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daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001//
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00002// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00003// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
8
9#include "common/debug.h"
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000013#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000014#include "libGLESv2/Program.h"
15#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000016#include "libGLESv2/Framebuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000017#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000018#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000019#include "libGLESv2/renderer/renderer11_utils.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"
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000025#include "libGLESv2/renderer/VertexDataManager.h"
26#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +000027#include "libGLESv2/renderer/TextureStorage11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000028
29#include "libEGL/Config.h"
30#include "libEGL/Display.h"
31
32namespace rx
33{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000034static const DXGI_FORMAT RenderTargetFormats[] =
35 {
36 DXGI_FORMAT_R8G8B8A8_UNORM
37 };
38
39static const DXGI_FORMAT DepthStencilFormats[] =
40 {
41 DXGI_FORMAT_D24_UNORM_S8_UINT
42 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000043
44Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
45{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000046 mVertexDataManager = NULL;
47 mIndexDataManager = NULL;
48
daniel@transgaming.comc5114302012-12-20 21:11:36 +000049 mLineLoopIB = NULL;
50
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000051 mD3d11Module = NULL;
52 mDxgiModule = NULL;
53
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000054 mDeviceLost = false;
55
daniel@transgaming.com25072f62012-11-28 19:31:32 +000056 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000057 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000058 mDxgiAdapter = NULL;
59 mDxgiFactory = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000060}
61
62Renderer11::~Renderer11()
63{
64 releaseDeviceResources();
65
daniel@transgaming.com65e65372012-11-28 19:33:50 +000066 if (mDxgiFactory)
67 {
68 mDxgiFactory->Release();
69 mDxgiFactory = NULL;
70 }
71
72 if (mDxgiAdapter)
73 {
74 mDxgiAdapter->Release();
75 mDxgiAdapter = NULL;
76 }
77
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000078 if (mDeviceContext)
79 {
daniel@transgaming.comd5df4e82013-01-11 04:11:21 +000080 mDeviceContext->ClearState();
81 mDeviceContext->Flush();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000082 mDeviceContext->Release();
83 mDeviceContext = NULL;
84 }
85
daniel@transgaming.com25072f62012-11-28 19:31:32 +000086 if (mDevice)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000087 {
daniel@transgaming.com25072f62012-11-28 19:31:32 +000088 mDevice->Release();
89 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000090 }
91
92 if (mD3d11Module)
93 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000094 FreeLibrary(mD3d11Module);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000095 mD3d11Module = NULL;
96 }
97
98 if (mDxgiModule)
99 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000100 FreeLibrary(mDxgiModule);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000101 mDxgiModule = NULL;
102 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000103}
104
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000105Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
106{
107 ASSERT(dynamic_cast<rx::Renderer11*>(renderer) != NULL);
108 return static_cast<rx::Renderer11*>(renderer);
109}
110
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000111EGLint Renderer11::initialize()
112{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000113 if (!initializeCompiler())
114 {
115 return EGL_NOT_INITIALIZED;
116 }
117
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000118 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
119 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000120
121 if (mD3d11Module == NULL || mDxgiModule == NULL)
122 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000123 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000124 return EGL_NOT_INITIALIZED;
125 }
126
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000127 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000128
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000129 if (D3D11CreateDevice == NULL)
130 {
131 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
132 return EGL_NOT_INITIALIZED;
133 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000134
135 D3D_FEATURE_LEVEL featureLevel[] =
136 {
137 D3D_FEATURE_LEVEL_11_0,
138 D3D_FEATURE_LEVEL_10_1,
139 D3D_FEATURE_LEVEL_10_0,
140 };
141
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000142 HRESULT result = D3D11CreateDevice(NULL,
143 D3D_DRIVER_TYPE_HARDWARE,
144 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000145 #if defined(_DEBUG)
146 D3D11_CREATE_DEVICE_DEBUG,
147 #else
148 0,
149 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000150 featureLevel,
151 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000152 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000153 &mDevice,
154 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000155 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000156
157 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000158 {
159 ERR("Could not create D3D11 device - aborting!\n");
160 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
161 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000162
163 IDXGIDevice *dxgiDevice = NULL;
164 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
165
166 if (FAILED(result))
167 {
168 ERR("Could not query DXGI device - aborting!\n");
169 return EGL_NOT_INITIALIZED;
170 }
171
172 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
173
174 if (FAILED(result))
175 {
176 ERR("Could not retrieve DXGI adapter - aborting!\n");
177 return EGL_NOT_INITIALIZED;
178 }
179
180 dxgiDevice->Release();
181
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000182 mDxgiAdapter->GetDesc(&mAdapterDescription);
183 memset(mDescription, 0, sizeof(mDescription));
184 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
185
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000186 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
187
188 if (!mDxgiFactory || FAILED(result))
189 {
190 ERR("Could not create DXGI factory - aborting!\n");
191 return EGL_NOT_INITIALIZED;
192 }
193
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000194 initializeDevice();
195
196 return EGL_SUCCESS;
197}
198
199// do any one-time device initialization
200// NOTE: this is also needed after a device lost/reset
201// to reset the scene status and ensure the default states are reset.
