/passthrough3d11gs.h"
40#include "libGLESv2/renderer/shaders/compiled/passthroughrgba3d11ps.h"
41#include "libGLESv2/renderer/shaders/compiled/passthroughrgb3d11ps.h"
42#include "libGLESv2/renderer/shaders/compiled/passthroughlum3d11ps.h"
43#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha3d11ps.h"
44
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000045#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
shannonwoods@chromium.org98949842013-05-30 00:01:51 +000046#include "libGLESv2/renderer/shaders/compiled/clearsingle11ps.h"
47#include "libGLESv2/renderer/shaders/compiled/clearmultiple11ps.h"
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000048
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000049#include "libEGL/Display.h"
50
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +000051#ifdef _DEBUG
52// this flag enables suppressing some spurious warnings that pop up in certain WebGL samples
53// and conformance tests. to enable all warnings, remove this define.
54#define ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS 1
55#endif
56
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000057namespace rx
58{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000059static const DXGI_FORMAT RenderTargetFormats[] =
60 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000061 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000062 DXGI_FORMAT_R8G8B8A8_UNORM
63 };
64
65static const DXGI_FORMAT DepthStencilFormats[] =
66 {
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +000067 DXGI_FORMAT_UNKNOWN,
68 DXGI_FORMAT_D24_UNORM_S8_UINT,
69 DXGI_FORMAT_D16_UNORM
daniel@transgaming.com65e65372012-11-28 19:33:50 +000070 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000071
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000072enum
73{
74 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
75};
76
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000077Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
78{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000079 mVertexDataManager = NULL;
80 mIndexDataManager = NULL;
81
daniel@transgaming.comc5114302012-12-20 21:11:36 +000082 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000083 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000084
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000085 mCopyResourcesInitialized = false;
86 mCopyVB = NULL;
87 mCopySampler = NULL;
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +000088 mCopy2DIL = NULL;
89 mCopy2DVS = NULL;
90 mCopyRGBA2DPS = NULL;
91 mCopyRGB2DPS = NULL;
92 mCopyLum2DPS = NULL;
93 mCopyLumAlpha2DPS = NULL;
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +000094 mCopy3DIL = NULL;
95 mCopy3DVS = NULL;
96 mCopy3DGS = NULL;
97 mCopyRGBA3DPS = NULL;
98 mCopyRGB3DPS = NULL;
99 mCopyLum3DPS = NULL;
100 mCopyLumAlpha3DPS = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +0000101
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +0000102 mClearResourcesInitialized = false;
103 mClearVB = NULL;
104 mClearIL = NULL;
105 mClearVS = NULL;
shannonwoods@chromium.org98949842013-05-30 00:01:51 +0000106 mClearSinglePS = NULL;
107 mClearMultiplePS = NULL;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +0000108 mClearScissorRS = NULL;
109 mClearNoScissorRS = NULL;
110
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000111 mSyncQuery = NULL;
112
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000113 mD3d11Module = NULL;
114 mDxgiModule = NULL;
115
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000116 mDeviceLost = false;
117
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000118 mMaxSupportedSamples = 0;
119
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000120 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000121 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000122 mDxgiAdapter = NULL;
123 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000124
125 mDriverConstantBufferVS = NULL;
126 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000127
128 mBGRATextureSupport = false;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +0000129
130 mIsGeometryShaderActive = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000131}
132
133Renderer11::~Renderer11()
134{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000135 release();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000136}
137
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000138Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
139{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000140 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000141 return static_cast<rx::Renderer11*>(renderer);
142}
143
shannon.woods%transgaming.com@gtempaccount.comf9686c22013-04-13 03:33:45 +0000144#ifndef __d3d11_1_h__
145#define D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET ((D3D11_MESSAGE_ID)3146081)
146#endif
147
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000148EGLint Renderer11::initialize()
149{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000150 if (!initializeCompiler())
151 {
152 return EGL_NOT_INITIALIZED;
153 }
154
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000155 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
156 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000157
158 if (mD3d11Module == NULL || mDxgiModule == NULL)
159 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000160 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000161 return EGL_NOT_INITIALIZED;
162 }
163
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000164 // create the D3D11 device
165 ASSERT(mDevice == NULL);
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000166 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000167
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000168 if (D3D11CreateDevice == NULL)
169 {
170 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
171 return EGL_NOT_INITIALIZED;
172 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000173
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000174 D3D_FEATURE_LEVEL featureLevels[] =
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000175 {
176 D3D_FEATURE_LEVEL_11_0,
177 D3D_FEATURE_LEVEL_10_1,
178 D3D_FEATURE_LEVEL_10_0,
179 };
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000180
shannonwoods@chromium.orgc3419c12013-05-30 00:02:01 +0000181 HRESULT result = S_OK;
182
183#ifdef _DEBUG
184 result = D3D11CreateDevice(NULL,
185 D3D_DRIVER_TYPE_HARDWARE,
186 NULL,
187 D3D11_CREATE_DEVICE_DEBUG,
188 featureLevels,
189 ArraySize(featureLevels),
190 D3D11_SDK_VERSION,
191 &mDevice,
192 &mFeatureLevel,
193 &mDeviceContext);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000194
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000195 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000196 {
shannonwoods@chromium.orgc3419c12013-05-30 00:02:01 +0000197 ERR("Failed creating Debug D3D11 device - falling back to release runtime.\n");
198 }
199
200 if (!mDevice || FAILED(result))
201#endif
202 {
203 result = D3D11CreateDevice(NULL,
204 D3D_DRIVER_TYPE_HARDWARE,
205 NULL,
206 0,
207 featureLevels,
208 ArraySize(featureLevels),
209 D3D11_SDK_VERSION,
210 &mDevice,
211 &mFeatureLevel,
212 &mDeviceContext);
213
214 if (!mDevice || FAILED(result))
215 {
216 ERR("Could not create D3D11 device - aborting!\n");
217 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
218 }
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000219 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000220
221 IDXGIDevice *dxgiDevice = NULL;
222 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
223
224 if (FAILED(result))
225 {
226 ERR("Could not query DXGI device - aborting!\n");
227 return EGL_NOT_INITIALIZED;
228 }
229
230 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
231
232 if (FAILED(result))
233 {
234 ERR("Could not retrieve DXGI adapter - aborting!\n");
235 return EGL_NOT_INITIALIZED;
236 }
237
238 dxgiDevice->Release();
239
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000240 mDxgiAdapter->GetDesc(&mAdapterDescription);
241 memset(mDescription, 0, sizeof(mDescription));
242 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
243
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000244 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
245
246 if (!mDxgiFactory || FAILED(result))
247 {
248 ERR("Could not create DXGI factory - aborting!\n");
249 return EGL_NOT_INITIALIZED;
250 }
251
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000252 // Disable some spurious D3D11 debug warnings to prevent them from flooding the output log
253#if defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG)
254 ID3D11InfoQueue *infoQueue;
255 result = mDevice->QueryInterface(__uuidof(ID3D11InfoQueue), (void **)&infoQueue);
256
257 if (SUCCEEDED(result))
258 {
259 D3D11_MESSAGE_ID hideMessages[] =
260 {
261 D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETS_HAZARD,
shannon.woods%transgaming.com@gtempaccount.comf9686c22013-04-13 03:33:45 +0000262 D3D11_MESSAGE_ID_DEVICE_PSSETSHADERRESOURCES_HAZARD,
263 D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000264 };
265
266 D3D11_INFO_QUEUE_FILTER filter = {0};
267 filter.DenyList.NumIDs = ArraySize(hideMessages);
268 filter.DenyList.pIDList = hideMessages;
269
270 infoQueue->AddStorageFilterEntries(&filter);
271
272 infoQueue->Release();
273 }
274#endif
275
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000276 unsigned int maxSupportedSamples = 0;
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000277 unsigned int rtFormatCount = ArraySize(RenderTargetFormats);
278 unsigned int dsFormatCount = ArraySize(DepthStencilFormats);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000279 for (unsigned int i = 0; i < rtFormatCount + dsFormatCount; ++i)
280 {
281 DXGI_FORMAT format = (i < rtFormatCount) ? RenderTargetFormats[i] : DepthStencilFormats[i - rtFormatCount];
282 if (format != DXGI_FORMAT_UNKNOWN)
283 {
284 UINT formatSupport;
285 result = mDevice->CheckFormatSupport(format, &formatSupport);
286 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
287 {
288 MultisampleSupportInfo supportInfo;
289
290 for (unsigned int j = 1; j <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; j++)
291 {
292 result = mDevice->CheckMultisampleQualityLevels(format, j, &supportInfo.qualityLevels[j - 1]);
293 if (SUCCEEDED(result) && supportInfo.qualityLevels[j - 1] > 0)
294 {
295 maxSupportedSamples = std::max(j, maxSupportedSamples);
296 }
297 else
298 {
299 supportInfo.qualityLevels[j - 1] = 0;
300 }
301 }
302
303 mMultisampleSupportMap.insert(std::make_pair(format, supportInfo));
304 }
305 }
306 }
307 mMaxSupportedSamples = maxSupportedSamples;
308
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000309 initializeDevice();
310
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000311 // BGRA texture support is optional in feature levels 10 and 10_1
312 UINT formatSupport;
313 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
314 if (FAILED(result))
315 {
316 ERR("Error checking BGRA format support: 0x%08X", result);
317 }
318 else
319 {
320 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
321 mBGRATextureSupport = (formatSupport & flags) == flags;
322 }
323
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +0000324 // Check floating point texture support
325 static const unsigned int requiredTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE;
326 static const unsigned int requiredRenderableFlags = D3D11_FORMAT_SUPPORT_RENDER_TARGET;
327 static const unsigned int requiredFilterFlags = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
328
329 DXGI_FORMAT float16Formats[] =
330 {
331 DXGI_FORMAT_R16_FLOAT,
332 DXGI_FORMAT_R16G16_FLOAT,
333 DXGI_FORMAT_R16G16B16A16_FLOAT,
334 };
335
336 DXGI_FORMAT float32Formats[] =
337 {
338 DXGI_FORMAT_R32_FLOAT,
339 DXGI_FORMAT_R32G32_FLOAT,
340 DXGI_FORMAT_R32G32B32_FLOAT,
341 DXGI_FORMAT_R32G32B32A32_FLOAT,
342 };
343
344 mFloat16TextureSupport = true;
345 mFloat16FilterSupport = true;
346 mFloat16RenderSupport = true;
347 for (unsigned int i = 0; i < ArraySize(float16Formats); i++)
348 {
349 if (SUCCEEDED(mDevice->CheckFormatSupport(float16Formats[i], &formatSupport)))
350 {
351 mFloat16TextureSupport = mFloat16TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
352 mFloat16FilterSupport = mFloat16FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
353 mFloat16RenderSupport = mFloat16RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
354 }
355 else
356 {
357 mFloat16TextureSupport = false;
358 mFloat16RenderSupport = false;
359 mFloat16FilterSupport = false;
360 }
361 }
362
363 mFloat32TextureSupport = true;
364 mFloat32FilterSupport = true;
365 mFloat32RenderSupport = true;
366 for (unsigned int i = 0; i < ArraySize(float32Formats); i++)
367 {
368 if (SUCCEEDED(mDevice->CheckFormatSupport(float32Formats[i], &formatSupport)))
369 {
370 mFloat32TextureSupport = mFloat32TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
371 mFloat32FilterSupport = mFloat32FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
372 mFloat32RenderSupport = mFloat32RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
373 }
374 else
375 {
376 mFloat32TextureSupport = false;
377 mFloat32FilterSupport = false;
378 mFloat32RenderSupport = false;
379 }
380 }
381
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +0000382 // Check compressed texture support
383 const unsigned int requiredCompressedTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D;
384
385 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC1_UNORM, &formatSupport)))
386 {
387 mDXT1TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
388 }
389 else
390 {
391 mDXT1TextureSupport = false;
392 }
393
394 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC3_UNORM, &formatSupport)))
395 {
396 mDXT3TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
397 }
398 else
399 {
400 mDXT3TextureSupport = false;
401 }
402
403 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC5_UNORM, &formatSupport)))
404 {
405 mDXT5TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
406 }
407 else
408 {
409 mDXT5TextureSupport = false;
410 }
411
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +0000412 // Check depth texture support
413 DXGI_FORMAT depthTextureFormats[] =
414 {
415 DXGI_FORMAT_D16_UNORM,
416 DXGI_FORMAT_D24_UNORM_S8_UINT,
417 };
418
419 static const unsigned int requiredDepthTextureFlags = D3D11_FORMAT_SUPPORT_DEPTH_STENCIL |
420 D3D11_FORMAT_SUPPORT_TEXTURE2D;
421
422 mDepthTextureSupport = true;
423 for (unsigned int i = 0; i < ArraySize(depthTextureFormats); i++)
424 {
425 if (SUCCEEDED(mDevice->CheckFormatSupport(depthTextureFormats[i], &formatSupport)))
426 {
427 mDepthTextureSupport = mDepthTextureSupport && ((formatSupport & requiredDepthTextureFlags) == requiredDepthTextureFlags);
428 }
429 else
430 {
431 mDepthTextureSupport = false;
432 }
433 }
434
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000435 return EGL_SUCCESS;
436}
437
438// do any one-time device initialization
439// NOTE: this is also needed after a device lost/reset
440// to reset the scene status and ensure the default states are reset.
