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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"
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
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000032#include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h"
33#include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h"
34#include "libGLESv2/renderer/shaders/compiled/passthroughrgb11ps.h"
35#include "libGLESv2/renderer/shaders/compiled/passthroughlum11ps.h"
36#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha11ps.h"
37
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000038#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
39#include "libGLESv2/renderer/shaders/compiled/clear11ps.h"
40
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +000041#include <sstream>
42
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000043namespace rx
44{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000045static const DXGI_FORMAT RenderTargetFormats[] =
46 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000047 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000048 DXGI_FORMAT_R8G8B8A8_UNORM
49 };
50
51static const DXGI_FORMAT DepthStencilFormats[] =
52 {
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +000053 DXGI_FORMAT_UNKNOWN,
54 DXGI_FORMAT_D24_UNORM_S8_UINT,
55 DXGI_FORMAT_D16_UNORM
daniel@transgaming.com65e65372012-11-28 19:33:50 +000056 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000057
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000058enum
59{
60 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
61};
62
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000063Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
64{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000065 mVertexDataManager = NULL;
66 mIndexDataManager = NULL;
67
daniel@transgaming.comc5114302012-12-20 21:11:36 +000068 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000069 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000070
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000071 mCopyResourcesInitialized = false;
72 mCopyVB = NULL;
73 mCopySampler = NULL;
74 mCopyIL = NULL;
75 mCopyVS = NULL;
76 mCopyRGBAPS = NULL;
77 mCopyRGBPS = NULL;
78 mCopyLumPS = NULL;
79 mCopyLumAlphaPS = NULL;
80
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000081 mClearResourcesInitialized = false;
82 mClearVB = NULL;
83 mClearIL = NULL;
84 mClearVS = NULL;
85 mClearPS = NULL;
86 mClearScissorRS = NULL;
87 mClearNoScissorRS = NULL;
88
daniel@transgaming.combdf787f2013-02-01 03:20:36 +000089 mSyncQuery = NULL;
90
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000091 mD3d11Module = NULL;
92 mDxgiModule = NULL;
93
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000094 mDeviceLost = false;
95
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +000096 mMaxSupportedSamples = 0;
97
daniel@transgaming.com25072f62012-11-28 19:31:32 +000098 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000099 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000100 mDxgiAdapter = NULL;
101 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000102
103 mDriverConstantBufferVS = NULL;
104 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000105
106 mBGRATextureSupport = false;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +0000107
108 mIsGeometryShaderActive = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000109}
110
111Renderer11::~Renderer11()
112{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000113 release();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000114}
115
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000116Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
117{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000118 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000119 return static_cast<rx::Renderer11*>(renderer);
120}
121
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000122EGLint Renderer11::initialize()
123{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000124 if (!initializeCompiler())
125 {
126 return EGL_NOT_INITIALIZED;
127 }
128
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000129 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
130 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000131
132 if (mD3d11Module == NULL || mDxgiModule == NULL)
133 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000134 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000135 return EGL_NOT_INITIALIZED;
136 }
137
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000138 // create the D3D11 device
139 ASSERT(mDevice == NULL);
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000140 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000141
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000142 if (D3D11CreateDevice == NULL)
143 {
144 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
145 return EGL_NOT_INITIALIZED;
146 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000147
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000148 D3D_FEATURE_LEVEL featureLevel[] =
149 {
150 D3D_FEATURE_LEVEL_11_0,
151 D3D_FEATURE_LEVEL_10_1,
152 D3D_FEATURE_LEVEL_10_0,
153 };
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000154
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000155 HRESULT result = D3D11CreateDevice(NULL,
156 D3D_DRIVER_TYPE_HARDWARE,
157 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000158 #if defined(_DEBUG)
159 D3D11_CREATE_DEVICE_DEBUG,
160 #else
161 0,
162 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000163 featureLevel,