202void Renderer11::initializeDevice()
203{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000204 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000205 mInputLayoutCache.initialize(mDevice, mDeviceContext);
206
207 ASSERT(!mVertexDataManager && !mIndexDataManager);
208 mVertexDataManager = new VertexDataManager(this);
209 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000210
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000211 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000212}
213
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000214int Renderer11::generateConfigs(ConfigDesc **configDescList)
215{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000216 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
217 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000218 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
219 int numConfigs = 0;
220
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000221 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000222 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000223 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000224 {
225 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
226
227 UINT formatSupport = 0;
228 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
229
230 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
231 {
232 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
233
234 UINT formatSupport = 0;
235 HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
236
237 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL))
238 {
239 ConfigDesc newConfig;
240 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
241 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
242 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
243 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
244
245 (*configDescList)[numConfigs++] = newConfig;
246 }
247 }
248 }
249 }
250
251 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000252}
253
254void Renderer11::deleteConfigs(ConfigDesc *configDescList)
255{
256 delete [] (configDescList);
257}
258
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000259void Renderer11::sync(bool block)
260{
261 // TODO
daniel@transgaming.come76b64b2013-01-11 04:10:08 +0000262 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000263}
264
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000265SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
266{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000267 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000268}
269
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000270void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
271{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000272 if (type == gl::SAMPLER_PIXEL)
273 {
274 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
275 {
276 ERR("Pixel shader sampler index %i is not valid.", index);
277 return;
278 }
279
280 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
281 {
282 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
283
284 if (!dxSamplerState)
285 {
286 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
287 "sampler state for pixel shaders at slot %i.", index);
288 }
289
290 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
291
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000292 mCurPixelSamplerStates[index] = samplerState;
293 }
294
295 mForceSetPixelSamplerStates[index] = false;
296 }
297 else if (type == gl::SAMPLER_VERTEX)
298 {
299 if (index < 0 || index >= gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF)
300 {
301 ERR("Vertex shader sampler index %i is not valid.", index);
302 return;
303 }
304
305 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
306 {
307 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
308
309 if (!dxSamplerState)
310 {
311 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
312 "sampler state for vertex shaders at slot %i.", index);
313 }
314
315 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
316
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000317 mCurVertexSamplerStates[index] = samplerState;
318 }
319
320 mForceSetVertexSamplerStates[index] = false;
321 }
322 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000323}
324
325void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
326{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000327 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000328 unsigned int serial = 0;
329 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000330
331 if (texture)
332 {
333 TextureStorageInterface *texStorage = texture->getNativeTexture();
334 if (texStorage)
335 {
336 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
337 textureSRV = storage11->getSRV();
338 }
339
340 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
341 // missing the shader resource view
342 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000343
344 serial = texture->getTextureSerial();
345 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000346 }
347
348 if (type == gl::SAMPLER_PIXEL)
349 {
350 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
351 {
352 ERR("Pixel shader sampler index %i is not valid.", index);
353 return;
354 }
355
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000356 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
357 {
358 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
359 }
360
361 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000362 }
363 else if (type == gl::SAMPLER_VERTEX)
364 {
365 if (index < 0 || index >= gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF)
366 {
367 ERR("Vertex shader sampler index %i is not valid.", index);
368 return;
369 }
370
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000371 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
372 {
373 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
374 }
375
376 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000377 }
378 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000379}
380
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000381void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000382{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000383 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000384 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000385 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
386 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000387 if (!dxRasterState)
388 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000389 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000390 "rasterizer state.");
391 }
392
393 mDeviceContext->RSSetState(dxRasterState);
394
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000395 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000396 }
397
398 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000399}
400
401void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
402 unsigned int sampleMask)
403{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000404 if (mForceSetBlendState ||
405 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
406 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
407 sampleMask != mCurSampleMask)
408 {
409 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
410 if (!dxBlendState)
411 {
412 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
413 "blend state.");
414 }
415
416 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
417 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
418
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000419 mCurBlendState = blendState;
420 mCurBlendColor = blendColor;
421 mCurSampleMask = sampleMask;
422 }
423
424 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000425}
426
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000427void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000428 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000429{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000430 if (mForceSetDepthStencilState ||
431 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
432 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
433 {
434 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
435 stencilRef != stencilBackRef ||
436 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
437 {
438 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
439 "invalid under WebGL.");
440 return error(GL_INVALID_OPERATION);
441 }
442
443 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
444 if (!dxDepthStencilState)
445 {
446 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
447 "setting the default depth stencil state.");
448 }
449
450 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
451
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000452 mCurDepthStencilState = depthStencilState;
453 mCurStencilRef = stencilRef;
454 mCurStencilBackRef = stencilBackRef;
455 }
456
457 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000458}
459
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000460void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000461{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000462 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
463 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000464 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000465 if (enabled)
466 {
467 D3D11_RECT rect;
468 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
469 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
470 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
471 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000472
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000473 mDeviceContext->RSSetScissorRects(1, &rect);
474 }
475
476 if (enabled != mScissorEnabled)
477 {
478 mForceSetRasterState = true;
479 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000480
481 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000482 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000483 }
484
485 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000486}
487
daniel@transgaming.com12985182012-12-20 20:56:31 +0000488bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
489 bool ignoreViewport, gl::ProgramBinary *currentProgram, bool forceSetUniforms)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000490{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000491 gl::Rectangle actualViewport = viewport;
492 float actualZNear = gl::clamp01(zNear);
493 float actualZFar = gl::clamp01(zFar);
494 if (ignoreViewport)
495 {
496 actualViewport.x = 0;
497 actualViewport.y = 0;
498 actualViewport.width = mRenderTargetDesc.width;
499 actualViewport.height = mRenderTargetDesc.height;
500 actualZNear = 0.0f;
501 actualZFar = 1.0f;
502 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000503
504 D3D11_VIEWPORT dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000505 dxViewport.TopLeftX = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
506 dxViewport.TopLeftY = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
507 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.TopLeftX));
508 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.TopLeftY));
509 dxViewport.MinDepth = actualZNear;
510 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000511
512 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
513 {
514 return false; // Nothing to render
515 }
516
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000517 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
518 actualZNear != mCurNear || actualZFar != mCurFar;
519
daniel@transgaming.com53670042012-11-28 20:55:51 +0000520 if (viewportChanged)
521 {
522 mDeviceContext->RSSetViewports(1, &dxViewport);
523
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000524 mCurViewport = actualViewport;
525 mCurNear = actualZNear;
526 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000527 }
528
529 if (currentProgram && (viewportChanged || forceSetUniforms))
530 {
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000531 currentProgram->applyDxHalfPixelSize(0.0f, 0.0f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000532
533 // These values are used for computing gl_FragCoord in Program::linkVaryings().