441void Renderer11::initializeDevice()
442{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000443 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000444 mInputLayoutCache.initialize(mDevice, mDeviceContext);
445
446 ASSERT(!mVertexDataManager && !mIndexDataManager);
447 mVertexDataManager = new VertexDataManager(this);
448 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000449
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000450 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000451}
452
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000453int Renderer11::generateConfigs(ConfigDesc **configDescList)
454{
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000455 unsigned int numRenderFormats = ArraySize(RenderTargetFormats);
456 unsigned int numDepthFormats = ArraySize(DepthStencilFormats);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000457 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
458 int numConfigs = 0;
459
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000460 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000461 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000462 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000463 {
464 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
465
466 UINT formatSupport = 0;
467 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000468
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000469 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
470 {
471 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
472
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000473 bool depthStencilFormatOK = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000474
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000475 if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
476 {
477 UINT formatSupport = 0;
478 result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
479 depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
480 }
481
482 if (depthStencilFormatOK)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000483 {
484 ConfigDesc newConfig;
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +0000485 newConfig.renderTargetFormat = d3d11_gl::GetInternalFormat(renderTargetFormat);
486 newConfig.depthStencilFormat = d3d11_gl::GetInternalFormat(depthStencilFormat);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000487 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
488 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
shannon.woods%transgaming.com@gtempaccount.comdcf33d52013-04-13 03:33:11 +0000489 newConfig.es3Capable = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000490
491 (*configDescList)[numConfigs++] = newConfig;
492 }
493 }
494 }
495 }
496
497 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000498}
499
500void Renderer11::deleteConfigs(ConfigDesc *configDescList)
501{
502 delete [] (configDescList);
503}
504
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000505void Renderer11::sync(bool block)
506{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000507 if (block)
508 {
509 HRESULT result;
510
511 if (!mSyncQuery)
512 {
513 D3D11_QUERY_DESC queryDesc;
514 queryDesc.Query = D3D11_QUERY_EVENT;
515 queryDesc.MiscFlags = 0;
516
517 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
518 ASSERT(SUCCEEDED(result));
519 }
520
521 mDeviceContext->End(mSyncQuery);
522 mDeviceContext->Flush();
523
524 do
525 {
526 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
527
528 // Keep polling, but allow other threads to do something useful first
529 Sleep(0);
530
531 if (testDeviceLost(true))
532 {
533 return;
534 }
535 }
536 while (result == S_FALSE);
537 }
538 else
539 {
540 mDeviceContext->Flush();
541 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000542}
543
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000544SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
545{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000546 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000547}
548
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000549void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
550{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000551 if (type == gl::SAMPLER_PIXEL)
552 {
553 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
554 {
555 ERR("Pixel shader sampler index %i is not valid.", index);
556 return;
557 }
558
559 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
560 {
561 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
562
563 if (!dxSamplerState)
564 {
565 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
566 "sampler state for pixel shaders at slot %i.", index);
567 }
568
569 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
570
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000571 mCurPixelSamplerStates[index] = samplerState;
572 }
573
574 mForceSetPixelSamplerStates[index] = false;
575 }
576 else if (type == gl::SAMPLER_VERTEX)
577 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000578 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000579 {
580 ERR("Vertex shader sampler index %i is not valid.", index);
581 return;
582 }
583
584 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
585 {
586 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
587
588 if (!dxSamplerState)
589 {
590 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
591 "sampler state for vertex shaders at slot %i.", index);
592 }
593
594 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
595
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000596 mCurVertexSamplerStates[index] = samplerState;
597 }
598
599 mForceSetVertexSamplerStates[index] = false;
600 }
601 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000602}
603
604void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
605{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000606 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000607 unsigned int serial = 0;
608 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000609
610 if (texture)
611 {
612 TextureStorageInterface *texStorage = texture->getNativeTexture();
613 if (texStorage)
614 {
615 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
616 textureSRV = storage11->getSRV();
617 }
618
619 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
620 // missing the shader resource view
621 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000622
623 serial = texture->getTextureSerial();
624 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000625 }
626
627 if (type == gl::SAMPLER_PIXEL)
628 {
629 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
630 {
631 ERR("Pixel shader sampler index %i is not valid.", index);
632 return;
633 }
634
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000635 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
636 {
637 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
638 }
639
640 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000641 }
642 else if (type == gl::SAMPLER_VERTEX)
643 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000644 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000645 {
646 ERR("Vertex shader sampler index %i is not valid.", index);
647 return;
648 }
649
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000650 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
651 {
652 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
653 }
654
655 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000656 }
657 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000658}
659
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000660void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000661{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000662 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000663 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000664 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
665 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000666 if (!dxRasterState)
667 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000668 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000669 "rasterizer state.");
670 }
671
672 mDeviceContext->RSSetState(dxRasterState);
673
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000674 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000675 }
676
677 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000678}
679
680void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
681 unsigned int sampleMask)
682{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000683 if (mForceSetBlendState ||
684 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
685 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
686 sampleMask != mCurSampleMask)
687 {
688 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
689 if (!dxBlendState)
690 {
691 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
692 "blend state.");
693 }
694
695 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
696 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
697
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000698 mCurBlendState = blendState;
699 mCurBlendColor = blendColor;
700 mCurSampleMask = sampleMask;
701 }
702
703 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000704}
705
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000706void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000707 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000708{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000709 if (mForceSetDepthStencilState ||
710 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
711 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
712 {
713 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
714 stencilRef != stencilBackRef ||
715 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
716 {
717 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
718 "invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000719 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000720 }
721
722 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
723 if (!dxDepthStencilState)
724 {
725 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
726 "setting the default depth stencil state.");
727 }
728
729 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
730
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000731 mCurDepthStencilState = depthStencilState;
732 mCurStencilRef = stencilRef;
733 mCurStencilBackRef = stencilBackRef;
734 }
735
736 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000737}
738
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000739void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000740{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000741 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
742 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000743 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000744 if (enabled)
745 {
746 D3D11_RECT rect;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000747 rect.left = std::max(0, scissor.x);
748 rect.top = std::max(0, scissor.y);
749 rect.right = scissor.x + std::max(0, scissor.width);
750 rect.bottom = scissor.y + std::max(0, scissor.height);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000751
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000752 mDeviceContext->RSSetScissorRects(1, &rect);
753 }
754
755 if (enabled != mScissorEnabled)
756 {
757 mForceSetRasterState = true;
758 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000759
760 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000761 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000762 }
763
764 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000765}
766
daniel@transgaming.com12985182012-12-20 20:56:31 +0000767bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000768 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000769{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000770 gl::Rectangle actualViewport = viewport;
771 float actualZNear = gl::clamp01(zNear);
772 float actualZFar = gl::clamp01(zFar);
773 if (ignoreViewport)
774 {
775 actualViewport.x = 0;
776 actualViewport.y = 0;
777 actualViewport.width = mRenderTargetDesc.width;
778 actualViewport.height = mRenderTargetDesc.height;
779 actualZNear = 0.0f;
780 actualZFar = 1.0f;
781 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000782
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000783 // Get D3D viewport bounds, which depends on the feature level
784 const Range& viewportBounds = getViewportBounds();
785
786 // 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 +0000787 D3D11_VIEWPORT dxViewport;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000788 dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end);
789 dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end);
790 dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension());
791 dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension());
792 dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX));
793 dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY));
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000794 dxViewport.MinDepth = actualZNear;
795 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000796
797 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
798 {
799 return false; // Nothing to render
800 }
801
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000802 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
803 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000804
daniel@transgaming.com53670042012-11-28 20:55:51 +0000805 if (viewportChanged)
806 {
807 mDeviceContext->RSSetViewports(1, &dxViewport);
808
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000809 mCurViewport = actualViewport;
810 mCurNear = actualZNear;
811 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000812
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +0000813 mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f;
814 mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f;
815 mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
816 mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000817
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000818 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
819 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000820
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000821 mVertexConstants.depthRange[0] = actualZNear;
822 mVertexConstants.depthRange[1] = actualZFar;
823 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000824
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000825 mPixelConstants.depthRange[0] = actualZNear;
826 mPixelConstants.depthRange[1] = actualZFar;
827 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000828 }
829
830 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000831 return true;
832}
833
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000834bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
835{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000836 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000837
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000838 switch (mode)
839 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000840 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
841 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000842 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000843 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
844 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
845 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000846 // emulate fans via rewriting index buffer
847 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000848 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000849 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000850 }
851
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000852 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000853
854 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000855}
856
857bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000858{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000859 // Get the color render buffer and serial
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000860 // Also extract the render target dimensions and view
861 unsigned int renderTargetWidth = 0;
862 unsigned int renderTargetHeight = 0;
863 GLenum renderTargetFormat = 0;
864 unsigned int renderTargetSerials[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {0};
865 ID3D11RenderTargetView* framebufferRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
866 bool missingColorRenderTarget = true;
867
868 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000869 {
shannon.woods%transgaming.com@gtempaccount.com4059a382013-04-13 03:31:16 +0000870 const GLenum drawBufferState = framebuffer->getDrawBufferState(colorAttachment);
871
872 if (framebuffer->getColorbufferType(colorAttachment) != GL_NONE && drawBufferState != GL_NONE)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000873 {
shannon.woods%transgaming.com@gtempaccount.com4059a382013-04-13 03:31:16 +0000874 // the draw buffer must be either "none", "back" for the default buffer or the same index as this color (in order)
875 ASSERT(drawBufferState == GL_BACK || drawBufferState == (GL_COLOR_ATTACHMENT0_EXT + colorAttachment));
876
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000877 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(colorAttachment);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000878
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000879 if (!colorbuffer)
880 {
881 ERR("render target pointer unexpectedly null.");
882 return false;
883 }
shannon.woods@transgaming.com3e3da582013-02-28 23:09:03 +0000884
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000885 // check for zero-sized default framebuffer, which is a special case.
886 // in this case we do not wish to modify any state and just silently return false.
887 // this will not report any gl error but will cause the calling method to return.
888 if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0)
889 {
890 return false;
891 }
892
893 renderTargetSerials[colorAttachment] = colorbuffer->getSerial();
894
895 // Extract the render target dimensions and view
896 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
897 if (!renderTarget)
898 {
899 ERR("render target pointer unexpectedly null.");
900 return false;
901 }
902
903 framebufferRTVs[colorAttachment] = renderTarget->getRenderTargetView();
904 if (!framebufferRTVs[colorAttachment])
905 {
906 ERR("render target view pointer unexpectedly null.");
907 return false;
908 }
909
910 if (missingColorRenderTarget)
911 {
912 renderTargetWidth = colorbuffer->getWidth();
913 renderTargetHeight = colorbuffer->getHeight();
914 renderTargetFormat = colorbuffer->getActualFormat();
915 missingColorRenderTarget = false;
916 }
917 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000918 }
919
920 // Get the depth stencil render buffer and serials
921 gl::Renderbuffer *depthStencil = NULL;
922 unsigned int depthbufferSerial = 0;
923 unsigned int stencilbufferSerial = 0;
924 if (framebuffer->getDepthbufferType() != GL_NONE)
925 {
926 depthStencil = framebuffer->getDepthbuffer();
927 if (!depthStencil)
928 {
929 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000930 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000931 return false;
932 }
933
934 depthbufferSerial = depthStencil->getSerial();
935 }
936 else if (framebuffer->getStencilbufferType() != GL_NONE)
937 {
938 depthStencil = framebuffer->getStencilbuffer();
939 if (!depthStencil)
940 {
941 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000942 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000943 return false;
944 }
945
946 stencilbufferSerial = depthStencil->getSerial();
947 }
948
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000949 // Extract the depth stencil sizes and view
950 unsigned int depthSize = 0;
951 unsigned int stencilSize = 0;
952 ID3D11DepthStencilView* framebufferDSV = NULL;
953 if (depthStencil)
954 {
955 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
956 if (!depthStencilRenderTarget)
957 {
958 ERR("render target pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000959 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000960 return false;
961 }
962
963 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
964 if (!framebufferDSV)
965 {