164 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000165 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000166 &mDevice,
167 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000168 &mDeviceContext);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000169
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000170 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000171 {
172 ERR("Could not create D3D11 device - aborting!\n");
173 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
174 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000175
176 IDXGIDevice *dxgiDevice = NULL;
177 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
178
179 if (FAILED(result))
180 {
181 ERR("Could not query DXGI device - aborting!\n");
182 return EGL_NOT_INITIALIZED;
183 }
184
185 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
186
187 if (FAILED(result))
188 {
189 ERR("Could not retrieve DXGI adapter - aborting!\n");
190 return EGL_NOT_INITIALIZED;
191 }
192
193 dxgiDevice->Release();
194
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000195 mDxgiAdapter->GetDesc(&mAdapterDescription);
196 memset(mDescription, 0, sizeof(mDescription));
197 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
198
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000199 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
200
201 if (!mDxgiFactory || FAILED(result))
202 {
203 ERR("Could not create DXGI factory - aborting!\n");
204 return EGL_NOT_INITIALIZED;
205 }
206
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000207 unsigned int maxSupportedSamples = 0;
208 unsigned int rtFormatCount = sizeof(RenderTargetFormats) / sizeof(DXGI_FORMAT);
209 unsigned int dsFormatCount = sizeof(DepthStencilFormats) / sizeof(DXGI_FORMAT);
210 for (unsigned int i = 0; i < rtFormatCount + dsFormatCount; ++i)
211 {
212 DXGI_FORMAT format = (i < rtFormatCount) ? RenderTargetFormats[i] : DepthStencilFormats[i - rtFormatCount];
213 if (format != DXGI_FORMAT_UNKNOWN)
214 {
215 UINT formatSupport;
216 result = mDevice->CheckFormatSupport(format, &formatSupport);
217 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
218 {
219 MultisampleSupportInfo supportInfo;
220
221 for (unsigned int j = 1; j <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; j++)
222 {
223 result = mDevice->CheckMultisampleQualityLevels(format, j, &supportInfo.qualityLevels[j - 1]);
224 if (SUCCEEDED(result) && supportInfo.qualityLevels[j - 1] > 0)
225 {
226 maxSupportedSamples = std::max(j, maxSupportedSamples);
227 }
228 else
229 {
230 supportInfo.qualityLevels[j - 1] = 0;
231 }
232 }
233
234 mMultisampleSupportMap.insert(std::make_pair(format, supportInfo));
235 }
236 }
237 }
238 mMaxSupportedSamples = maxSupportedSamples;
239
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000240 initializeDevice();
241
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000242 // BGRA texture support is optional in feature levels 10 and 10_1
243 UINT formatSupport;
244 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
245 if (FAILED(result))
246 {
247 ERR("Error checking BGRA format support: 0x%08X", result);
248 }
249 else
250 {
251 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
252 mBGRATextureSupport = (formatSupport & flags) == flags;
253 }
254
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +0000255 // Check floating point texture support
256 static const unsigned int requiredTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE;
257 static const unsigned int requiredRenderableFlags = D3D11_FORMAT_SUPPORT_RENDER_TARGET;
258 static const unsigned int requiredFilterFlags = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
259
260 DXGI_FORMAT float16Formats[] =
261 {
262 DXGI_FORMAT_R16_FLOAT,
263 DXGI_FORMAT_R16G16_FLOAT,
264 DXGI_FORMAT_R16G16B16A16_FLOAT,
265 };
266
267 DXGI_FORMAT float32Formats[] =
268 {
269 DXGI_FORMAT_R32_FLOAT,
270 DXGI_FORMAT_R32G32_FLOAT,
271 DXGI_FORMAT_R32G32B32_FLOAT,
272 DXGI_FORMAT_R32G32B32A32_FLOAT,
273 };
274
275 mFloat16TextureSupport = true;
276 mFloat16FilterSupport = true;
277 mFloat16RenderSupport = true;
278 for (unsigned int i = 0; i < ArraySize(float16Formats); i++)
279 {
280 if (SUCCEEDED(mDevice->CheckFormatSupport(float16Formats[i], &formatSupport)))
281 {
282 mFloat16TextureSupport = mFloat16TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
283 mFloat16FilterSupport = mFloat16FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
284 mFloat16RenderSupport = mFloat16RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
285 }
286 else
287 {
288 mFloat16TextureSupport = false;
289 mFloat16RenderSupport = false;
290 mFloat16FilterSupport = false;
291 }
292 }
293
294 mFloat32TextureSupport = true;
295 mFloat32FilterSupport = true;
296 mFloat32RenderSupport = true;
297 for (unsigned int i = 0; i < ArraySize(float32Formats); i++)
298 {
299 if (SUCCEEDED(mDevice->CheckFormatSupport(float32Formats[i], &formatSupport)))
300 {
301 mFloat32TextureSupport = mFloat32TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
302 mFloat32FilterSupport = mFloat32FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
303 mFloat32RenderSupport = mFloat32RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
304 }
305 else
306 {
307 mFloat32TextureSupport = false;
308 mFloat32FilterSupport = false;
309 mFloat32RenderSupport = false;
310 }
311 }
312
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000313 return EGL_SUCCESS;
314}
315
316// do any one-time device initialization
317// NOTE: this is also needed after a device lost/reset
318// to reset the scene status and ensure the default states are reset.