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000534 currentProgram->applyDxCoord(actualViewport.width * 0.5f,
535 actualViewport.height * 0.5f,
536 actualViewport.x + (actualViewport.width * 0.5f),
537 actualViewport.y + (actualViewport.height * 0.5f));
daniel@transgaming.com53670042012-11-28 20:55:51 +0000538
daniel@transgaming.com12985182012-12-20 20:56:31 +0000539 GLfloat ccw = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000540 currentProgram->applyDxDepthFront((actualZFar - actualZNear) * 0.5f, (actualZNear + actualZFar) * 0.5f, ccw);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000541
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000542 currentProgram->applyDxDepthRange(actualZNear, actualZFar, actualZFar - actualZNear);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000543 }
544
545 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000546 return true;
547}
548
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000549bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
550{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000551 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000552
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000553 switch (mode)
554 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000555 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
556 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000557 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000558 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
559 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
560 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000561 case GL_TRIANGLE_FAN: UNIMPLEMENTED(); /* TODO */ break;
562 default:
563 return error(GL_INVALID_ENUM, false);
564 }
565
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000566 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000567
568 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000569}
570
571bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000572{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000573 // Get the color render buffer and serial
574 gl::Renderbuffer *renderbufferObject = NULL;
575 unsigned int renderTargetSerial = 0;
576 if (framebuffer->getColorbufferType() != GL_NONE)
577 {
578 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000579
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000580 if (!renderbufferObject)
581 {
582 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000583 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000584 }
585
586 renderTargetSerial = renderbufferObject->getSerial();
587 }
588
589 // Get the depth stencil render buffer and serials
590 gl::Renderbuffer *depthStencil = NULL;
591 unsigned int depthbufferSerial = 0;
592 unsigned int stencilbufferSerial = 0;
593 if (framebuffer->getDepthbufferType() != GL_NONE)
594 {
595 depthStencil = framebuffer->getDepthbuffer();
596 if (!depthStencil)
597 {
598 ERR("Depth stencil pointer unexpectedly null.");
599 return false;
600 }
601
602 depthbufferSerial = depthStencil->getSerial();
603 }
604 else if (framebuffer->getStencilbufferType() != GL_NONE)
605 {
606 depthStencil = framebuffer->getStencilbuffer();
607 if (!depthStencil)
608 {
609 ERR("Depth stencil pointer unexpectedly null.");
610 return false;
611 }
612
613 stencilbufferSerial = depthStencil->getSerial();
614 }
615
616 // Extract the render target dimensions and view
617 unsigned int renderTargetWidth = 0;
618 unsigned int renderTargetHeight = 0;
619 GLenum renderTargetFormat = 0;
620 ID3D11RenderTargetView* framebufferRTV = NULL;
621 if (renderbufferObject)
622 {
623 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
624 if (!renderTarget)
625 {
626 ERR("render target pointer unexpectedly null.");
627 return false;
628 }
629
630 framebufferRTV = renderTarget->getRenderTargetView();
631 if (!framebufferRTV)
632 {
633 ERR("render target view pointer unexpectedly null.");
634 return false;
635 }
636
637 renderTargetWidth = renderbufferObject->getWidth();
638 renderTargetHeight = renderbufferObject->getHeight();
639 renderTargetFormat = renderbufferObject->getActualFormat();
640 }
641
642 // Extract the depth stencil sizes and view
643 unsigned int depthSize = 0;
644 unsigned int stencilSize = 0;
645 ID3D11DepthStencilView* framebufferDSV = NULL;
646 if (depthStencil)
647 {
648 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
649 if (!depthStencilRenderTarget)
650 {
651 ERR("render target pointer unexpectedly null.");
652 if (framebufferRTV)
653 {
654 framebufferRTV->Release();
655 }
656 return false;
657 }
658
659 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
660 if (!framebufferDSV)
661 {
662 ERR("depth stencil view pointer unexpectedly null.");
663 if (framebufferRTV)
664 {
665 framebufferRTV->Release();
666 }
667 return false;
668 }
669
670 // If there is no render buffer, the width, height and format values come from
671 // the depth stencil
672 if (!renderbufferObject)
673 {
674 renderTargetWidth = depthStencil->getWidth();
675 renderTargetHeight = depthStencil->getHeight();
676 renderTargetFormat = depthStencil->getActualFormat();
677 }
678
679 depthSize = depthStencil->getDepthSize();
680 stencilSize = depthStencil->getStencilSize();
681 }
682
683 // Apply the render target and depth stencil
684 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
685 renderTargetSerial != mAppliedRenderTargetSerial ||
686 depthbufferSerial != mAppliedDepthbufferSerial ||
687 stencilbufferSerial != mAppliedStencilbufferSerial)
688 {
689 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
690
691 mRenderTargetDesc.width = renderTargetWidth;
692 mRenderTargetDesc.height = renderTargetHeight;
693 mRenderTargetDesc.format = renderTargetFormat;
694 mForceSetViewport = true; // TODO: It may not be required to clamp the viewport in D3D11
695 mForceSetScissor = true; // TODO: It may not be required to clamp the scissor in D3D11
696
697 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
698 {
699 mCurDepthSize = depthSize;
700 mForceSetRasterState = true;
701 }
702
703 mCurStencilSize = stencilSize;
704
705 mAppliedRenderTargetSerial = renderTargetSerial;
706 mAppliedDepthbufferSerial = depthbufferSerial;
707 mAppliedStencilbufferSerial = stencilbufferSerial;
708 mRenderTargetDescInitialized = true;
709 mDepthStencilInitialized = true;
710 }
711
712 if (framebufferRTV)
713 {
714 framebufferRTV->Release();
715 }
716 if (framebufferDSV)
717 {
718 framebufferDSV->Release();
719 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000720
721 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000722}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000723
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000724GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000725{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000726 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
727 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
728 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000729 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000730 return err;
731 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000732
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000733 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000734}
735
daniel@transgaming.com31240482012-11-28 21:06:41 +0000736GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000737{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000738 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000739
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000740 if (err == GL_NO_ERROR)
741 {
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000742 if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000743 {
744 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
745
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000746 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000747 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000748 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000749 }
750 }
751
752 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000753}
754
755void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
756{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000757 if (mode == GL_LINE_LOOP)
758 {
759 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
760 }
761 else if (instances > 0)
762 {
763 // TODO
764 UNIMPLEMENTED();
765 }
766 else
767 {
768 mDeviceContext->Draw(count, 0);
769 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000770}
771
daniel@transgaming.com31240482012-11-28 21:06:41 +0000772void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000773{
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000774 if (mode == GL_LINE_LOOP)