966 ERR("depth stencil view pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000967 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000968 return false;
969 }
970
971 // If there is no render buffer, the width, height and format values come from
972 // the depth stencil
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000973 if (missingColorRenderTarget)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000974 {
975 renderTargetWidth = depthStencil->getWidth();
976 renderTargetHeight = depthStencil->getHeight();
977 renderTargetFormat = depthStencil->getActualFormat();
978 }
979
980 depthSize = depthStencil->getDepthSize();
981 stencilSize = depthStencil->getStencilSize();
982 }
983
984 // Apply the render target and depth stencil
985 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000986 memcmp(renderTargetSerials, mAppliedRenderTargetSerials, sizeof(renderTargetSerials)) != 0 ||
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000987 depthbufferSerial != mAppliedDepthbufferSerial ||
988 stencilbufferSerial != mAppliedStencilbufferSerial)
989 {
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000990 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), framebufferRTVs, framebufferDSV);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000991
992 mRenderTargetDesc.width = renderTargetWidth;
993 mRenderTargetDesc.height = renderTargetHeight;
994 mRenderTargetDesc.format = renderTargetFormat;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000995 mForceSetViewport = true;
996 mForceSetScissor = true;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000997
998 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
999 {
1000 mCurDepthSize = depthSize;
1001 mForceSetRasterState = true;
1002 }
1003
1004 mCurStencilSize = stencilSize;
1005
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001006 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
1007 {
1008 mAppliedRenderTargetSerials[rtIndex] = renderTargetSerials[rtIndex];
1009 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001010 mAppliedDepthbufferSerial = depthbufferSerial;
1011 mAppliedStencilbufferSerial = stencilbufferSerial;
1012 mRenderTargetDescInitialized = true;
1013 mDepthStencilInitialized = true;
1014 }
1015
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001016 SafeRelease(framebufferRTVs);
1017 SafeRelease(framebufferDSV);
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001018
1019 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001020}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001021
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001022GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +00001023{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001024 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
1025 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
1026 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +00001027 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001028 return err;
1029 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +00001030
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001031 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +00001032}
1033
daniel@transgaming.com31240482012-11-28 21:06:41 +00001034GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001035{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001036 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001037
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001038 if (err == GL_NO_ERROR)
1039 {
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001040 if (indexInfo->storage)
1041 {
1042 if (indexInfo->serial != mAppliedStorageIBSerial || indexInfo->startOffset != mAppliedIBOffset)
1043 {
1044 BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(indexInfo->storage);
1045 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1046
shannonwoods@chromium.org675526e2013-05-30 00:04:49 +00001047 mDeviceContext->IASetIndexBuffer(storage->getBuffer(GL_ELEMENT_ARRAY_BUFFER), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001048
1049 mAppliedIBSerial = 0;
1050 mAppliedStorageIBSerial = storage->getSerial();
1051 mAppliedIBOffset = indexInfo->startOffset;
1052 }
1053 }
1054 else if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001055 {
1056 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1057
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +00001058 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001059
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001060 mAppliedIBSerial = indexInfo->serial;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001061 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001062 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001063 }
1064 }
1065
1066 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001067}
1068
1069void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
1070{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001071 if (mode == GL_LINE_LOOP)
1072 {
1073 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1074 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001075 else if (mode == GL_TRIANGLE_FAN)
1076 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001077 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001078 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001079 else if (instances > 0)
1080 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001081 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001082 }
1083 else
1084 {
1085 mDeviceContext->Draw(count, 0);
1086 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001087}
1088
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001089void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001090{
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001091 if (mode == GL_LINE_LOOP)
1092 {
1093 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
1094 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001095 else if (mode == GL_TRIANGLE_FAN)
1096 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001097 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
1098 }
1099 else if (instances > 0)
1100 {
1101 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001102 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001103 else
1104 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +00001105 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001106 }
1107}
1108
1109void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1110{
1111 // Get the raw indices for an indexed draw
1112 if (type != GL_NONE && elementArrayBuffer)
1113 {
1114 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001115 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001116 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001117 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001118 }
1119
1120 if (!mLineLoopIB)
1121 {
1122 mLineLoopIB = new StreamingIndexBufferInterface(this);
1123 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1124 {
1125 delete mLineLoopIB;
1126 mLineLoopIB = NULL;
1127
1128 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001129 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001130 }
1131 }
1132
1133 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
1134 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1135 {
1136 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001137 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001138 }
1139
1140 void* mappedMemory = NULL;
1141 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1142 if (offset == -1 || mappedMemory == NULL)
1143 {
1144 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001145 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001146 }
1147
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001148 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001149 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001150
1151 switch (type)
1152 {
1153 case GL_NONE: // Non-indexed draw
1154 for (int i = 0; i < count; i++)
1155 {
1156 data[i] = i;
1157 }
1158 data[count] = 0;
1159 break;
1160 case GL_UNSIGNED_BYTE:
1161 for (int i = 0; i < count; i++)
1162 {
1163 data[i] = static_cast<const GLubyte*>(indices)[i];
1164 }
1165 data[count] = static_cast<const GLubyte*>(indices)[0];
1166 break;
1167 case GL_UNSIGNED_SHORT:
1168 for (int i = 0; i < count; i++)
1169 {
1170 data[i] = static_cast<const GLushort*>(indices)[i];
1171 }
1172 data[count] = static_cast<const GLushort*>(indices)[0];
1173 break;
1174 case GL_UNSIGNED_INT:
1175 for (int i = 0; i < count; i++)
1176 {
1177 data[i] = static_cast<const GLuint*>(indices)[i];
1178 }
1179 data[count] = static_cast<const GLuint*>(indices)[0];
1180 break;
1181 default: UNREACHABLE();
1182 }
1183
1184 if (!mLineLoopIB->unmapBuffer())
1185 {
1186 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001187 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001188 }
1189
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001190 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001191 {
1192 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
1193
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001194 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001195 mAppliedIBSerial = mLineLoopIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001196 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001197 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001198 }
1199
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001200 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001201}
1202
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001203void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001204{
1205 // Get the raw indices for an indexed draw
1206 if (type != GL_NONE && elementArrayBuffer)
1207 {
1208 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001209 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001210 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001211 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001212 }
1213
1214 if (!mTriangleFanIB)
1215 {
1216 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1217 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1218 {
1219 delete mTriangleFanIB;
1220 mTriangleFanIB = NULL;
1221
1222 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001223 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001224 }
1225 }
1226
1227 const int numTris = count - 2;
1228 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
1229 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1230 {
1231 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001232 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001233 }
1234
1235 void* mappedMemory = NULL;
1236 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
1237 if (offset == -1 || mappedMemory == NULL)
1238 {
1239 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001240 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001241 }
1242
1243 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1244 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
1245
1246 switch (type)
1247 {
1248 case GL_NONE: // Non-indexed draw
1249 for (int i = 0; i < numTris; i++)
1250 {
1251 data[i*3 + 0] = 0;
1252 data[i*3 + 1] = i + 1;
1253 data[i*3 + 2] = i + 2;
1254 }
1255 break;
1256 case GL_UNSIGNED_BYTE:
1257 for (int i = 0; i < numTris; i++)
1258 {
1259 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1260 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1261 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1262 }
1263 break;
1264 case GL_UNSIGNED_SHORT:
1265 for (int i = 0; i < numTris; i++)
1266 {
1267 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1268 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1269 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1270 }
1271 break;
1272 case GL_UNSIGNED_INT:
1273 for (int i = 0; i < numTris; i++)
1274 {
1275 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1276 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1277 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1278 }
1279 break;
1280 default: UNREACHABLE();
1281 }
1282
1283 if (!mTriangleFanIB->unmapBuffer())
1284 {
1285 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001286 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001287 }
1288
1289 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1290 {
1291 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1292
1293 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1294 mAppliedIBSerial = mTriangleFanIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001295 mAppliedStorageIBSerial = 0;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001296 mAppliedIBOffset = indexBufferOffset;
1297 }
1298
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001299 if (instances > 0)
1300 {
1301 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1302 }
1303 else
1304 {
1305 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1306 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001307}
1308
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001309void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1310{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001311 unsigned int programBinarySerial = programBinary->getSerial();
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001312 const bool updateProgramState = (programBinarySerial != mAppliedProgramBinarySerial);
1313
1314 if (updateProgramState)
daniel@transgaming.come4991412012-12-20 20:55:34 +00001315 {
1316 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1317 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001318
daniel@transgaming.come4991412012-12-20 20:55:34 +00001319 ID3D11VertexShader *vertexShader = NULL;
1320 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001321
daniel@transgaming.come4991412012-12-20 20:55:34 +00001322 ID3D11PixelShader *pixelShader = NULL;
1323 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001324
daniel@transgaming.come4991412012-12-20 20:55:34 +00001325 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1326 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001327
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001328 programBinary->dirtyAllUniforms();
1329
1330 mAppliedProgramBinarySerial = programBinarySerial;
1331 }
1332
1333 // Only use the geometry shader currently for point sprite drawing
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001334 const bool usesGeometryShader = (programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode);
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001335
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001336 if (updateProgramState || usesGeometryShader != mIsGeometryShaderActive)
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001337 {
1338 if (usesGeometryShader)
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001339 {
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001340 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
1341 ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001342 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1343 }
1344 else
1345 {
1346 mDeviceContext->GSSetShader(NULL, NULL, 0);
1347 }
1348
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001349 mIsGeometryShaderActive = usesGeometryShader;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001350 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001351}
1352
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001353void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001354{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001355 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1356 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001357
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001358 unsigned int totalRegisterCountVS = 0;
1359 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001360
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001361 bool vertexUniformsDirty = false;
1362 bool pixelUniformsDirty = false;
1363
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001364 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1365 {
1366 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001367
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001368 if (uniform->isReferencedByVertexShader())
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001369 {
1370 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001371 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001372 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001373
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001374 if (uniform->isReferencedByFragmentShader())
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001375 {
1376 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001377 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001378 }
1379 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001380
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001381 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1382 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1383
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001384 float (*mapVS)[4] = NULL;
1385 float (*mapPS)[4] = NULL;
1386
1387 if (totalRegisterCountVS > 0 && vertexUniformsDirty)
1388 {
1389 D3D11_MAPPED_SUBRESOURCE map = {0};
1390 HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1391 ASSERT(SUCCEEDED(result));
1392 mapVS = (float(*)[4])map.pData;
1393 }
1394
1395 if (totalRegisterCountPS > 0 && pixelUniformsDirty)
1396 {
1397 D3D11_MAPPED_SUBRESOURCE map = {0};
1398 HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1399 ASSERT(SUCCEEDED(result));
1400 mapPS = (float(*)[4])map.pData;
1401 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001402
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001403 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001404 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001405 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001406
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001407 if (uniform->type != GL_SAMPLER_2D && uniform->type != GL_SAMPLER_CUBE)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001408 {
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001409 if (uniform->isReferencedByVertexShader() && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001410 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001411 memcpy(mapVS + uniform->vsRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001412 }
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001413
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001414 if (uniform->isReferencedByFragmentShader() && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001415 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001416 memcpy(mapPS + uniform->psRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001417 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001418 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001419
1420 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001421 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001422
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001423 if (mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001424 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001425 mDeviceContext->Unmap(vertexConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001426 }
1427
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001428 if (mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001429 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001430 mDeviceContext->Unmap(pixelConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001431 }
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001432
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001433 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1434 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001435
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001436 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001437 if (!mDriverConstantBufferVS)
1438 {
1439 D3D11_BUFFER_DESC constantBufferDescription = {0};
1440 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1441 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1442 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1443 constantBufferDescription.CPUAccessFlags = 0;
1444 constantBufferDescription.MiscFlags = 0;
1445 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001446