319void Renderer11::initializeDevice()
320{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000321 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000322 mInputLayoutCache.initialize(mDevice, mDeviceContext);
323
324 ASSERT(!mVertexDataManager && !mIndexDataManager);
325 mVertexDataManager = new VertexDataManager(this);
326 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000327
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000328 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000329}
330
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000331int Renderer11::generateConfigs(ConfigDesc **configDescList)
332{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000333 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
334 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000335 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
336 int numConfigs = 0;
337
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000338 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000339 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000340 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000341 {
342 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
343
344 UINT formatSupport = 0;
345 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000346
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000347 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
348 {
349 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
350
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000351 bool depthStencilFormatOK = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000352
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000353 if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
354 {
355 UINT formatSupport = 0;
356 result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
357 depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
358 }
359
360 if (depthStencilFormatOK)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000361 {
362 ConfigDesc newConfig;
363 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
364 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
365 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
366 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
367
368 (*configDescList)[numConfigs++] = newConfig;
369 }
370 }
371 }
372 }
373
374 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000375}
376
377void Renderer11::deleteConfigs(ConfigDesc *configDescList)
378{
379 delete [] (configDescList);
380}
381
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000382void Renderer11::sync(bool block)
383{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000384 if (block)
385 {
386 HRESULT result;
387
388 if (!mSyncQuery)
389 {
390 D3D11_QUERY_DESC queryDesc;
391 queryDesc.Query = D3D11_QUERY_EVENT;
392 queryDesc.MiscFlags = 0;
393
394 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
395 ASSERT(SUCCEEDED(result));
396 }
397
398 mDeviceContext->End(mSyncQuery);
399 mDeviceContext->Flush();
400
401 do
402 {
403 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
404
405 // Keep polling, but allow other threads to do something useful first
406 Sleep(0);
407
408 if (testDeviceLost(true))
409 {
410 return;
411 }
412 }
413 while (result == S_FALSE);
414 }
415 else
416 {
417 mDeviceContext->Flush();
418 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000419}
420
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000421SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
422{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000423 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000424}
425
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000426void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
427{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000428 if (type == gl::SAMPLER_PIXEL)
429 {
430 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
431 {
432 ERR("Pixel shader sampler index %i is not valid.", index);
433 return;
434 }
435
436 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
437 {
438 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
439
440 if (!dxSamplerState)
441 {
442 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
443 "sampler state for pixel shaders at slot %i.", index);
444 }
445
446 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
447
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000448 mCurPixelSamplerStates[index] = samplerState;
449 }
450
451 mForceSetPixelSamplerStates[index] = false;
452 }
453 else if (type == gl::SAMPLER_VERTEX)
454 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000455 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000456 {
457 ERR("Vertex shader sampler index %i is not valid.", index);
458 return;
459 }
460
461 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
462 {
463 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
464
465 if (!dxSamplerState)
466 {
467 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
468 "sampler state for vertex shaders at slot %i.", index);
469 }
470
471 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
472
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000473 mCurVertexSamplerStates[index] = samplerState;
474 }
475
476 mForceSetVertexSamplerStates[index] = false;
477 }
478 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000479}
480
481void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
482{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000483 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000484 unsigned int serial = 0;
485 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000486
487 if (texture)
488 {
489 TextureStorageInterface *texStorage = texture->getNativeTexture();
490 if (texStorage)
491 {
492 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
493 textureSRV = storage11->getSRV();
494 }
495
496 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
497 // missing the shader resource view
498 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000499
500 serial = texture->getTextureSerial();
501 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000502 }
503
504 if (type == gl::SAMPLER_PIXEL)
505 {
506 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
507 {
508 ERR("Pixel shader sampler index %i is not valid.", index);
509 return;
510 }
511
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000512 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
513 {
514 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
515 }
516
517 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000518 }
519 else if (type == gl::SAMPLER_VERTEX)
520 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000521 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000522 {
523 ERR("Vertex shader sampler index %i is not valid.", index);
524 return;
525 }
526
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000527 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
528 {
529 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
530 }
531
532 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000533 }
534 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000535}
536
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000537void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000538{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000539 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000540 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000541 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
542 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000543 if (!dxRasterState)
544 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000545 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000546 "rasterizer state.");
547 }
548
549 mDeviceContext->RSSetState(dxRasterState);
550
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000551 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000552 }
553
554 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000555}
556
557void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
558 unsigned int sampleMask)
559{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000560 if (mForceSetBlendState ||
561 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
562 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
563 sampleMask != mCurSampleMask)
564 {
565 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
566 if (!dxBlendState)
567 {
568 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
569 "blend state.");
570 }
571
572 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
573 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
574