775 {
776 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
777 }
778 else
779 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +0000780 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000781 }
782}
783
784void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
785{
786 // Get the raw indices for an indexed draw
787 if (type != GL_NONE && elementArrayBuffer)
788 {
789 gl::Buffer *indexBuffer = elementArrayBuffer;
790 intptr_t offset = reinterpret_cast<intptr_t>(indices);
791 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
792 }
793
794 if (!mLineLoopIB)
795 {
796 mLineLoopIB = new StreamingIndexBufferInterface(this);
797 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
798 {
799 delete mLineLoopIB;
800 mLineLoopIB = NULL;
801
802 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
803 return error(GL_OUT_OF_MEMORY);
804 }
805 }
806
807 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
808 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
809 {
810 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
811 return error(GL_OUT_OF_MEMORY);
812 }
813
814 void* mappedMemory = NULL;
815 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
816 if (offset == -1 || mappedMemory == NULL)
817 {
818 ERR("Could not map index buffer for GL_LINE_LOOP.");
819 return error(GL_OUT_OF_MEMORY);
820 }
821
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000822 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000823 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000824
825 switch (type)
826 {
827 case GL_NONE: // Non-indexed draw
828 for (int i = 0; i < count; i++)
829 {
830 data[i] = i;
831 }
832 data[count] = 0;
833 break;
834 case GL_UNSIGNED_BYTE:
835 for (int i = 0; i < count; i++)
836 {
837 data[i] = static_cast<const GLubyte*>(indices)[i];
838 }
839 data[count] = static_cast<const GLubyte*>(indices)[0];
840 break;
841 case GL_UNSIGNED_SHORT:
842 for (int i = 0; i < count; i++)
843 {
844 data[i] = static_cast<const GLushort*>(indices)[i];
845 }
846 data[count] = static_cast<const GLushort*>(indices)[0];
847 break;
848 case GL_UNSIGNED_INT:
849 for (int i = 0; i < count; i++)
850 {
851 data[i] = static_cast<const GLuint*>(indices)[i];
852 }
853 data[count] = static_cast<const GLuint*>(indices)[0];
854 break;
855 default: UNREACHABLE();
856 }
857
858 if (!mLineLoopIB->unmapBuffer())
859 {
860 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
861 return error(GL_OUT_OF_MEMORY);
862 }
863
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000864 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000865 {
866 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
867
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000868 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000869 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000870 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000871 }
872
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000873 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000874}
875
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +0000876void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
877{
daniel@transgaming.come4991412012-12-20 20:55:34 +0000878 unsigned int programBinarySerial = programBinary->getSerial();
879 if (programBinarySerial != mAppliedProgramBinarySerial)
880 {
881 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
882 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000883
daniel@transgaming.come4991412012-12-20 20:55:34 +0000884 ID3D11VertexShader *vertexShader = NULL;
885 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000886
daniel@transgaming.come4991412012-12-20 20:55:34 +0000887 ID3D11PixelShader *pixelShader = NULL;
888 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000889
daniel@transgaming.come4991412012-12-20 20:55:34 +0000890 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
891 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
892 programBinary->dirtyAllUniforms();
893
894 mAppliedProgramBinarySerial = programBinarySerial;
895 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +0000896}
897
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +0000898void Renderer11::applyUniforms(const gl::UniformArray *uniformArray, const dx_VertexConstants &vertexConstants, const dx_PixelConstants &pixelConstants)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +0000899{
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000900 D3D11_BUFFER_DESC constantBufferDescription = {0};
901 constantBufferDescription.ByteWidth = D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * sizeof(float[4]);
902 constantBufferDescription.Usage = D3D11_USAGE_DYNAMIC;
903 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
904 constantBufferDescription.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
905 constantBufferDescription.MiscFlags = 0;
906 constantBufferDescription.StructureByteStride = 0;
907
908 ID3D11Buffer *constantBufferVS = NULL;
909 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &constantBufferVS);
910 ASSERT(SUCCEEDED(result));
911
912 ID3D11Buffer *constantBufferPS = NULL;
913 result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &constantBufferPS);
914 ASSERT(SUCCEEDED(result));
915
916 D3D11_MAPPED_SUBRESOURCE mapVS = {0};
917 result = mDeviceContext->Map(constantBufferVS, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapVS);
918 ASSERT(SUCCEEDED(result));
919
920 D3D11_MAPPED_SUBRESOURCE mapPS = {0};
921 result = mDeviceContext->Map(constantBufferPS, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapPS);
922 ASSERT(SUCCEEDED(result));
923
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000924 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +0000925 {
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000926 const gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000927
928 switch (uniform->type)
929 {
daniel@transgaming.comda8d3802012-12-20 21:12:55 +0000930 case GL_SAMPLER_2D:
931 case GL_SAMPLER_CUBE:
932 break;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000933 case GL_FLOAT:
934 case GL_FLOAT_VEC2:
935 case GL_FLOAT_VEC3:
936 case GL_FLOAT_VEC4:
937 case GL_FLOAT_MAT2:
938 case GL_FLOAT_MAT3:
939 case GL_FLOAT_MAT4:
daniel@transgaming.come76b64b2013-01-11 04:10:08 +0000940 if (uniform->vsRegisterIndex >= 0)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000941 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +0000942 GLfloat (*c)[4] = (GLfloat(*)[4])mapVS.pData;
943 float (*f)[4] = (float(*)[4])uniform->data;
944
945 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000946 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +0000947 c[uniform->vsRegisterIndex + i][0] = f[i][0];
948 c[uniform->vsRegisterIndex + i][1] = f[i][1];
949 c[uniform->vsRegisterIndex + i][2] = f[i][2];
950 c[uniform->vsRegisterIndex + i][3] = f[i][3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000951 }
952 }
daniel@transgaming.come76b64b2013-01-11 04:10:08 +0000953 if (uniform->psRegisterIndex >= 0)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000954 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +0000955 GLfloat (*c)[4] = (GLfloat(*)[4])mapPS.pData;
956 float (*f)[4] = (float(*)[4])uniform->data;
957
958 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000959 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +0000960 c[uniform->psRegisterIndex + i][0] = f[i][0];
961 c[uniform->psRegisterIndex + i][1] = f[i][1];
962 c[uniform->psRegisterIndex + i][2] = f[i][2];
963 c[uniform->psRegisterIndex + i][3] = f[i][3];
964 }
965 }
966 break;
967 case GL_INT:
968 case GL_INT_VEC2:
969 case GL_INT_VEC3:
970 case GL_INT_VEC4:
971 if (uniform->vsRegisterIndex >= 0)
972 {
973 int (*c)[4] = (int(*)[4])mapVS.pData;
974 GLint *x = (GLint*)uniform->data;
975 int count = gl::VariableColumnCount(uniform->type);
976
977 for (unsigned int i = 0; i < uniform->registerCount; i++)
978 {
979 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = x[i * count + 0];
980 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = x[i * count + 1];
981 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = x[i * count + 2];
982 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = x[i * count + 3];
983 }
984 }
985 if (uniform->psRegisterIndex >= 0)
986 {
987 int (*c)[4] = (int(*)[4])mapPS.pData;
988 GLint *x = (GLint*)uniform->data;
989 int count = gl::VariableColumnCount(uniform->type);
990
991 for (unsigned int i = 0; i < uniform->registerCount; i++)
992 {
993 if (count >= 1) c[uniform->psRegisterIndex + i][0] = x[i * count + 0];
994 if (count >= 2) c[uniform->psRegisterIndex + i][1] = x[i * count + 1];
995 if (count >= 3) c[uniform->psRegisterIndex + i][2] = x[i * count + 2];