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001447 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001448 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001449
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001450 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1451 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001452
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001453 if (!mDriverConstantBufferPS)
1454 {
1455 D3D11_BUFFER_DESC constantBufferDescription = {0};
1456 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1457 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1458 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1459 constantBufferDescription.CPUAccessFlags = 0;
1460 constantBufferDescription.MiscFlags = 0;
1461 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001462
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001463 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001464 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001465
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001466 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1467 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001468
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001469 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1470 {
1471 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1472 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1473 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001474
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001475 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1476 {
1477 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1478 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1479 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001480
1481 // needed for the point sprite geometry shader
1482 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001483}
1484
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001485void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001486{
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +00001487 bool alphaUnmasked = gl::GetAlphaBits(mRenderTargetDesc.format, getCurrentClientVersion()) == 0 ||
1488 clearParams.colorMaskAlpha;
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001489 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1490 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1491 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001492
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001493 unsigned int stencilUnmasked = 0x0;
1494 if (frameBuffer->hasStencil())
1495 {
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +00001496 unsigned int stencilSize = gl::GetStencilBits(frameBuffer->getStencilbuffer()->getActualFormat(),
1497 getCurrentClientVersion());
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001498 stencilUnmasked = (0x1 << stencilSize) - 1;
1499 }
1500 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1501 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001502
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001503 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1504 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1505 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001506
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001507 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1508 {
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001509 maskedClear(clearParams, frameBuffer->usingExtendedDrawBuffers());
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001510 }
1511 else
1512 {
1513 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1514 {
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001515 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001516 {
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001517 if (frameBuffer->isEnabledColorAttachment(colorAttachment))
1518 {
1519 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer(colorAttachment);
1520 if (renderbufferObject)
1521 {
1522 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1523 if (!renderTarget)
1524 {
1525 ERR("render target pointer unexpectedly null.");
1526 return;
1527 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001528
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001529 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1530 if (!framebufferRTV)
1531 {
1532 ERR("render target view pointer unexpectedly null.");
1533 return;
1534 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001535
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001536 const float clearValues[4] = { clearParams.colorClearValue.red,
1537 clearParams.colorClearValue.green,
1538 clearParams.colorClearValue.blue,
1539 clearParams.colorClearValue.alpha };
1540 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001541
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001542 framebufferRTV->Release();
1543 }
1544 }
1545 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001546 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001547 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001548 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001549 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1550 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001551 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001552 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1553 if (!renderTarget)
1554 {
1555 ERR("render target pointer unexpectedly null.");
1556 return;
1557 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001558
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001559 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1560 if (!framebufferDSV)
1561 {
1562 ERR("depth stencil view pointer unexpectedly null.");
1563 return;
1564 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001565
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001566 UINT clearFlags = 0;
1567 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1568 {
1569 clearFlags |= D3D11_CLEAR_DEPTH;
1570 }
1571 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1572 {
1573 clearFlags |= D3D11_CLEAR_STENCIL;
1574 }
1575
shannon.woods@transgaming.combe211b32013-02-28 23:17:16 +00001576 float depthClear = gl::clamp01(clearParams.depthClearValue);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001577 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1578
1579 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001580
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001581 framebufferDSV->Release();
1582 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001583 }
1584 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001585}
1586
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001587void Renderer11::maskedClear(const gl::ClearParameters &clearParams, bool usingExtendedDrawBuffers)
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001588{
1589 HRESULT result;
1590
1591 if (!mClearResourcesInitialized)
1592 {
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001593 ASSERT(!mClearVB && !mClearVS && !mClearSinglePS && !mClearMultiplePS && !mClearScissorRS && !mClearNoScissorRS);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001594
1595 D3D11_BUFFER_DESC vbDesc;
1596 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1597 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1598 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1599 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1600 vbDesc.MiscFlags = 0;
1601 vbDesc.StructureByteStride = 0;
1602
1603 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1604 ASSERT(SUCCEEDED(result));
1605 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1606
1607 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1608 {
1609 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1610 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1611 };
1612
1613 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1614 ASSERT(SUCCEEDED(result));
1615 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1616
1617 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1618 ASSERT(SUCCEEDED(result));
1619 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1620
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001621 result = mDevice->CreatePixelShader(g_PS_ClearSingle, sizeof(g_PS_ClearSingle), NULL, &mClearSinglePS);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001622 ASSERT(SUCCEEDED(result));
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001623 d3d11::SetDebugName(mClearSinglePS, "Renderer11 masked clear pixel shader (1 RT)");
1624
1625 result = mDevice->CreatePixelShader(g_PS_ClearMultiple, sizeof(g_PS_ClearMultiple), NULL, &mClearMultiplePS);
1626 ASSERT(SUCCEEDED(result));
1627 d3d11::SetDebugName(mClearMultiplePS, "Renderer11 masked clear pixel shader (MRT)");
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001628
1629 D3D11_RASTERIZER_DESC rsScissorDesc;
1630 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1631 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1632 rsScissorDesc.FrontCounterClockwise = FALSE;
1633 rsScissorDesc.DepthBias = 0;
1634 rsScissorDesc.DepthBiasClamp = 0.0f;
1635 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1636 rsScissorDesc.DepthClipEnable = FALSE;
1637 rsScissorDesc.ScissorEnable = TRUE;
1638 rsScissorDesc.MultisampleEnable = FALSE;
1639 rsScissorDesc.AntialiasedLineEnable = FALSE;
1640
1641 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1642 ASSERT(SUCCEEDED(result));
1643 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1644
1645 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1646 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1647 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1648 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1649 rsNoScissorDesc.DepthBias = 0;
1650 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1651 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1652 rsNoScissorDesc.DepthClipEnable = FALSE;
1653 rsNoScissorDesc.ScissorEnable = FALSE;
1654 rsNoScissorDesc.MultisampleEnable = FALSE;
1655 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1656
1657 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1658 ASSERT(SUCCEEDED(result));
1659 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1660
1661 mClearResourcesInitialized = true;
1662 }
1663
1664 // Prepare the depth stencil state to write depth values if the depth should be cleared
1665 // and stencil values if the stencil should be cleared
1666 gl::DepthStencilState glDSState;
1667 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1668 glDSState.depthFunc = GL_ALWAYS;
1669 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1670 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1671 glDSState.stencilFunc = GL_ALWAYS;
1672 glDSState.stencilMask = 0;
1673 glDSState.stencilFail = GL_REPLACE;
1674 glDSState.stencilPassDepthFail = GL_REPLACE;
1675 glDSState.stencilPassDepthPass = GL_REPLACE;
1676 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1677 glDSState.stencilBackFunc = GL_ALWAYS;
1678 glDSState.stencilBackMask = 0;
1679 glDSState.stencilBackFail = GL_REPLACE;
1680 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1681 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1682 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1683
1684 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1685
1686 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1687
1688 // Prepare the blend state to use a write mask if the color buffer should be cleared
1689 gl::BlendState glBlendState;
1690 glBlendState.blend = false;
1691 glBlendState.sourceBlendRGB = GL_ONE;
1692 glBlendState.destBlendRGB = GL_ZERO;
1693 glBlendState.sourceBlendAlpha = GL_ONE;
1694 glBlendState.destBlendAlpha = GL_ZERO;
1695 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1696 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1697 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1698 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1699 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
shannon.woods@transgaming.com50ea9932013-02-28 23:13:40 +00001700 glBlendState.colorMaskAlpha = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskAlpha : false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001701 glBlendState.sampleAlphaToCoverage = false;
1702 glBlendState.dither = false;
1703
1704 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1705 static const UINT sampleMask = 0xFFFFFFFF;
1706
1707 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1708
1709 // Set the vertices
1710 D3D11_MAPPED_SUBRESOURCE mappedResource;
1711 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1712 if (FAILED(result))
1713 {
1714 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1715 return;
1716 }
1717
1718 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1719
1720 float depthClear = gl::clamp01(clearParams.depthClearValue);
1721 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1722 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1723 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1724 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1725
1726 mDeviceContext->Unmap(mClearVB, 0);
1727
1728 // Apply state
1729 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1730 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1731 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1732
1733 // Apply shaders
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001734 ID3D11PixelShader *pixelShader = usingExtendedDrawBuffers ? mClearMultiplePS : mClearSinglePS;
1735
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001736 mDeviceContext->IASetInputLayout(mClearIL);
1737 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001738 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
shannon.woods@transgaming.com2c53e472013-02-28 23:13:56 +00001739 mDeviceContext->GSSetShader(NULL, NULL, 0);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001740
1741 // Apply vertex buffer
1742 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1743 static UINT startIdx = 0;
1744 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1745 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1746
1747 // Draw the clear quad
1748 mDeviceContext->Draw(4, 0);
1749
1750 // Clean up
1751 markAllStateDirty();
1752}
1753
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001754void Renderer11::markAllStateDirty()
1755{
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001756 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
1757 {
1758 mAppliedRenderTargetSerials[rtIndex] = 0;
1759 }
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001760 mAppliedDepthbufferSerial = 0;
1761 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001762 mDepthStencilInitialized = false;
1763 mRenderTargetDescInitialized = false;
1764
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001765 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001766 {
1767 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001768 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001769 }
1770 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1771 {
1772 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001773 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001774 }
1775
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001776 mForceSetBlendState = true;
1777 mForceSetRasterState = true;
1778 mForceSetDepthStencilState = true;
1779 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001780 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001781
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001782 mAppliedIBSerial = 0;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001783 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001784 mAppliedIBOffset = 0;
1785
daniel@transgaming.come4991412012-12-20 20:55:34 +00001786 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001787 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1788 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001789}
1790
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001791void Renderer11::releaseDeviceResources()
1792{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001793 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001794 mInputLayoutCache.clear();
1795
1796 delete mVertexDataManager;
1797 mVertexDataManager = NULL;
1798
1799 delete mIndexDataManager;
1800 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001801
1802 delete mLineLoopIB;
1803 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001804
1805 delete mTriangleFanIB;
1806 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001807
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001808 SafeRelease(mCopyVB);
1809 SafeRelease(mCopySampler);
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00001810
1811 SafeRelease(mCopy2DIL);
1812 SafeRelease(mCopy2DVS);
1813 SafeRelease(mCopyRGBA2DPS);
1814 SafeRelease(mCopyRGB2DPS);
1815 SafeRelease(mCopyLum2DPS);
1816 SafeRelease(mCopyLumAlpha2DPS);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00001817 SafeRelease(mCopy3DIL);
1818 SafeRelease(mCopy3DVS);
1819 SafeRelease(mCopy3DGS);
1820 SafeRelease(mCopyRGBA3DPS);
1821 SafeRelease(mCopyRGB3DPS);
1822 SafeRelease(mCopyLum3DPS);
1823 SafeRelease(mCopyLumAlpha3DPS);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001824 mCopyResourcesInitialized = false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001825
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001826 SafeRelease(mClearVB);
1827 SafeRelease(mClearIL);
1828 SafeRelease(mClearVS);
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001829 SafeRelease(mClearSinglePS);
1830 SafeRelease(mClearMultiplePS);
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001831 SafeRelease(mClearScissorRS);
1832 SafeRelease(mClearNoScissorRS);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001833
1834 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001835
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001836 SafeRelease(mDriverConstantBufferVS);
1837 SafeRelease(mDriverConstantBufferPS);
1838 SafeRelease(mSyncQuery);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001839}
1840
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001841void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001842{
1843 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001844 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001845}
1846
1847bool Renderer11::isDeviceLost()
1848{
1849 return mDeviceLost;
1850}
1851
1852// set notify to true to broadcast a message to all contexts of the device loss
1853bool Renderer11::testDeviceLost(bool notify)
1854{
1855 bool isLost = false;
1856
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001857 // GetRemovedReason is used to test if the device is removed
1858 HRESULT result = mDevice->GetDeviceRemovedReason();
1859 isLost = d3d11::isDeviceLostError(result);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001860
1861 if (isLost)
1862 {
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001863 // Log error if this is a new device lost event
1864 if (mDeviceLost == false)
1865 {
1866 ERR("The D3D11 device was removed: 0x%08X", result);
1867 }
1868
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001869 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001870 // we'll probably get this done again by notifyDeviceLost
1871 // but best to remember it!
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001872 // Note that we don't want to clear the device loss status here
1873 // -- this needs to be done by resetDevice
1874 mDeviceLost = true;
1875 if (notify)
1876 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001877 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001878 }
1879 }
1880
1881 return isLost;
1882}
1883
1884bool Renderer11::testDeviceResettable()
1885{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001886 // determine if the device is resettable by creating a dummy device
1887 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001888
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001889 if (D3D11CreateDevice == NULL)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001890 {
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001891 return false;
1892 }
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001893
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001894 D3D_FEATURE_LEVEL featureLevels[] =
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001895 {
1896 D3D_FEATURE_LEVEL_11_0,
1897 D3D_FEATURE_LEVEL_10_1,
1898 D3D_FEATURE_LEVEL_10_0,
1899 };
1900
1901 ID3D11Device* dummyDevice;
1902 D3D_FEATURE_LEVEL dummyFeatureLevel;
1903 ID3D11DeviceContext* dummyContext;
1904
1905 HRESULT result = D3D11CreateDevice(NULL,
1906 D3D_DRIVER_TYPE_HARDWARE,
1907 NULL,
1908 #if defined(_DEBUG)
1909 D3D11_CREATE_DEVICE_DEBUG,
1910 #else
1911 0,
1912 #endif
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001913 featureLevels,
1914 ArraySize(featureLevels),
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001915 D3D11_SDK_VERSION,
1916 &dummyDevice,
1917 &dummyFeatureLevel,
1918 &dummyContext);
1919
1920 if (!mDevice || FAILED(result))
1921 {
1922 return false;
1923 }
1924
1925 dummyContext->Release();
1926 dummyDevice->Release();
1927
1928 return true;
1929}
1930
1931void Renderer11::release()
1932{
1933 releaseDeviceResources();
1934
1935 if (mDxgiFactory)
1936 {
1937 mDxgiFactory->Release();
1938 mDxgiFactory = NULL;
1939 }
1940
1941 if (mDxgiAdapter)
1942 {
1943 mDxgiAdapter->Release();
1944 mDxgiAdapter = NULL;
1945 }
1946
1947 if (mDeviceContext)
1948 {
1949 mDeviceContext->ClearState();
1950 mDeviceContext->Flush();
1951 mDeviceContext->Release();
1952 mDeviceContext = NULL;
1953 }
1954
1955 if (mDevice)
1956 {
1957 mDevice->Release();
1958 mDevice = NULL;
1959 }
1960
1961 if (mD3d11Module)
1962 {
1963 FreeLibrary(mD3d11Module);
1964 mD3d11Module = NULL;
1965 }
1966
1967 if (mDxgiModule)
1968 {
1969 FreeLibrary(mDxgiModule);
1970 mDxgiModule = NULL;
1971 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001972}
1973
1974bool Renderer11::resetDevice()
1975{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001976 // recreate everything
1977 release();
1978 EGLint result = initialize();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001979
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001980 if (result != EGL_SUCCESS)
1981 {
1982 ERR("Could not reinitialize D3D11 device: %08X", result);
1983 return false;
1984 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001985
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001986 mDeviceLost = false;
1987
1988 return true;
1989}
1990
1991DWORD Renderer11::getAdapterVendor() const
1992{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001993 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001994}
1995
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001996std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001997{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001998 std::ostringstream rendererString;
1999
2000 rendererString << mDescription;
2001 rendererString << " Direct3D11";
2002
2003 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
2004 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
2005
2006 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002007}
2008
2009GUID Renderer11::getAdapterIdentifier() const
2010{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00002011 // Use the adapter LUID as our adapter ID
2012 // This number is local to a machine is only guaranteed to be unique between restarts
2013 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
2014 GUID adapterId = {0};
2015 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
2016 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002017}
2018
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00002019bool Renderer11::getBGRATextureSupport() const
2020{
2021 return mBGRATextureSupport;
2022}
2023
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002024bool Renderer11::getDXT1TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002025{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002026 return mDXT1TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002027}
2028
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002029bool Renderer11::getDXT3TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002030{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002031 return mDXT3TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002032}
2033
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002034bool Renderer11::getDXT5TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002035{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002036 return mDXT5TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002037}
2038
2039bool Renderer11::getDepthTextureSupport() const
2040{
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +00002041 return mDepthTextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002042}
2043
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002044bool Renderer11::getFloat32TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002045{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002046 return mFloat32TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002047}
2048
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002049bool Renderer11::getFloat32TextureFilteringSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002050{
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002051 return mFloat32FilterSupport;
2052}
2053
2054bool Renderer11::getFloat32TextureRenderingSupport() const
2055{
2056 return mFloat32RenderSupport;
2057}
2058
2059bool Renderer11::getFloat16TextureSupport() const
2060{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002061 return mFloat16TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002062}
2063
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002064bool Renderer11::getFloat16TextureFilteringSupport() const
2065{
2066 return mFloat16FilterSupport;
2067}
2068
2069bool Renderer11::getFloat16TextureRenderingSupport() const
2070{
2071 return mFloat16RenderSupport;
2072}
2073
2074bool Renderer11::getLuminanceTextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002075{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002076 return false;
2077}
2078
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002079bool Renderer11::getLuminanceAlphaTextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002080{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002081 return false;
2082}
2083
2084bool Renderer11::getTextureFilterAnisotropySupport() const
2085{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002086 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002087}
2088
2089float Renderer11::getTextureMaxAnisotropy() const
2090{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002091 switch (mFeatureLevel)
2092 {
2093 case D3D_FEATURE_LEVEL_11_0:
2094 return D3D11_MAX_MAXANISOTROPY;
2095 case D3D_FEATURE_LEVEL_10_1:
2096 case D3D_FEATURE_LEVEL_10_0:
2097 return D3D10_MAX_MAXANISOTROPY;
2098 default: UNREACHABLE();
2099 return 0;
2100 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002101}
2102
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002103bool Renderer11::getEventQuerySupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002104{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002105 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002106}
2107
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002108Range Renderer11::getViewportBounds() const
2109{
2110 switch (mFeatureLevel)
2111 {
2112 case D3D_FEATURE_LEVEL_11_0:
2113 return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
2114 case D3D_FEATURE_LEVEL_10_1:
2115 case D3D_FEATURE_LEVEL_10_0:
2116 return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
2117 default: UNREACHABLE();
2118 return Range(0, 0);
2119 }
2120}
2121
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002122unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002123{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002124 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2125 switch (mFeatureLevel)
2126 {
2127 case D3D_FEATURE_LEVEL_11_0:
2128 case D3D_FEATURE_LEVEL_10_1:
2129 case D3D_FEATURE_LEVEL_10_0:
2130 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
2131 default: UNREACHABLE();
2132 return 0;
2133 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002134}
2135
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002136unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
2137{
2138 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2139}
2140
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002141unsigned int Renderer11::getReservedVertexUniformVectors() const
2142{
2143 return 0; // Driver uniforms are stored in a separate constant buffer
2144}
2145
2146unsigned int Renderer11::getReservedFragmentUniformVectors() const
2147{
2148 return 0; // Driver uniforms are stored in a separate constant buffer
2149}
2150
2151unsigned int Renderer11::getMaxVertexUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002152{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002153 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2154 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2155 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002156}
2157
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002158unsigned int Renderer11::getMaxFragmentUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002159{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002160 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2161 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2162 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002163}
2164
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002165unsigned int Renderer11::getMaxVaryingVectors() const
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002166{
2167 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
shannonwoods@chromium.org74b86cf2013-05-30 00:02:58 +00002168 META_ASSERT(D3D11_VS_OUTPUT_REGISTER_COUNT <= D3D11_PS_INPUT_REGISTER_COUNT);
2169 META_ASSERT(D3D10_VS_OUTPUT_REGISTER_COUNT <= D3D10_PS_INPUT_REGISTER_COUNT);
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002170 switch (mFeatureLevel)
2171 {
2172 case D3D_FEATURE_LEVEL_11_0:
2173 return D3D11_VS_OUTPUT_REGISTER_COUNT;
2174 case D3D_FEATURE_LEVEL_10_1:
2175 case D3D_FEATURE_LEVEL_10_0:
2176 return D3D10_VS_OUTPUT_REGISTER_COUNT;
2177 default: UNREACHABLE();
2178 return 0;
2179 }
2180}
2181
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002182unsigned int Renderer11::getMaxVertexShaderUniformBuffers() const
2183{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002184 META_ASSERT(gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
2185 gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
2186
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002187 switch (mFeatureLevel)
2188 {
2189 case D3D_FEATURE_LEVEL_11_0:
2190 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT;
2191 case D3D_FEATURE_LEVEL_10_1:
2192 case D3D_FEATURE_LEVEL_10_0:
2193 return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT;
2194 default: UNREACHABLE();
2195 return 0;
2196 }
2197}
2198
2199unsigned int Renderer11::getMaxFragmentShaderUniformBuffers() const
2200{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002201 META_ASSERT(gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
2202 gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
2203
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002204 switch (mFeatureLevel)
2205 {
2206 case D3D_FEATURE_LEVEL_11_0:
2207 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT;
2208 case D3D_FEATURE_LEVEL_10_1:
2209 case D3D_FEATURE_LEVEL_10_0:
2210 return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT;
2211 default: UNREACHABLE();
2212 return 0;
2213 }
2214}
2215
2216unsigned int Renderer11::getMaxTransformFeedbackBuffers() const
2217{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002218 META_ASSERT(gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D11_SO_BUFFER_SLOT_COUNT &&
2219 gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D10_SO_BUFFER_SLOT_COUNT);
2220
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002221 switch (mFeatureLevel)
2222 {
2223 case D3D_FEATURE_LEVEL_11_0:
2224 return D3D11_SO_BUFFER_SLOT_COUNT;
2225 case D3D_FEATURE_LEVEL_10_1:
2226 case D3D_FEATURE_LEVEL_10_0:
2227 return D3D10_SO_BUFFER_SLOT_COUNT;
2228 default: UNREACHABLE();
2229 return 0;
2230 }
2231}
2232
shannonwoods@chromium.org33e798f2013-05-30 00:05:05 +00002233unsigned int Renderer11::getMaxUniformBufferSize() const
2234{
2235 // Each component is a 4-element vector of 4-byte units (floats)
2236 const unsigned int bytesPerComponent = 4 * sizeof(float);
2237
2238 switch (mFeatureLevel)
2239 {
2240 case D3D_FEATURE_LEVEL_11_0:
2241 return D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
2242 case D3D_FEATURE_LEVEL_10_1:
2243 case D3D_FEATURE_LEVEL_10_0:
2244 return D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
2245 default: UNREACHABLE();
2246 return 0;
2247 }
2248}
2249
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002250bool Renderer11::getNonPower2TextureSupport() const
2251{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00002252 switch (mFeatureLevel)
2253 {
2254 case D3D_FEATURE_LEVEL_11_0:
2255 case D3D_FEATURE_LEVEL_10_1:
2256 case D3D_FEATURE_LEVEL_10_0:
2257 return true;
2258 default: UNREACHABLE();
2259 return false;
2260 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002261}
2262
2263bool Renderer11::getOcclusionQuerySupport() const
2264{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002265 switch (mFeatureLevel)
2266 {
2267 case D3D_FEATURE_LEVEL_11_0:
2268 case D3D_FEATURE_LEVEL_10_1:
2269 case D3D_FEATURE_LEVEL_10_0:
2270 return true;
2271 default: UNREACHABLE();
2272 return false;
2273 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002274}
2275
2276bool Renderer11::getInstancingSupport() const
2277{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002278 switch (mFeatureLevel)
2279 {
2280 case D3D_FEATURE_LEVEL_11_0:
2281 case D3D_FEATURE_LEVEL_10_1:
2282 case D3D_FEATURE_LEVEL_10_0:
2283 return true;
2284 default: UNREACHABLE();
2285 return false;
2286 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002287}
2288
2289bool Renderer11::getShareHandleSupport() const
2290{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002291 // We only currently support share handles with BGRA surfaces, because
2292 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002293 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002294 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002295}
2296
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002297bool Renderer11::getDerivativeInstructionSupport() const
2298{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002299 switch (mFeatureLevel)
2300 {
2301 case D3D_FEATURE_LEVEL_11_0:
2302 case D3D_FEATURE_LEVEL_10_1:
2303 case D3D_FEATURE_LEVEL_10_0:
2304 return true;
2305 default: UNREACHABLE();
2306 return false;
2307 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002308}
2309
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002310bool Renderer11::getPostSubBufferSupport() const
2311{
2312 // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2.
2313 return false;
2314}
2315
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002316int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002317{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002318 switch (mFeatureLevel)
2319 {
2320 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002321 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002322 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2323 default: UNREACHABLE(); return 0;
2324 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002325}
2326
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002327int Renderer11::getMinorShaderModel() const
2328{
2329 switch (mFeatureLevel)
2330 {
2331 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2332 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2333 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2334 default: UNREACHABLE(); return 0;
2335 }
2336}
2337
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002338float Renderer11::getMaxPointSize() const
2339{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002340 // choose a reasonable maximum. we enforce this in the shader.
2341 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2342 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002343}
2344
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002345int Renderer11::getMaxViewportDimension() const
2346{
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002347 // Maximum viewport size must be at least as large as the largest render buffer (or larger).
2348 // In our case return the maximum texture size, which is the maximum render buffer size.
2349 META_ASSERT(D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D11_VIEWPORT_BOUNDS_MAX);
2350 META_ASSERT(D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D10_VIEWPORT_BOUNDS_MAX);
2351
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002352 switch (mFeatureLevel)
2353 {
2354 case D3D_FEATURE_LEVEL_11_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002355 return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002356 case D3D_FEATURE_LEVEL_10_1:
2357 case D3D_FEATURE_LEVEL_10_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002358 return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002359 default: UNREACHABLE();
2360 return 0;
2361 }
2362}
2363
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002364int Renderer11::getMaxTextureWidth() const
2365{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002366 switch (mFeatureLevel)
2367 {
2368 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2369 case D3D_FEATURE_LEVEL_10_1:
2370 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2371 default: UNREACHABLE(); return 0;
2372 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002373}
2374
2375int Renderer11::getMaxTextureHeight() const
2376{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002377 switch (mFeatureLevel)
2378 {
2379 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2380 case D3D_FEATURE_LEVEL_10_1:
2381 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2382 default: UNREACHABLE(); return 0;
2383 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002384}
2385
shannon.woods%transgaming.com@gtempaccount.comc1fdf6b2013-04-13 03:44:41 +00002386int Renderer11::getMaxTextureDepth() const
2387{
2388 switch (mFeatureLevel)
2389 {
2390 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; // 2048
2391 case D3D_FEATURE_LEVEL_10_1:
2392 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; // 2048
2393 default: UNREACHABLE(); return 0;
2394 }
2395}
2396
shannon.woods%transgaming.com@gtempaccount.coma98a8112013-04-13 03:45:57 +00002397int Renderer11::getMaxTextureArrayLayers() const
2398{
2399 switch (mFeatureLevel)
2400 {
2401 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; // 2048
2402 case D3D_FEATURE_LEVEL_10_1:
2403 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; // 512
2404 default: UNREACHABLE(); return 0;
2405 }
2406}
2407
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002408bool Renderer11::get32BitIndexSupport() const
2409{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002410 switch (mFeatureLevel)
2411 {
2412 case D3D_FEATURE_LEVEL_11_0:
2413 case D3D_FEATURE_LEVEL_10_1:
2414 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2415 default: UNREACHABLE(); return false;
2416 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002417}
2418
2419int Renderer11::getMinSwapInterval() const
2420{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002421 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002422}
2423
2424int Renderer11::getMaxSwapInterval() const
2425{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002426 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002427}
2428
2429int Renderer11::getMaxSupportedSamples() const
2430{
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +00002431 return mMaxSupportedSamples;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002432}
2433
shannon.woods@transgaming.com88fbd0f2013-02-28 23:05:46 +00002434int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
2435{
2436 if (requested == 0)
2437 {
2438 return 0;
2439 }
2440
2441 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2442 if (iter != mMultisampleSupportMap.end())
2443 {
2444 const MultisampleSupportInfo& info = iter->second;
2445 for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2446 {
2447 if (info.qualityLevels[i] > 0)
2448 {
2449 return i + 1;
2450 }
2451 }
2452 }
2453
2454 return -1;