996 if (count >= 4) c[uniform->psRegisterIndex + i][3] = x[i * count + 3];
997 }
998 }
999 break;
1000 case GL_BOOL:
1001 case GL_BOOL_VEC2:
1002 case GL_BOOL_VEC3:
1003 case GL_BOOL_VEC4:
1004 if (uniform->vsRegisterIndex >= 0)
1005 {
1006 int (*c)[4] = (int(*)[4])mapVS.pData;
1007 GLboolean *b = (GLboolean*)uniform->data;
1008 int count = gl::VariableColumnCount(uniform->type);
1009
1010 for (unsigned int i = 0; i < uniform->registerCount; i++)
1011 {
1012 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = b[i * count + 0];
1013 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = b[i * count + 1];
1014 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = b[i * count + 2];
1015 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = b[i * count + 3];
1016 }
1017 }
1018 if (uniform->psRegisterIndex >= 0)
1019 {
1020 int (*c)[4] = (int(*)[4])mapPS.pData;
1021 GLboolean *b = (GLboolean*)uniform->data;
1022 int count = gl::VariableColumnCount(uniform->type);
1023
1024 for (unsigned int i = 0; i < uniform->registerCount; i++)
1025 {
1026 if (count >= 1) c[uniform->psRegisterIndex + i][0] = b[i * count + 0];
1027 if (count >= 2) c[uniform->psRegisterIndex + i][1] = b[i * count + 1];
1028 if (count >= 3) c[uniform->psRegisterIndex + i][2] = b[i * count + 2];
1029 if (count >= 4) c[uniform->psRegisterIndex + i][3] = b[i * count + 3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001030 }
1031 }
1032 break;
1033 default:
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001034 UNREACHABLE();
1035 }
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001036 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001037
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001038 // Driver uniforms
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001039 memcpy(mapVS.pData, &vertexConstants, sizeof(dx_VertexConstants));
1040 memcpy(mapPS.pData, &pixelConstants, sizeof(dx_PixelConstants));
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001041
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001042 mDeviceContext->Unmap(constantBufferVS, 0);
1043 mDeviceContext->VSSetConstantBuffers(0, 1, &constantBufferVS);
1044 constantBufferVS->Release();
1045
1046 mDeviceContext->Unmap(constantBufferPS, 0);
1047 mDeviceContext->PSSetConstantBuffers(0, 1, &constantBufferPS);
1048 constantBufferPS->Release();
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001049}
1050
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001051void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001052{
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001053 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1054 {
1055 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
1056 if (renderbufferObject)
1057 {
1058 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1059 if (!renderTarget)
1060 {
1061 ERR("render target pointer unexpectedly null.");
1062 return;
1063 }
1064
1065 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1066 if (!framebufferRTV)
1067 {
1068 ERR("render target view pointer unexpectedly null.");
1069 return;
1070 }
1071
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001072 if (mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1073 mCurScissor.x + mCurScissor.width < renderTarget->getWidth() ||
1074 mCurScissor.y + mCurScissor.height < renderTarget->getHeight()))
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001075 {
1076 // TODO: clearing of subregion of render target
1077 UNIMPLEMENTED();
1078 }
1079
1080 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1081 const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1082 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1083 clearParams.colorMaskBlue && alphaUnmasked);
1084
1085 if (needMaskedColorClear)
1086 {
1087 // TODO: masked color clearing
1088 UNIMPLEMENTED();
1089 }
1090 else
1091 {
1092 const float clearValues[4] = { clearParams.colorClearValue.red,
1093 clearParams.colorClearValue.green,
1094 clearParams.colorClearValue.blue,
1095 clearParams.colorClearValue.alpha };
1096 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
1097 }
1098
1099 framebufferRTV->Release();
1100 }
1101 }
1102 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
1103 {
1104 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1105 if (renderbufferObject)
1106 {
daniel@transgaming.comd0f82bc2012-12-20 21:11:42 +00001107 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001108 if (!renderTarget)
1109 {
1110 ERR("render target pointer unexpectedly null.");
1111 return;
1112 }
1113
1114 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1115 if (!framebufferDSV)
1116 {
1117 ERR("depth stencil view pointer unexpectedly null.");
1118 return;
1119 }
1120
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001121 if (mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1122 mCurScissor.x + mCurScissor.width < renderTarget->getWidth() ||
1123 mCurScissor.y + mCurScissor.height < renderTarget->getHeight()))
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001124 {
1125 // TODO: clearing of subregion of depth stencil view
1126 UNIMPLEMENTED();
1127 }
1128
1129 unsigned int stencilUnmasked = 0x0;
1130 if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
1131 {
1132 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1133 stencilUnmasked = (0x1 << stencilSize) - 1;
1134 }
1135
1136 const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1137 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
1138
1139 if (needMaskedStencilClear)
1140 {
1141 // TODO: masked clearing of depth stencil
1142 UNIMPLEMENTED();
1143 }
1144 else
1145 {
1146 UINT clearFlags = 0;
1147 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1148 {
1149 clearFlags |= D3D11_CLEAR_DEPTH;
1150 }
1151 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1152 {
1153 clearFlags |= D3D11_CLEAR_STENCIL;
1154 }
1155
1156 float depthClear = clearParams.depthClearValue;
1157 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1158
1159 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
1160 }
1161
1162 framebufferDSV->Release();
1163 }
1164 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001165}
1166
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001167void Renderer11::markAllStateDirty()
1168{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001169 mAppliedRenderTargetSerial = 0;
1170 mAppliedDepthbufferSerial = 0;
1171 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001172 mDepthStencilInitialized = false;
1173 mRenderTargetDescInitialized = false;
1174
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001175 for (int i = 0; i < gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; i++)
1176 {
1177 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001178 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001179 }
1180 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1181 {
1182 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001183 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001184 }
1185
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001186 mForceSetBlendState = true;
1187 mForceSetRasterState = true;
1188 mForceSetDepthStencilState = true;
1189 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001190 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001191
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001192 mAppliedIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001193 mAppliedIBOffset = 0;
1194
daniel@transgaming.come4991412012-12-20 20:55:34 +00001195 mAppliedProgramBinarySerial = 0;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001196}
1197
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001198void Renderer11::releaseDeviceResources()
1199{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001200 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001201 mInputLayoutCache.clear();
1202
1203 delete mVertexDataManager;
1204 mVertexDataManager = NULL;
1205
1206 delete mIndexDataManager;
1207 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001208
1209 delete mLineLoopIB;
1210 mLineLoopIB = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001211}
1212
1213void Renderer11::markDeviceLost()
1214{
1215 mDeviceLost = true;
1216}
1217
1218bool Renderer11::isDeviceLost()
1219{
1220 return mDeviceLost;
1221}
1222
1223// set notify to true to broadcast a message to all contexts of the device loss
1224bool Renderer11::testDeviceLost(bool notify)
1225{
1226 bool isLost = false;
1227
1228 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +00001229 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001230
1231 if (isLost)
1232 {
1233 // ensure we note the device loss --
1234 // we'll probably get this done again by markDeviceLost
1235 // but best to remember it!