2455}
2456
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002457unsigned int Renderer11::getMaxRenderTargets() const
2458{
shannon.woods%transgaming.com@gtempaccount.comf30ccc22013-04-13 03:28:36 +00002459 META_ASSERT(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2460 META_ASSERT(D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2461
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002462 switch (mFeatureLevel)
2463 {
2464 case D3D_FEATURE_LEVEL_11_0:
2465 return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2466 case D3D_FEATURE_LEVEL_10_1:
2467 case D3D_FEATURE_LEVEL_10_0:
2468 return D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2469 default:
2470 UNREACHABLE();
2471 return 1;
2472 }
2473}
2474
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002475bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002476{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002477 if (source && dest)
2478 {
2479 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2480 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2481
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002482 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002483 return true;
2484 }
2485
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002486 return false;
2487}
2488
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002489bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002490{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002491 if (source && dest)
2492 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002493 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2494 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002495
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002496 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002497 return true;
2498 }
2499
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002500 return false;
2501}
2502
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002503bool Renderer11::copyToRenderTarget(TextureStorageInterface3D *dest, TextureStorageInterface3D *source)
2504{
2505 if (source && dest)
2506 {
2507 TextureStorage11_3D *source11 = TextureStorage11_3D::makeTextureStorage11_3D(source->getStorageInstance());
2508 TextureStorage11_3D *dest11 = TextureStorage11_3D::makeTextureStorage11_3D(dest->getStorageInstance());
2509
2510 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
2511 return true;
2512 }
2513
2514 return false;
2515}
2516
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002517bool Renderer11::copyToRenderTarget(TextureStorageInterface2DArray *dest, TextureStorageInterface2DArray *source)
2518{
2519 if (source && dest)
2520 {
2521 TextureStorage11_2DArray *source11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(source->getStorageInstance());
2522 TextureStorage11_2DArray *dest11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(dest->getStorageInstance());
2523
2524 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
2525 return true;
2526 }
2527
2528 return false;
2529}
2530
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002531bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002532 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002533{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002534 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002535 if (!colorbuffer)
2536 {
2537 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002538 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002539 }
2540
2541 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2542 if (!sourceRenderTarget)
2543 {
2544 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002545 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002546 }
2547
2548 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2549 if (!source)
2550 {
2551 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002552 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002553 }
2554
2555 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2556 if (!storage11)
2557 {
2558 source->Release();
2559 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002560 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002561 }
2562
2563 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2564 if (!destRenderTarget)
2565 {
2566 source->Release();
2567 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002568 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002569 }
2570
2571 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2572 if (!dest)
2573 {
2574 source->Release();
2575 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002576 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002577 }
2578
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002579 gl::Box sourceArea;
2580 sourceArea.x = sourceRect.x;
2581 sourceArea.y = sourceRect.y;
2582 sourceArea.z = 0;
2583 sourceArea.width = sourceRect.width;
2584 sourceArea.height = sourceRect.height;
2585 sourceArea.depth = 1;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002586
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002587 gl::Box destArea;
2588 destArea.x = xoffset;
2589 destArea.y = yoffset;
2590 destArea.z = 0;
2591 destArea.width = sourceRect.width;
2592 destArea.height = sourceRect.height;
2593 destArea.depth = 1;
2594
2595 bool ret = copyTexture(source, sourceArea, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1,
2596 dest, destArea, destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1, destFormat);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002597
2598 source->Release();
2599 dest->Release();
2600
2601 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002602}
2603
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002604bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002605 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002606{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002607 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002608 if (!colorbuffer)
2609 {
2610 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002611 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002612 }
2613
2614 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2615 if (!sourceRenderTarget)
2616 {
2617 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002618 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002619 }
2620
2621 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2622 if (!source)
2623 {
2624 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002625 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002626 }
2627
2628 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2629 if (!storage11)
2630 {
2631 source->Release();
2632 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002633 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002634 }
2635
2636 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
2637 if (!destRenderTarget)
2638 {
2639 source->Release();
2640 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002641 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002642 }
2643
2644 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2645 if (!dest)
2646 {
2647 source->Release();
2648 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002649 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002650 }
2651
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002652 gl::Box sourceArea;
2653 sourceArea.x = sourceRect.x;
2654 sourceArea.y = sourceRect.y;
2655 sourceArea.z = 0;
2656 sourceArea.width = sourceRect.width;
2657 sourceArea.height = sourceRect.height;
2658 sourceArea.depth = 1;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002659
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002660 gl::Box destArea;
2661 destArea.x = xoffset;
2662 destArea.y = yoffset;
2663 destArea.z = 0;
2664 destArea.width = sourceRect.width;
2665 destArea.height = sourceRect.height;
2666 destArea.depth = 1;
2667
2668 bool ret = copyTexture(source, sourceArea, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1,
2669 dest, destArea, destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1, destFormat);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002670
2671 source->Release();
2672 dest->Release();
2673
2674 return ret;
2675}
2676
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002677bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2678 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface3D *storage, GLint level)
2679{
2680 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2681 if (!colorbuffer)
2682 {
2683 ERR("Failed to retrieve the color buffer from the frame buffer.");
2684 return gl::error(GL_OUT_OF_MEMORY, false);
2685 }
2686
2687 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2688 if (!sourceRenderTarget)
2689 {
2690 ERR("Failed to retrieve the render target from the frame buffer.");
2691 return gl::error(GL_OUT_OF_MEMORY, false);
2692 }
2693
2694 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2695 if (!source)
2696 {
2697 ERR("Failed to retrieve the render target view from the render target.");
2698 return gl::error(GL_OUT_OF_MEMORY, false);
2699 }
2700
2701 TextureStorage11_3D *storage11 = TextureStorage11_3D::makeTextureStorage11_3D(storage->getStorageInstance());
2702 if (!storage11)
2703 {
2704 source->Release();
2705 ERR("Failed to retrieve the texture storage from the destination.");
2706 return gl::error(GL_OUT_OF_MEMORY, false);
2707 }
2708
2709 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
2710 if (!destRenderTarget)
2711 {
2712 source->Release();
2713 ERR("Failed to retrieve the render target from the destination storage.");
2714 return gl::error(GL_OUT_OF_MEMORY, false);
2715 }
2716
2717 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2718 if (!dest)
2719 {
2720 source->Release();
2721 ERR("Failed to retrieve the render target view from the destination render target.");
2722 return gl::error(GL_OUT_OF_MEMORY, false);
2723 }
2724
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002725 gl::Box sourceArea;
2726 sourceArea.x = sourceRect.x;
2727 sourceArea.y = sourceRect.y;
2728 sourceArea.z = 0;
2729 sourceArea.width = sourceRect.width;
2730 sourceArea.height = sourceRect.height;
2731 sourceArea.depth = 1;
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002732
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002733 gl::Box destArea;
2734 destArea.x = xoffset;
2735 destArea.y = yoffset;
2736 destArea.z = 0;
2737 destArea.width = sourceRect.width;
2738 destArea.height = sourceRect.height;
2739 destArea.depth = 1;
2740
2741 bool ret = copyTexture(source, sourceArea, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1,
2742 dest, destArea, destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1, destFormat);
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002743
2744 source->Release();
2745 dest->Release();
2746
2747 return ret;
2748}
2749
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002750bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2751 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface2DArray *storage, GLint level)
2752{
2753 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2754 if (!colorbuffer)
2755 {
2756 ERR("Failed to retrieve the color buffer from the frame buffer.");
2757 return gl::error(GL_OUT_OF_MEMORY, false);
2758 }
2759
2760 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2761 if (!sourceRenderTarget)
2762 {
2763 ERR("Failed to retrieve the render target from the frame buffer.");
2764 return gl::error(GL_OUT_OF_MEMORY, false);
2765 }
2766
2767 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2768 if (!source)
2769 {
2770 ERR("Failed to retrieve the render target view from the render target.");
2771 return gl::error(GL_OUT_OF_MEMORY, false);
2772 }
2773
2774 TextureStorage11_2DArray *storage11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(storage->getStorageInstance());
2775 if (!storage11)
2776 {
2777 source->Release();
2778 ERR("Failed to retrieve the texture storage from the destination.");
2779 return gl::error(GL_OUT_OF_MEMORY, false);
2780 }
2781
2782 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
2783 if (!destRenderTarget)
2784 {
2785 source->Release();
2786 ERR("Failed to retrieve the render target from the destination storage.");
2787 return gl::error(GL_OUT_OF_MEMORY, false);
2788 }
2789
2790 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2791 if (!dest)
2792 {
2793 source->Release();
2794 ERR("Failed to retrieve the render target view from the destination render target.");
2795 return gl::error(GL_OUT_OF_MEMORY, false);
2796 }
2797
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002798 gl::Box sourceArea;
2799 sourceArea.x = sourceRect.x;
2800 sourceArea.y = sourceRect.y;
2801 sourceArea.z = 0;
2802 sourceArea.width = sourceRect.width;
2803 sourceArea.height = sourceRect.height;
2804 sourceArea.depth = 1;
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002805
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002806 gl::Box destArea;
2807 destArea.x = xoffset;
2808 destArea.y = yoffset;
2809 destArea.z = 0;
2810 destArea.width = sourceRect.width;
2811 destArea.height = sourceRect.height;
2812 destArea.depth = 1;
2813
2814 bool ret = copyTexture(source, sourceArea, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1,
2815 dest, destArea, destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1, destFormat);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002816
2817 source->Release();
2818 dest->Release();
2819
2820 return ret;
2821}
2822
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002823bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight, unsigned int sourceDepth,
2824 ID3D11RenderTargetView *dest, const gl::Box &destArea, unsigned int destWidth, unsigned int destHeight, unsigned int destDepth,
2825 GLenum destFormat)
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002826{
2827 HRESULT result;
2828
2829 if (!mCopyResourcesInitialized)
2830 {
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002831 ASSERT(!mCopyVB && !mCopySampler && !mCopy2DIL && !mCopy2DVS && !mCopyRGBA2DPS && !mCopyRGB2DPS && !mCopyLum2DPS && !mCopyLumAlpha2DPS &&
2832 !mCopy3DIL && !mCopy3DVS && !mCopy3DGS && !mCopyRGBA3DPS && !mCopyRGB3DPS && !mCopyLum3DPS && !mCopyLumAlpha3DPS);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002833
2834 D3D11_BUFFER_DESC vbDesc;
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002835 vbDesc.ByteWidth = std::max(sizeof(d3d11::PositionLayerTexCoord3DVertex) * 6 * getMaxTextureDepth(),
2836 sizeof(d3d11::PositionTexCoordVertex) * 4);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002837 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
2838 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
2839 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2840 vbDesc.MiscFlags = 0;
2841 vbDesc.StructureByteStride = 0;
2842
2843 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
2844 ASSERT(SUCCEEDED(result));
2845 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
2846
2847 D3D11_SAMPLER_DESC samplerDesc;
2848 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
2849 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
2850 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
2851 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
2852 samplerDesc.MipLODBias = 0.0f;
2853 samplerDesc.MaxAnisotropy = 0;
2854 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
2855 samplerDesc.BorderColor[0] = 0.0f;
2856 samplerDesc.BorderColor[1] = 0.0f;
2857 samplerDesc.BorderColor[2] = 0.0f;
2858 samplerDesc.BorderColor[3] = 0.0f;
2859 samplerDesc.MinLOD = 0.0f;
2860 samplerDesc.MaxLOD = 0.0f;
2861
2862 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
2863 ASSERT(SUCCEEDED(result));
2864 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
2865
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002866 // Create 2D copy resources
2867 D3D11_INPUT_ELEMENT_DESC quad2DLayout[] =
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002868 {
2869 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2870 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2871 };
2872
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002873 result = mDevice->CreateInputLayout(quad2DLayout, ArraySize(quad2DLayout), g_VS_Passthrough2D, sizeof(g_VS_Passthrough2D), &mCopy2DIL);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002874 ASSERT(SUCCEEDED(result));
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002875 d3d11::SetDebugName(mCopy2DIL, "Renderer11 copy 2D texture input layout");
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002876
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002877 result = mDevice->CreateVertexShader(g_VS_Passthrough2D, sizeof(g_VS_Passthrough2D), NULL, &mCopy2DVS);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002878 ASSERT(SUCCEEDED(result));
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002879 d3d11::SetDebugName(mCopy2DVS, "Renderer11 copy 2D texture vertex shader");
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002880
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002881 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA2D, sizeof(g_PS_PassthroughRGBA2D), NULL, &mCopyRGBA2DPS);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002882 ASSERT(SUCCEEDED(result));
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002883 d3d11::SetDebugName(mCopyRGBA2DPS, "Renderer11 copy 2D texture RGBA pixel shader");
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002884
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002885 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB2D, sizeof(g_PS_PassthroughRGB2D), NULL, &mCopyRGB2DPS);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002886 ASSERT(SUCCEEDED(result));
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002887 d3d11::SetDebugName(mCopyRGB2DPS, "Renderer11 copy 2D texture RGB pixel shader");
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002888
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002889 result = mDevice->CreatePixelShader(g_PS_PassthroughLum2D, sizeof(g_PS_PassthroughLum2D), NULL, &mCopyLum2DPS);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002890 ASSERT(SUCCEEDED(result));
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002891 d3d11::SetDebugName(mCopyLum2DPS, "Renderer11 copy 2D texture luminance pixel shader");
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002892
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002893 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha2D, sizeof(g_PS_PassthroughLumAlpha2D), NULL, &mCopyLumAlpha2DPS);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002894 ASSERT(SUCCEEDED(result));
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002895 d3d11::SetDebugName(mCopyLumAlpha2DPS, "Renderer11 2D copy texture luminance alpha pixel shader");
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002896
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002897 // Create 3D copy resources
2898 D3D11_INPUT_ELEMENT_DESC quad3DLayout[] =
2899 {
2900 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2901 { "LAYER", 0, DXGI_FORMAT_R32_UINT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2902 { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2903 };
2904
2905 result = mDevice->CreateInputLayout(quad3DLayout, ArraySize(quad3DLayout), g_VS_Passthrough3D, sizeof(g_VS_Passthrough3D), &mCopy3DIL);
2906 ASSERT(SUCCEEDED(result));
2907 d3d11::SetDebugName(mCopy3DIL, "Renderer11 copy 3D texture input layout");
2908
2909 result = mDevice->CreateVertexShader(g_VS_Passthrough3D, sizeof(g_VS_Passthrough3D), NULL, &mCopy3DVS);
2910 ASSERT(SUCCEEDED(result));
2911 d3d11::SetDebugName(mCopy3DVS, "Renderer11 copy 3D texture vertex shader");
2912
2913 result = mDevice->CreateGeometryShader(g_GS_Passthrough3D, sizeof(g_GS_Passthrough3D), NULL, &mCopy3DGS);
2914 ASSERT(SUCCEEDED(result));
2915 d3d11::SetDebugName(mCopy3DGS, "Renderer11 copy 3D texture geometry shader");
2916
2917 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA3D, sizeof(g_PS_PassthroughRGBA3D), NULL, &mCopyRGBA3DPS);
2918 ASSERT(SUCCEEDED(result));
2919 d3d11::SetDebugName(mCopyRGBA3DPS, "Renderer11 copy 3D texture RGBA pixel shader");
2920
2921 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB3D, sizeof(g_PS_PassthroughRGB3D), NULL, &mCopyRGB3DPS);
2922 ASSERT(SUCCEEDED(result));
2923 d3d11::SetDebugName(mCopyRGB3DPS, "Renderer11 copy 3D texture RGB pixel shader");
2924