1236 // Note that we don't want to clear the device loss status here
1237 // -- this needs to be done by resetDevice
1238 mDeviceLost = true;
1239 if (notify)
1240 {
1241 mDisplay->notifyDeviceLost();
1242 }
1243 }
1244
1245 return isLost;
1246}
1247
1248bool Renderer11::testDeviceResettable()
1249{
1250 HRESULT status = D3D_OK;
1251
1252 // TODO
1253 UNIMPLEMENTED();
1254
1255 switch (status)
1256 {
1257 case D3DERR_DEVICENOTRESET:
1258 case D3DERR_DEVICEHUNG:
1259 return true;
1260 default:
1261 return false;
1262 }
1263}
1264
1265bool Renderer11::resetDevice()
1266{
1267 releaseDeviceResources();
1268
1269 // TODO
1270 UNIMPLEMENTED();
1271
1272 // reset device defaults
1273 initializeDevice();
1274 mDeviceLost = false;
1275
1276 return true;
1277}
1278
1279DWORD Renderer11::getAdapterVendor() const
1280{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001281 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001282}
1283
1284const char *Renderer11::getAdapterDescription() const
1285{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001286 return mDescription;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001287}
1288
1289GUID Renderer11::getAdapterIdentifier() const
1290{
1291 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001292 // UNIMPLEMENTED();
1293 GUID foo = {0};
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001294 return foo;
1295}
1296
1297bool Renderer11::getDXT1TextureSupport()
1298{
1299 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001300 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001301 return false;
1302}
1303
1304bool Renderer11::getDXT3TextureSupport()
1305{
1306 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001307 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001308 return false;
1309}
1310
1311bool Renderer11::getDXT5TextureSupport()
1312{
1313 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001314 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001315 return false;
1316}
1317
1318bool Renderer11::getDepthTextureSupport() const
1319{
1320 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001321 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001322 return false;
1323}
1324
1325bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
1326{
1327 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001328 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001329
1330 *filtering = false;
1331 *renderable = false;
1332 return false;
1333}
1334
1335bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
1336{
1337 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001338 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001339
1340 *filtering = false;
1341 *renderable = false;
1342 return false;
1343}
1344
1345bool Renderer11::getLuminanceTextureSupport()
1346{
1347 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001348 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001349 return false;
1350}
1351
1352bool Renderer11::getLuminanceAlphaTextureSupport()
1353{
1354 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001355 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001356 return false;
1357}
1358
1359bool Renderer11::getTextureFilterAnisotropySupport() const
1360{
1361 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001362 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001363 return false;
1364}
1365
1366float Renderer11::getTextureMaxAnisotropy() const
1367{
1368 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001369 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001370 return 1.0f;
1371}
1372
1373bool Renderer11::getEventQuerySupport()
1374{
1375 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001376 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001377 return false;
1378}
1379
1380bool Renderer11::getVertexTextureSupport() const
1381{
1382 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001383 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001384 return false;
1385}
1386
1387bool Renderer11::getNonPower2TextureSupport() const
1388{
1389 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001390 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001391 return false;
1392}
1393
1394bool Renderer11::getOcclusionQuerySupport() const
1395{
1396 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001397 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001398 return false;
1399}
1400
1401bool Renderer11::getInstancingSupport() const
1402{
1403 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001404 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001405 return false;
1406}
1407
1408bool Renderer11::getShareHandleSupport() const
1409{
1410 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001411 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001412
1413 // PIX doesn't seem to support using share handles, so disable them.
1414 return false && !gl::perfActive();
1415}
1416
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00001417bool Renderer11::getDerivativeInstructionSupport() const
1418{
1419 // TODO
1420 // UNIMPLEMENTED();
1421 return false;
1422}
1423
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001424int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001425{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001426 switch (mFeatureLevel)
1427 {
1428 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
1429 case D3D_FEATURE_LEVEL_10_1:
1430 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
1431 default: UNREACHABLE(); return 0;
1432 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001433}
1434
1435float Renderer11::getMaxPointSize() const
1436{
1437 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001438 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001439 return 1.0f;
1440}
1441
1442int Renderer11::getMaxTextureWidth() const
1443{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001444 switch (mFeatureLevel)
1445 {
1446 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1447 case D3D_FEATURE_LEVEL_10_1:
1448 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1449 default: UNREACHABLE(); return 0;
1450 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001451}
1452
1453int Renderer11::getMaxTextureHeight() const
1454{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001455 switch (mFeatureLevel)
1456 {
1457 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1458 case D3D_FEATURE_LEVEL_10_1:
1459 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1460 default: UNREACHABLE(); return 0;
1461 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001462}
1463
1464bool Renderer11::get32BitIndexSupport() const
1465{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001466 switch (mFeatureLevel)
1467 {
1468 case D3D_FEATURE_LEVEL_11_0:
1469 case D3D_FEATURE_LEVEL_10_1:
1470 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
1471 default: UNREACHABLE(); return false;
1472 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001473}
1474
1475int Renderer11::getMinSwapInterval() const
1476{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001477 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001478}
1479
1480int Renderer11::getMaxSwapInterval() const
1481{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001482 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001483}
1484
1485int Renderer11::getMaxSupportedSamples() const
1486{
1487 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001488 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001489 return 1;
1490}
1491
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001492bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001493{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001494 if (source && dest)
1495 {
1496 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
1497 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
1498
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001499 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001500 return true;
1501 }
1502
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001503 return false;
1504}
1505
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001506bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001507{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001508 if (source && dest)
1509 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001510 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
1511 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001512
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001513 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001514 return true;
1515 }
1516
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001517 return false;
1518}
1519
daniel@transgaming.com38380882012-11-28 19:36:39 +00001520bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001521 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00001522{
1523 // TODO