2925 result = mDevice->CreatePixelShader(g_PS_PassthroughLum3D, sizeof(g_PS_PassthroughLum3D), NULL, &mCopyLum3DPS);
2926 ASSERT(SUCCEEDED(result));
2927 d3d11::SetDebugName(mCopyLum3DPS, "Renderer11 copy 3D texture luminance pixel shader");
2928
2929 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha3D, sizeof(g_PS_PassthroughLumAlpha3D), NULL, &mCopyLumAlpha3DPS);
2930 ASSERT(SUCCEEDED(result));
2931 d3d11::SetDebugName(mCopyLumAlpha3DPS, "Renderer11 3D copy texture luminance alpha pixel shader");
2932
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002933 mCopyResourcesInitialized = true;
2934 }
2935
2936 // Verify the source and destination area sizes
2937 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
2938 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002939 sourceArea.z < 0 || sourceArea.z + sourceArea.depth > static_cast<int>(sourceDepth) ||
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002940 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002941 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight) ||
2942 destArea.z < 0 || destArea.z + destArea.depth > static_cast<int>(destDepth))
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002943 {
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002944 return gl::error(GL_INVALID_VALUE, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002945 }
2946
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002947 bool use3DCopy = sourceArea.depth > 1;
2948
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002949 // Set vertices
2950 D3D11_MAPPED_SUBRESOURCE mappedResource;
2951 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
2952 if (FAILED(result))
2953 {
2954 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002955 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002956 }
2957
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002958 // Create a quad in homogeneous coordinates
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002959 float x1 = (destArea.x / float(destWidth)) * 2.0f - 1.0f;
shannon.woods@transgaming.comcfdfd462013-02-28 23:13:01 +00002960 float y1 = ((destHeight - destArea.y - destArea.height) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002961 float x2 = ((destArea.x + destArea.width) / float(destWidth)) * 2.0f - 1.0f;
shannon.woods@transgaming.comcfdfd462013-02-28 23:13:01 +00002962 float y2 = ((destHeight - destArea.y) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002963
2964 float u1 = sourceArea.x / float(sourceWidth);
2965 float v1 = sourceArea.y / float(sourceHeight);
2966 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
2967 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
2968
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002969 UINT stride = 0;
2970 UINT startIdx = 0;
2971 UINT drawCount = 0;
2972 D3D11_PRIMITIVE_TOPOLOGY topology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
2973
2974 if (use3DCopy)
2975 {
2976 d3d11::PositionLayerTexCoord3DVertex *vertices = static_cast<d3d11::PositionLayerTexCoord3DVertex*>(mappedResource.pData);
2977
2978 for (unsigned int i = 0; i < destDepth; i++)
2979 {
2980 float readDepth = ((i * 2) + 0.5f) / (sourceDepth - 1);
2981
2982 d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 0], x1, y1, i, u1, v2, readDepth);
2983 d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 1], x1, y2, i, u1, v1, readDepth);
2984 d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 2], x2, y1, i, u2, v2, readDepth);
2985
2986 d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 3], x1, y2, i, u1, v1, readDepth);
2987 d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 4], x2, y2, i, u2, v1, readDepth);
2988 d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 5], x2, y1, i, u2, v2, readDepth);
2989 }
2990
2991 stride = sizeof(d3d11::PositionLayerTexCoord3DVertex);
2992 drawCount = destDepth * 6;
2993 topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
2994 }
2995 else
2996 {
2997 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
2998
2999 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
3000 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
3001 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
3002 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
3003
3004 stride = sizeof(d3d11::PositionTexCoordVertex);
3005 drawCount = 4;
3006 topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
3007 }
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003008
3009 mDeviceContext->Unmap(mCopyVB, 0);
3010
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003011 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
3012
3013 // Apply state
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00003014 mDeviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003015 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
3016 mDeviceContext->RSSetState(NULL);
3017
3018 // Apply shaders
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00003019 ID3D11InputLayout *il = NULL;
3020 ID3D11VertexShader *vs = NULL;
3021 ID3D11GeometryShader *gs = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003022 ID3D11PixelShader *ps = NULL;
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00003023
3024 if (use3DCopy)
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003025 {
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00003026 il = mCopy3DIL;
3027 vs = mCopy3DVS;
3028 gs = mCopy3DGS;
3029
3030 switch(destFormat)
3031 {
3032 case GL_RGBA: ps = mCopyRGBA3DPS; break;
3033 case GL_RGB: ps = mCopyRGB3DPS; break;
3034 case GL_ALPHA: ps = mCopyRGBA3DPS; break;
3035 case GL_BGRA_EXT: ps = mCopyRGBA3DPS; break;
3036 case GL_LUMINANCE: ps = mCopyLum3DPS; break;
3037 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlpha3DPS; break;
3038 default: UNREACHABLE(); ps = NULL; break;
3039 }
3040 }
3041 else
3042 {
3043 il = mCopy2DIL;
3044 vs = mCopy2DVS;
3045 gs = NULL;
3046
3047 switch(destFormat)
3048 {
3049 case GL_RGBA: ps = mCopyRGBA2DPS; break;
3050 case GL_RGB: ps = mCopyRGB2DPS; break;
3051 case GL_ALPHA: ps = mCopyRGBA2DPS; break;
3052 case GL_BGRA_EXT: ps = mCopyRGBA2DPS; break;
3053 case GL_LUMINANCE: ps = mCopyLum2DPS; break;
3054 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlpha2DPS; break;
3055 default: UNREACHABLE(); ps = NULL; break;
3056 }
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003057 }
3058
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00003059 mDeviceContext->IASetInputLayout(il);
3060 mDeviceContext->IASetPrimitiveTopology(topology);
3061 mDeviceContext->VSSetShader(vs, NULL, 0);
3062
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003063 mDeviceContext->PSSetShader(ps, NULL, 0);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00003064 mDeviceContext->GSSetShader(gs, NULL, 0);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003065
3066 // Unset the currently bound shader resource to avoid conflicts
3067 static ID3D11ShaderResourceView *const nullSRV = NULL;
3068 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
3069
shannon.woods%transgaming.com@gtempaccount.comba2744f2013-04-13 03:33:38 +00003070 // Apply render target
3071 setOneTimeRenderTarget(dest);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003072
3073 // Set the viewport
3074 D3D11_VIEWPORT viewport;
3075 viewport.TopLeftX = 0;
3076 viewport.TopLeftY = 0;
3077 viewport.Width = destWidth;
3078 viewport.Height = destHeight;
3079 viewport.MinDepth = 0.0f;
3080 viewport.MaxDepth = 1.0f;
3081 mDeviceContext->RSSetViewports(1, &viewport);
3082
3083 // Apply textures
3084 mDeviceContext->PSSetShaderResources(0, 1, &source);
3085 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
3086
3087 // Draw the quad
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00003088 mDeviceContext->Draw(drawCount, 0);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003089
3090 // Unbind textures and render targets and vertex buffer
3091 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
3092
shannon.woods%transgaming.com@gtempaccount.comba2744f2013-04-13 03:33:38 +00003093 unapplyRenderTargets();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003094
shannon.woods%transgaming.com@gtempaccount.comba2744f2013-04-13 03:33:38 +00003095 UINT zero = 0;
3096 ID3D11Buffer *const nullBuffer = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003097 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
3098
3099 markAllStateDirty();
3100
3101 return true;
daniel@transgaming.com38380882012-11-28 19:36:39 +00003102}
3103
shannon.woods%transgaming.com@gtempaccount.comba2744f2013-04-13 03:33:38 +00003104void Renderer11::unapplyRenderTargets()
3105{
3106 setOneTimeRenderTarget(NULL);
3107}
3108
3109void Renderer11::setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView)
3110{
3111 ID3D11RenderTargetView *rtvArray[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
3112
3113 rtvArray[0] = renderTargetView;
3114
3115 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), rtvArray, NULL);
3116
3117 // Do not preserve the serial for this one-time-use render target
3118 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
3119 {
3120 mAppliedRenderTargetSerials[rtIndex] = 0;
3121 }
3122}
3123
daniel@transgaming.comf2423652012-11-28 20:53:50 +00003124RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
3125{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00003126 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00003127 RenderTarget11 *renderTarget = NULL;
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00003128
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00003129 if (depth)
3130 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00003131 // Note: depth stencil may be NULL for 0 sized surfaces
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00003132 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
3133 swapChain11->getDepthStencilTexture(), NULL,
shannonwoods@chromium.org7faf3ec2013-05-30 00:03:45 +00003134 swapChain11->getWidth(), swapChain11->getHeight(), 1);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00003135 }
3136 else
3137 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00003138 // Note: render target may be NULL for 0 sized surfaces
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00003139 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00003140 swapChain11->getOffscreenTexture(),
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00003141 swapChain11->getRenderTargetShaderResource(),
shannonwoods@chromium.org7faf3ec2013-05-30 00:03:45 +00003142 swapChain11->getWidth(), swapChain11->getHeight(), 1);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00003143 }
3144 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00003145}
3146
3147RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
3148{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00003149 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
3150 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00003151}
3152
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003153ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00003154{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00003155 ShaderExecutable11 *executable = NULL;
3156
3157 switch (type)
3158 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003159 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00003160 {
3161 ID3D11VertexShader *vshader = NULL;
3162 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
3163 ASSERT(SUCCEEDED(result));
3164
3165 if (vshader)
3166 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00003167 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00003168 }
3169 }
3170 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003171 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00003172 {
3173 ID3D11PixelShader *pshader = NULL;
3174 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
3175 ASSERT(SUCCEEDED(result));
3176
3177 if (pshader)
3178 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00003179 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00003180 }
3181 }
3182 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00003183 case rx::SHADER_GEOMETRY:
3184 {
3185 ID3D11GeometryShader *gshader = NULL;
3186 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
3187 ASSERT(SUCCEEDED(result));
3188
3189 if (gshader)
3190 {
3191 executable = new ShaderExecutable11(function, length, gshader);
3192 }
3193 }
3194 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00003195 default:
3196 UNREACHABLE();
3197 break;
3198 }
3199
3200 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00003201}
3202
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003203ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003204{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003205 const char *profile = NULL;
3206
3207 switch (type)
3208 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003209 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003210 profile = "vs_4_0";
3211 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003212 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003213 profile = "ps_4_0";
3214 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00003215 case rx::SHADER_GEOMETRY:
3216 profile = "gs_4_0";
3217 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003218 default:
3219 UNREACHABLE();
3220 return NULL;
3221 }
3222
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +00003223 ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, D3DCOMPILE_OPTIMIZATION_LEVEL0, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003224 if (!binary)
3225 return NULL;
3226
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003227 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003228 binary->Release();
3229
3230 return executable;
3231}
3232
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00003233VertexBuffer *Renderer11::createVertexBuffer()
3234{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00003235 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00003236}
3237
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00003238IndexBuffer *Renderer11::createIndexBuffer()
3239{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00003240 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003241}
3242
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +00003243BufferStorage *Renderer11::createBufferStorage()
3244{
3245 return new BufferStorage11(this);
3246}
3247
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003248QueryImpl *Renderer11::createQuery(GLenum type)
3249{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00003250 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003251}
3252
3253FenceImpl *Renderer11::createFence()
3254{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00003255 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00003256}
3257
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003258bool Renderer11::getRenderTargetResource(gl::Renderbuffer *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003259{
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003260 ASSERT(colorbuffer != NULL);
3261
3262 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
3263 if (renderTarget)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003264 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003265 *subresourceIndex = renderTarget->getSubresourceIndex();
3266
3267 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
3268 if (colorBufferRTV)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003269 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003270 ID3D11Resource *textureResource = NULL;
3271 colorBufferRTV->GetResource(&textureResource);
3272 colorBufferRTV->Release();
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003273
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003274 if (textureResource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003275 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003276 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
3277 textureResource->Release();
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003278
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003279 if (SUCCEEDED(result))
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003280 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003281 return true;
3282 }
3283 else
3284 {
3285 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
3286 "HRESULT: 0x%X.", result);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003287 }
3288 }
3289 }
3290 }
3291
3292 return false;
3293}
3294
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003295bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003296 bool blitRenderTarget, bool blitDepthStencil)
3297{
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003298 if (blitRenderTarget)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003299 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003300 gl::Renderbuffer *readBuffer = readTarget->getReadColorbuffer();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003301
3302 if (!readBuffer)
3303 {
3304 ERR("Failed to retrieve the read buffer from the read framebuffer.");
3305 return gl::error(GL_OUT_OF_MEMORY, false);
3306 }
3307
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003308 RenderTarget *readRenderTarget = readBuffer->getRenderTarget();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003309
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003310 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003311 {
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003312 if (drawTarget->isEnabledColorAttachment(colorAttachment))
3313 {
3314 gl::Renderbuffer *drawBuffer = drawTarget->getColorbuffer(colorAttachment);
3315
3316 if (!drawBuffer)
3317 {
3318 ERR("Failed to retrieve the draw buffer from the draw framebuffer.");
3319 return gl::error(GL_OUT_OF_MEMORY, false);
3320 }
3321
3322 RenderTarget *drawRenderTarget = drawBuffer->getRenderTarget();
3323
shannon.woods%transgaming.com@gtempaccount.com86df5a42013-04-13 03:34:07 +00003324 if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, false))
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003325 {
3326 return false;
3327 }
3328 }
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003329 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003330 }
3331
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003332 if (blitDepthStencil)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003333 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003334 gl::Renderbuffer *readBuffer = readTarget->getDepthOrStencilbuffer();
3335 gl::Renderbuffer *drawBuffer = drawTarget->getDepthOrStencilbuffer();
3336
3337 if (!readBuffer)
3338 {
3339 ERR("Failed to retrieve the read depth-stencil buffer from the read framebuffer.");
3340 return gl::error(GL_OUT_OF_MEMORY, false);
3341 }
3342
3343 if (!drawBuffer)
3344 {
3345 ERR("Failed to retrieve the draw depth-stencil buffer from the draw framebuffer.");
3346 return gl::error(GL_OUT_OF_MEMORY, false);
3347 }
3348
3349 RenderTarget *readRenderTarget = readBuffer->getDepthStencil();
3350 RenderTarget *drawRenderTarget = drawBuffer->getDepthStencil();
3351
shannon.woods%transgaming.com@gtempaccount.com86df5a42013-04-13 03:34:07 +00003352 if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, true))
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003353 {
3354 return false;
3355 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003356 }
3357
3358 return true;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003359}
3360
3361void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
3362 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
3363{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003364 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00003365 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003366
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003367 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
3368
3369 if (colorbuffer && getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003370 {
3371 gl::Rectangle area;
3372 area.x = x;
3373 area.y = y;
3374 area.width = width;
3375 area.height = height;
3376
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00003377 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
3378 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003379
3380 colorBufferTexture->Release();
3381 colorBufferTexture = NULL;