1524 UNIMPLEMENTED();
1525 return false;
1526}
1527
1528bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001529 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00001530{
1531 // TODO
1532 UNIMPLEMENTED();
1533 return false;
1534}
1535
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001536RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
1537{
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00001538 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
1539 RenderTarget11 *renderTarget = NULL;
1540 if (depth)
1541 {
1542 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), swapChain11->getWidth(), swapChain11->getHeight());
1543 }
1544 else
1545 {
1546 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(), swapChain11->getWidth(), swapChain11->getHeight());
1547 }
1548 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001549}
1550
1551RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
1552{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00001553 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
1554 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001555}
1556
daniel@transgaming.com2275f912012-12-20 21:13:22 +00001557ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, GLenum type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00001558{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001559 ShaderExecutable11 *executable = NULL;
1560
1561 switch (type)
1562 {
1563 case GL_VERTEX_SHADER:
1564 {
1565 ID3D11VertexShader *vshader = NULL;
1566 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
1567 ASSERT(SUCCEEDED(result));
1568
1569 if (vshader)
1570 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00001571 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001572 }
1573 }
1574 break;
1575 case GL_FRAGMENT_SHADER:
1576 {
1577 ID3D11PixelShader *pshader = NULL;
1578 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
1579 ASSERT(SUCCEEDED(result));
1580
1581 if (pshader)
1582 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00001583 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001584 }
1585 }
1586 break;
1587 default:
1588 UNREACHABLE();
1589 break;
1590 }
1591
1592 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00001593}
1594
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00001595ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type)
1596{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001597 const char *profile = NULL;
1598
1599 switch (type)
1600 {
1601 case GL_VERTEX_SHADER:
1602 profile = "vs_4_0";
1603 break;
1604 case GL_FRAGMENT_SHADER:
1605 profile = "ps_4_0";
1606 break;
1607 default:
1608 UNREACHABLE();
1609 return NULL;
1610 }
1611
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00001612 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001613 if (!binary)
1614 return NULL;
1615
daniel@transgaming.com2275f912012-12-20 21:13:22 +00001616 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001617 binary->Release();
1618
1619 return executable;
1620}
1621
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00001622VertexBuffer *Renderer11::createVertexBuffer()
1623{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00001624 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00001625}
1626
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00001627IndexBuffer *Renderer11::createIndexBuffer()
1628{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00001629 return new IndexBuffer11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00001630}
1631
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001632bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
1633 bool blitRenderTarget, bool blitDepthStencil)
1634{
1635 // TODO
1636 UNIMPLEMENTED();
1637 return false;
1638}
1639
1640void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
1641 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
1642{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00001643 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00001644 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00001645
1646 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
1647 if (colorbuffer)
1648 {
1649 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
1650 if (renderTarget)
1651 {
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00001652 subresourceIndex = renderTarget->getSubresourceIndex();
1653
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00001654 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
1655 if (colorBufferRTV)
1656 {
1657 ID3D11Resource *textureResource = NULL;
1658 colorBufferRTV->GetResource(&textureResource);
1659
1660 if (textureResource)
1661 {
1662 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)&colorBufferTexture);
1663 textureResource->Release();
1664
1665 if (FAILED(result))
1666 {
1667 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
1668 "HRESULT: 0x%X.", result);
1669 return;
1670 }
1671 }
1672 }
1673 }
1674 }
1675
1676 if (colorBufferTexture)
1677 {
1678 gl::Rectangle area;
1679 area.x = x;
1680 area.y = y;
1681 area.width = width;
1682 area.height = height;
1683
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00001684 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
1685 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00001686
1687 colorBufferTexture->Release();
1688 colorBufferTexture = NULL;
1689 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001690}
1691
daniel@transgaming.com244e1832012-12-20 20:52:35 +00001692Image *Renderer11::createImage()
1693{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00001694 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00001695}
1696
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00001697void Renderer11::generateMipmap(Image *dest, Image *src)
1698{
1699 // TODO
1700 UNIMPLEMENTED();
1701 return;
1702}
1703
daniel@transgaming.com413d2712012-12-20 21:11:04 +00001704TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
1705{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00001706 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
1707 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00001708}
1709
1710TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
1711{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00001712 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00001713}
1714
1715TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
1716{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00001717 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00001718}
1719
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00001720static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
1721{
1722 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
1723 destFormat == GL_ALPHA &&
1724 destType == GL_UNSIGNED_BYTE)
1725 {
1726 return 1;
1727 }
1728 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
1729 destFormat == GL_RGBA &&
1730 destType == GL_UNSIGNED_BYTE)
1731 {
1732 return 4;
1733 }
1734 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
1735 destFormat == GL_BGRA_EXT &&
1736 destType == GL_UNSIGNED_BYTE)
1737 {
1738 return 4;
1739 }
1740 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
1741 destFormat == GL_RGBA &&
1742 destType == GL_HALF_FLOAT_OES)
1743 {
1744 return 8;
1745 }
1746 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
1747 destFormat == GL_RGB &&
1748 destType == GL_FLOAT)
1749 {
1750 return 12;
1751 }
1752 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
1753 destFormat == GL_RGBA &&
1754 destType == GL_FLOAT)
1755 {
1756 return 16;
1757 }
1758 else
1759 {
1760 return 0;
1761 }
1762}
1763
1764static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
1765 unsigned int y, int inputPitch, gl::Color *outColor)
1766{
1767 switch (format)
1768 {
1769 case DXGI_FORMAT_R8G8B8A8_UNORM:
1770 {
1771 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
1772 outColor->red = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
1773 outColor->green = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
1774 outColor->blue = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
1775 outColor->alpha = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
1776 }
1777 break;
1778
1779 case DXGI_FORMAT_A8_UNORM:
1780 {
1781 outColor->red = 0.0f;
1782 outColor->green = 0.0f;
1783 outColor->blue = 0.0f;
1784 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
1785 }
1786 break;
1787
1788 case DXGI_FORMAT_R32G32B32A32_FLOAT:
1789 {
1790 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
1791 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
1792 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
1793 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
1794 }
1795 break;
1796
1797 case DXGI_FORMAT_R32G32B32_FLOAT:
1798 {
1799 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
1800 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
1801 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
1802 outColor->alpha = 1.0f;
1803 }
1804 break;
1805
1806 case DXGI_FORMAT_R16G16B16A16_FLOAT:
1807 {
1808 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
1809 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
1810 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
1811 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
1812 }
1813 break;
1814
1815 case DXGI_FORMAT_B8G8R8A8_UNORM:
1816 {
1817 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
1818 outColor->red = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
1819 outColor->blue = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
1820 outColor->green = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
1821 outColor->alpha = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
1822 }
1823 break;
1824
1825 case DXGI_FORMAT_R8_UNORM:
1826 {
1827 outColor->red = *(data + x + y * inputPitch) / 255.0f;
1828 outColor->green = 0.0f;
1829 outColor->blue = 0.0f;
1830 outColor->alpha = 1.0f;
1831 }
1832 break;
1833
1834 case DXGI_FORMAT_R8G8_UNORM:
1835 {
1836 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
1837
1838 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
1839 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
1840 outColor->blue = 0.0f;
1841 outColor->alpha = 1.0f;
1842 }
1843 break;
1844
1845 case DXGI_FORMAT_R16_FLOAT:
1846 {
1847 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
1848 outColor->green = 0.0f;
1849 outColor->blue = 0.0f;
1850 outColor->alpha = 1.0f;
1851 }
1852 break;
1853
1854 case DXGI_FORMAT_R16G16_FLOAT:
1855 {
1856 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
1857 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
1858 outColor->blue = 0.0f;
1859 outColor->alpha = 1.0f;
1860 }
1861 break;
1862
1863 default:
1864 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
1865 UNIMPLEMENTED();
1866 break;
1867 }
1868}
1869
1870static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
1871 unsigned int y, int outputPitch, void *outData)
1872{
1873 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
1874 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
1875
1876 switch (format)
1877 {
1878 case GL_RGBA:
1879 switch (type)
1880 {
1881 case GL_UNSIGNED_BYTE:
1882 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
1883 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
1884 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
1885 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
1886 break;
1887
1888 default:
1889 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
1890 UNIMPLEMENTED();
1891 break;
1892 }
1893 break;
1894
1895 case GL_BGRA_EXT:
1896 switch (type)
1897 {
1898 case GL_UNSIGNED_BYTE:
1899 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
1900 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
1901 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
1902 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
1903 break;
1904
1905 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
1906 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
1907 // this type is packed as follows:
1908 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
1909 // --------------------------------------------------------------------------------
1910 // | 4th | 3rd | 2nd | 1st component |
1911 // --------------------------------------------------------------------------------
1912 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
1913 shortData[x + y * outputPitch / sizeof(unsigned short)] =
1914 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
1915 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
1916 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
1917 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
1918 break;
1919
1920 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
1921 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
1922 // this type is packed as follows:
1923 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
1924 // --------------------------------------------------------------------------------
1925 // | 4th | 3rd | 2nd | 1st component |
1926 // --------------------------------------------------------------------------------
1927 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
1928 shortData[x + y * outputPitch / sizeof(unsigned short)] =
1929 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
1930 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
1931 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
1932 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
1933 break;
1934
1935 default:
1936 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
1937 UNIMPLEMENTED();
1938 break;
1939 }
1940 break;
1941
1942 case GL_RGB:
1943 switch (type)
1944 {
1945 case GL_UNSIGNED_SHORT_5_6_5:
1946 shortData[x + y * outputPitch / sizeof(unsigned short)] =
1947 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
1948 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
1949 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
1950 break;
1951
1952 case GL_UNSIGNED_BYTE:
1953 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
1954 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
1955 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
1956 break;
1957
1958 default:
1959 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
1960 UNIMPLEMENTED();
1961 break;
1962 }
1963 break;
1964
1965 default:
1966 ERR("WritePixelColor not implemented for format 0x%X.", format);
1967 UNIMPLEMENTED();
1968 break;
1969 }
1970}
1971
1972void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
1973 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
1974 GLint packAlignment, void *pixels)
1975{
1976 D3D11_TEXTURE2D_DESC textureDesc;
1977 texture->GetDesc(&textureDesc);
1978
1979 D3D11_TEXTURE2D_DESC stagingDesc;
1980 stagingDesc.Width = area.width;
1981 stagingDesc.Height = area.height;
1982 stagingDesc.MipLevels = 1;
1983 stagingDesc.ArraySize = 1;
1984 stagingDesc.Format = textureDesc.Format;
1985 stagingDesc.SampleDesc.Count = 1;
1986 stagingDesc.SampleDesc.Quality = 0;
1987 stagingDesc.Usage = D3D11_USAGE_STAGING;
1988 stagingDesc.BindFlags = 0;
1989 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
1990 stagingDesc.MiscFlags = 0;
1991
1992 ID3D11Texture2D* stagingTex = NULL;
1993 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
1994 if (FAILED(result))
1995 {
1996 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
1997 return;
1998 }
1999
2000 ID3D11Texture2D* srcTex = NULL;
2001 if (textureDesc.SampleDesc.Count > 1)
2002 {
2003 D3D11_TEXTURE2D_DESC resolveDesc;
2004 resolveDesc.Width = textureDesc.Width;
2005 resolveDesc.Height = textureDesc.Height;
2006 resolveDesc.MipLevels = 1;
2007 resolveDesc.ArraySize = 1;
2008 resolveDesc.Format = textureDesc.Format;
2009 resolveDesc.SampleDesc.Count = 1;
2010 resolveDesc.SampleDesc.Quality = 0;
2011 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
2012 resolveDesc.BindFlags = 0;
2013 resolveDesc.CPUAccessFlags = 0;
2014 resolveDesc.MiscFlags = 0;
2015
2016 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
2017 if (FAILED(result))
2018 {
2019 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
2020 stagingTex->Release();
2021 return;
2022 }
2023
2024 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
2025 subResource = 0;
2026 }
2027 else
2028 {
2029 srcTex = texture;
2030 srcTex->AddRef();
2031 }
2032
2033 D3D11_BOX srcBox;
2034 srcBox.left = area.x;
2035 srcBox.right = area.x + area.width;
2036 srcBox.top = area.y;
2037 srcBox.bottom = area.y + area.height;
2038 srcBox.front = 0;
2039 srcBox.back = 1;
2040
2041 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
2042
2043 srcTex->Release();
2044 srcTex = NULL;
2045
2046 D3D11_MAPPED_SUBRESOURCE mapping;
2047 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
2048
2049 unsigned char *source;
2050 int inputPitch;
2051 if (packReverseRowOrder)
2052 {
2053 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
2054 inputPitch = -static_cast<int>(mapping.RowPitch);
2055 }
2056 else
2057 {
2058 source = static_cast<unsigned char*>(mapping.pData);
2059 inputPitch = static_cast<int>(mapping.RowPitch);
2060 }
2061
2062 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
2063 if (fastPixelSize != 0)
2064 {
2065 unsigned char *dest = static_cast<unsigned char*>(pixels);
2066 for (int j = 0; j < area.height; j++)
2067 {
2068 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
2069 }
2070 }
2071 else
2072 {
2073 gl::Color pixelColor;
2074 for (int j = 0; j < area.height; j++)
2075 {
2076 for (int i = 0; i < area.width; i++)
2077 {
2078 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
2079 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
2080 }
2081 }
2082 }
2083
2084 mDeviceContext->Unmap(stagingTex, 0);
2085
2086 stagingTex->Release();
2087 stagingTex = NULL;
2088}
2089
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002090}