3382 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003383}
3384
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003385Image *Renderer11::createImage()
3386{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00003387 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003388}
3389
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003390void Renderer11::generateMipmap(Image *dest, Image *src)
3391{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00003392 Image11 *dest11 = Image11::makeImage11(dest);
3393 Image11 *src11 = Image11::makeImage11(src);
3394 Image11::generateMipmap(dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003395}
3396
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003397TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
3398{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00003399 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
3400 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003401}
3402
3403TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
3404{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00003405 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003406}
3407
3408TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
3409{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00003410 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003411}
3412
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +00003413TextureStorage *Renderer11::createTextureStorage3D(int levels, GLenum internalformat, GLenum usage, GLsizei width, GLsizei height, GLsizei depth)
3414{
3415 return new TextureStorage11_3D(this, levels, internalformat, usage, width, height, depth);
3416}
3417
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00003418TextureStorage *Renderer11::createTextureStorage2DArray(int levels, GLenum internalformat, GLenum usage, GLsizei width, GLsizei height, GLsizei depth)
3419{
3420 return new TextureStorage11_2DArray(this, levels, internalformat, usage, width, height, depth);
3421}
3422
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003423static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
3424{
3425 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
3426 destFormat == GL_ALPHA &&
3427 destType == GL_UNSIGNED_BYTE)
3428 {
3429 return 1;
3430 }
3431 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
3432 destFormat == GL_RGBA &&
3433 destType == GL_UNSIGNED_BYTE)
3434 {
3435 return 4;
3436 }
3437 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
3438 destFormat == GL_BGRA_EXT &&
3439 destType == GL_UNSIGNED_BYTE)
3440 {
3441 return 4;
3442 }
3443 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
3444 destFormat == GL_RGBA &&
3445 destType == GL_HALF_FLOAT_OES)
3446 {
3447 return 8;
3448 }
3449 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
3450 destFormat == GL_RGB &&
3451 destType == GL_FLOAT)
3452 {
3453 return 12;
3454 }
3455 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
3456 destFormat == GL_RGBA &&
3457 destType == GL_FLOAT)
3458 {
3459 return 16;
3460 }
3461 else
3462 {
3463 return 0;
3464 }
3465}
3466
3467static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
3468 unsigned int y, int inputPitch, gl::Color *outColor)
3469{
3470 switch (format)
3471 {
3472 case DXGI_FORMAT_R8G8B8A8_UNORM:
shannon.woods%transgaming.com@gtempaccount.com8dce6512013-04-13 03:42:19 +00003473 case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB:
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003474 {
3475 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00003476 outColor->red = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
3477 outColor->green = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
3478 outColor->blue = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
3479 outColor->alpha = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003480 }
3481 break;
3482
3483 case DXGI_FORMAT_A8_UNORM:
3484 {
3485 outColor->red = 0.0f;
3486 outColor->green = 0.0f;
3487 outColor->blue = 0.0f;
3488 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
3489 }
3490 break;
3491
3492 case DXGI_FORMAT_R32G32B32A32_FLOAT:
3493 {
3494 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
3495 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
3496 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
3497 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
3498 }
3499 break;
3500
3501 case DXGI_FORMAT_R32G32B32_FLOAT:
3502 {
3503 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
3504 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
3505 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
3506 outColor->alpha = 1.0f;
3507 }
3508 break;
3509
3510 case DXGI_FORMAT_R16G16B16A16_FLOAT:
3511 {
3512 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
3513 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
3514 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
3515 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
3516 }
3517 break;
3518
3519 case DXGI_FORMAT_B8G8R8A8_UNORM:
3520 {
3521 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00003522 outColor->red = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
3523 outColor->blue = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
3524 outColor->green = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
3525 outColor->alpha = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003526 }
3527 break;
3528
3529 case DXGI_FORMAT_R8_UNORM:
3530 {
3531 outColor->red = *(data + x + y * inputPitch) / 255.0f;
3532 outColor->green = 0.0f;
3533 outColor->blue = 0.0f;
3534 outColor->alpha = 1.0f;
3535 }
3536 break;
3537
3538 case DXGI_FORMAT_R8G8_UNORM:
3539 {
3540 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
3541
3542 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
3543 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
3544 outColor->blue = 0.0f;
3545 outColor->alpha = 1.0f;
3546 }
3547 break;
3548
3549 case DXGI_FORMAT_R16_FLOAT:
3550 {
3551 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
3552 outColor->green = 0.0f;
3553 outColor->blue = 0.0f;
3554 outColor->alpha = 1.0f;
3555 }
3556 break;
3557
3558 case DXGI_FORMAT_R16G16_FLOAT:
3559 {
3560 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
3561 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
3562 outColor->blue = 0.0f;
3563 outColor->alpha = 1.0f;
3564 }
3565 break;
3566
shannon.woods%transgaming.com@gtempaccount.com8dce6512013-04-13 03:42:19 +00003567 case DXGI_FORMAT_R10G10B10A2_UNORM:
3568 {
3569 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
3570 outColor->red = (rgba & 0x000003FF) * (1.0f / 0x000003FF);
3571 outColor->green = (rgba & 0x000FFC00) * (1.0f / 0x000FFC00);
3572 outColor->blue = (rgba & 0x3FF00000) * (1.0f / 0x3FF00000);
3573 outColor->alpha = (rgba & 0xC0000000) * (1.0f / 0xC0000000);
3574 }
3575 break;
3576
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003577 default:
3578 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
3579 UNIMPLEMENTED();
3580 break;
3581 }
3582}
3583
3584static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
3585 unsigned int y, int outputPitch, void *outData)
3586{
3587 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
3588 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
3589
3590 switch (format)
3591 {
3592 case GL_RGBA:
3593 switch (type)
3594 {
3595 case GL_UNSIGNED_BYTE:
3596 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3597 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3598 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3599 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3600 break;
3601
3602 default:
3603 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
3604 UNIMPLEMENTED();
3605 break;
3606 }
3607 break;
3608
3609 case GL_BGRA_EXT:
3610 switch (type)
3611 {
3612 case GL_UNSIGNED_BYTE:
3613 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3614 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3615 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
3616 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3617 break;
3618
3619 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
3620 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3621 // this type is packed as follows:
3622 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3623 // --------------------------------------------------------------------------------
3624 // | 4th | 3rd | 2nd | 1st component |
3625 // --------------------------------------------------------------------------------
3626 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3627 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3628 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
3629 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
3630 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
3631 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
3632 break;
3633
3634 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
3635 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3636 // this type is packed as follows:
3637 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3638 // --------------------------------------------------------------------------------
3639 // | 4th | 3rd | 2nd | 1st component |
3640 // --------------------------------------------------------------------------------
3641 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3642 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3643 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
3644 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
3645 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
3646 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
3647 break;
3648
3649 default:
3650 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
3651 UNIMPLEMENTED();
3652 break;
3653 }
3654 break;
3655
3656 case GL_RGB:
3657 switch (type)
3658 {
3659 case GL_UNSIGNED_SHORT_5_6_5:
3660 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3661 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
3662 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
3663 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
3664 break;
3665
3666 case GL_UNSIGNED_BYTE:
3667 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3668 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3669 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3670 break;
3671
3672 default:
3673 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
3674 UNIMPLEMENTED();
3675 break;
3676 }
3677 break;
3678
3679 default:
3680 ERR("WritePixelColor not implemented for format 0x%X.", format);
3681 UNIMPLEMENTED();
3682 break;
3683 }
3684}
3685
3686void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
3687 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
3688 GLint packAlignment, void *pixels)
3689{
3690 D3D11_TEXTURE2D_DESC textureDesc;
3691 texture->GetDesc(&textureDesc);
3692
3693 D3D11_TEXTURE2D_DESC stagingDesc;
3694 stagingDesc.Width = area.width;
3695 stagingDesc.Height = area.height;
3696 stagingDesc.MipLevels = 1;
3697 stagingDesc.ArraySize = 1;
3698 stagingDesc.Format = textureDesc.Format;
3699 stagingDesc.SampleDesc.Count = 1;
3700 stagingDesc.SampleDesc.Quality = 0;
3701 stagingDesc.Usage = D3D11_USAGE_STAGING;
3702 stagingDesc.BindFlags = 0;
3703 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
3704 stagingDesc.MiscFlags = 0;
3705
3706 ID3D11Texture2D* stagingTex = NULL;
3707 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
3708 if (FAILED(result))
3709 {
3710 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
3711 return;
3712 }
3713
3714 ID3D11Texture2D* srcTex = NULL;
3715 if (textureDesc.SampleDesc.Count > 1)
3716 {
3717 D3D11_TEXTURE2D_DESC resolveDesc;
3718 resolveDesc.Width = textureDesc.Width;
3719 resolveDesc.Height = textureDesc.Height;
3720 resolveDesc.MipLevels = 1;
3721 resolveDesc.ArraySize = 1;
3722 resolveDesc.Format = textureDesc.Format;
3723 resolveDesc.SampleDesc.Count = 1;
3724 resolveDesc.SampleDesc.Quality = 0;
3725 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
3726 resolveDesc.BindFlags = 0;
3727 resolveDesc.CPUAccessFlags = 0;
3728 resolveDesc.MiscFlags = 0;
3729
3730 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
3731 if (FAILED(result))
3732 {
3733 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
3734 stagingTex->Release();
3735 return;
3736 }
3737
3738 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
3739 subResource = 0;
3740 }
3741 else
3742 {
3743 srcTex = texture;
3744 srcTex->AddRef();
3745 }
3746
3747 D3D11_BOX srcBox;
3748 srcBox.left = area.x;
3749 srcBox.right = area.x + area.width;
3750 srcBox.top = area.y;
3751 srcBox.bottom = area.y + area.height;
3752 srcBox.front = 0;
3753 srcBox.back = 1;
3754
3755 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
3756
3757 srcTex->Release();
3758 srcTex = NULL;
3759
3760 D3D11_MAPPED_SUBRESOURCE mapping;
3761 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
3762
3763 unsigned char *source;
3764 int inputPitch;
3765 if (packReverseRowOrder)
3766 {
3767 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
3768 inputPitch = -static_cast<int>(mapping.RowPitch);
3769 }
3770 else
3771 {
3772 source = static_cast<unsigned char*>(mapping.pData);
3773 inputPitch = static_cast<int>(mapping.RowPitch);
3774 }
3775
3776 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
3777 if (fastPixelSize != 0)
3778 {
3779 unsigned char *dest = static_cast<unsigned char*>(pixels);
3780 for (int j = 0; j < area.height; j++)
3781 {
3782 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
3783 }
3784 }
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003785 else if (textureDesc.Format == DXGI_FORMAT_B8G8R8A8_UNORM &&
3786 format == GL_RGBA &&
3787 type == GL_UNSIGNED_BYTE)
3788 {
3789 // Fast path for swapping red with blue
3790 unsigned char *dest = static_cast<unsigned char*>(pixels);
3791
3792 for (int j = 0; j < area.height; j++)
3793 {
3794 for (int i = 0; i < area.width; i++)
3795 {
3796 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
3797 *(unsigned int*)(dest + 4 * i + j * outputPitch) =
3798 (argb & 0xFF00FF00) | // Keep alpha and green
3799 (argb & 0x00FF0000) >> 16 | // Move red to blue
3800 (argb & 0x000000FF) << 16; // Move blue to red
3801 }
3802 }
3803 }
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003804 else
3805 {
3806 gl::Color pixelColor;
3807 for (int j = 0; j < area.height; j++)
3808 {
3809 for (int i = 0; i < area.width; i++)
3810 {
3811 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
3812 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
3813 }
3814 }
3815 }
3816
3817 mDeviceContext->Unmap(stagingTex, 0);
3818
3819 stagingTex->Release();
3820 stagingTex = NULL;
3821}
3822
shannon.woods%transgaming.com@gtempaccount.com86df5a42013-04-13 03:34:07 +00003823bool Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget,
3824 RenderTarget *drawRenderTarget, bool wholeBufferCopy)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003825{
3826 ASSERT(readRect.width == drawRect.width && readRect.height == drawRect.height);
3827
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003828 RenderTarget11 *readRenderTarget11 = RenderTarget11::makeRenderTarget11(readRenderTarget);
3829 if (!readRenderTarget)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003830 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003831 ERR("Failed to retrieve the read render target from the read framebuffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003832 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003833 }
3834
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003835 ID3D11Resource *readTexture = NULL;
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003836 unsigned int readSubresource = 0;
3837 if (readRenderTarget->getSamples() > 0)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003838 {
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003839 ID3D11Resource *unresolvedResource = readRenderTarget11->getTexture();
3840 ID3D11Texture2D *unresolvedTexture = d3d11::DynamicCastComObject<ID3D11Texture2D>(unresolvedResource);
3841 unresolvedResource->Release();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003842
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003843 if (unresolvedTexture)
3844 {
3845 readTexture = resolveMultisampledTexture(unresolvedTexture, readRenderTarget11->getSubresourceIndex());
3846 readSubresource = 0;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003847
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003848 unresolvedTexture->Release();
3849 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003850 }
3851 else
3852 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003853 readTexture = readRenderTarget11->getTexture();
3854 readSubresource = readRenderTarget11->getSubresourceIndex();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003855 }
3856
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003857 if (!readTexture)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003858 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003859 ERR("Failed to retrieve the read render target view from the read render target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003860 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003861 }
3862
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003863 RenderTarget11 *drawRenderTarget11 = RenderTarget11::makeRenderTarget11(drawRenderTarget);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003864 if (!drawRenderTarget)
3865 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003866 readTexture->Release();
3867 ERR("Failed to retrieve the draw render target from the draw framebuffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003868 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003869 }
3870
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003871 ID3D11Resource *drawTexture = drawRenderTarget11->getTexture();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003872 unsigned int drawSubresource = drawRenderTarget11->getSubresourceIndex();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003873
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003874 D3D11_BOX readBox;
3875 readBox.left = readRect.x;
3876 readBox.right = readRect.x + readRect.width;
3877 readBox.top = readRect.y;
3878 readBox.bottom = readRect.y + readRect.height;
3879 readBox.front = 0;
3880 readBox.back = 1;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003881
shannon.woods%transgaming.com@gtempaccount.com86df5a42013-04-13 03:34:07 +00003882 // D3D11 needs depth-stencil CopySubresourceRegions to have a NULL pSrcBox
3883 // We also require complete framebuffer copies for depth-stencil blit.
3884 D3D11_BOX *pSrcBox = wholeBufferCopy ? NULL : &readBox;
3885
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003886 mDeviceContext->CopySubresourceRegion(drawTexture, drawSubresource, drawRect.x, drawRect.y, 0,
shannon.woods%transgaming.com@gtempaccount.com86df5a42013-04-13 03:34:07 +00003887 readTexture, readSubresource, pSrcBox);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003888
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003889 readTexture->Release();
3890 drawTexture->Release();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003891
3892 return true;
3893}
3894
shannon.woods@transgaming.comd67f9ce2013-02-28 23:06:09 +00003895ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
3896{
3897 D3D11_TEXTURE2D_DESC textureDesc;
3898 source->GetDesc(&textureDesc);
3899
3900 if (textureDesc.SampleDesc.Count > 1)
3901 {
3902 D3D11_TEXTURE2D_DESC resolveDesc;
3903 resolveDesc.Width = textureDesc.Width;
3904 resolveDesc.Height = textureDesc.Height;
3905 resolveDesc.MipLevels = 1;
3906 resolveDesc.ArraySize = 1;
3907 resolveDesc.Format = textureDesc.Format;
3908 resolveDesc.SampleDesc.Count = 1;
3909 resolveDesc.SampleDesc.Quality = 0;
3910 resolveDesc.Usage = textureDesc.Usage;
3911 resolveDesc.BindFlags = textureDesc.BindFlags;
3912 resolveDesc.CPUAccessFlags = 0;
3913 resolveDesc.MiscFlags = 0;
3914
3915 ID3D11Texture2D *resolveTexture = NULL;
3916 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
3917 if (FAILED(result))
3918 {
3919 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
3920 return NULL;
3921 }
3922
3923 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
3924 return resolveTexture;
3925 }
3926 else
3927 {
3928 source->AddRef();
3929 return source;
3930 }
3931}
3932
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003933}