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000575 mCurBlendState = blendState;
576 mCurBlendColor = blendColor;
577 mCurSampleMask = sampleMask;
578 }
579
580 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000581}
582
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000583void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000584 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000585{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000586 if (mForceSetDepthStencilState ||
587 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
588 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
589 {
590 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
591 stencilRef != stencilBackRef ||
592 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
593 {
594 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
595 "invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000596 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000597 }
598
599 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
600 if (!dxDepthStencilState)
601 {
602 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
603 "setting the default depth stencil state.");
604 }
605
606 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
607
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000608 mCurDepthStencilState = depthStencilState;
609 mCurStencilRef = stencilRef;
610 mCurStencilBackRef = stencilBackRef;
611 }
612
613 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000614}
615
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000616void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000617{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000618 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
619 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000620 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000621 if (enabled)
622 {
623 D3D11_RECT rect;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000624 rect.left = std::max(0, scissor.x);
625 rect.top = std::max(0, scissor.y);
626 rect.right = scissor.x + std::max(0, scissor.width);
627 rect.bottom = scissor.y + std::max(0, scissor.height);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000628
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000629 mDeviceContext->RSSetScissorRects(1, &rect);
630 }
631
632 if (enabled != mScissorEnabled)
633 {
634 mForceSetRasterState = true;
635 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000636
637 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000638 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000639 }
640
641 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000642}
643
daniel@transgaming.com12985182012-12-20 20:56:31 +0000644bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000645 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000646{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000647 gl::Rectangle actualViewport = viewport;
648 float actualZNear = gl::clamp01(zNear);
649 float actualZFar = gl::clamp01(zFar);
650 if (ignoreViewport)
651 {
652 actualViewport.x = 0;
653 actualViewport.y = 0;
654 actualViewport.width = mRenderTargetDesc.width;
655 actualViewport.height = mRenderTargetDesc.height;
656 actualZNear = 0.0f;
657 actualZFar = 1.0f;
658 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000659
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000660 // Get D3D viewport bounds, which depends on the feature level
661 const Range& viewportBounds = getViewportBounds();
662
663 // 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 +0000664 D3D11_VIEWPORT dxViewport;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000665 dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end);
666 dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end);
667 dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension());
668 dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension());
669 dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX));
670 dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY));
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000671 dxViewport.MinDepth = actualZNear;
672 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000673
674 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
675 {
676 return false; // Nothing to render
677 }
678
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000679 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
680 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000681
daniel@transgaming.com53670042012-11-28 20:55:51 +0000682 if (viewportChanged)
683 {
684 mDeviceContext->RSSetViewports(1, &dxViewport);
685
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000686 mCurViewport = actualViewport;
687 mCurNear = actualZNear;
688 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000689
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000690 mVertexConstants.halfPixelSize[0] = 0.0f;
691 mVertexConstants.halfPixelSize[1] = 0.0f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000692
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000693 mPixelConstants.coord[0] = actualViewport.width * 0.5f;
694 mPixelConstants.coord[1] = actualViewport.height * 0.5f;
695 mPixelConstants.coord[2] = actualViewport.x + (actualViewport.width * 0.5f);
696 mPixelConstants.coord[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000697
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000698 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
699 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
700 mPixelConstants.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000701
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000702 mVertexConstants.depthRange[0] = actualZNear;
703 mVertexConstants.depthRange[1] = actualZFar;
704 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000705
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000706 mPixelConstants.depthRange[0] = actualZNear;
707 mPixelConstants.depthRange[1] = actualZFar;
708 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000709 }
710
711 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000712 return true;
713}
714
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000715bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
716{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000717 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000718
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000719 switch (mode)
720 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000721 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
722 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000723 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000724 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
725 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
726 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000727 // emulate fans via rewriting index buffer
728 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000729 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000730 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000731 }
732
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000733 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000734
735 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000736}
737
738bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000739{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000740 // Get the color render buffer and serial
741 gl::Renderbuffer *renderbufferObject = NULL;
742 unsigned int renderTargetSerial = 0;
743 if (framebuffer->getColorbufferType() != GL_NONE)
744 {
745 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000746
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000747 if (!renderbufferObject)
748 {
749 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000750 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000751 }
752
753 renderTargetSerial = renderbufferObject->getSerial();
754 }
755
756 // Get the depth stencil render buffer and serials
757 gl::Renderbuffer *depthStencil = NULL;
758 unsigned int depthbufferSerial = 0;
759 unsigned int stencilbufferSerial = 0;
760 if (framebuffer->getDepthbufferType() != GL_NONE)
761 {
762 depthStencil = framebuffer->getDepthbuffer();
763 if (!depthStencil)
764 {
765 ERR("Depth stencil pointer unexpectedly null.");
766 return false;
767 }
768
769 depthbufferSerial = depthStencil->getSerial();
770 }
771 else if (framebuffer->getStencilbufferType() != GL_NONE)
772 {
773 depthStencil = framebuffer->getStencilbuffer();
774 if (!depthStencil)
775 {
776 ERR("Depth stencil pointer unexpectedly null.");
777 return false;
778 }
779
780 stencilbufferSerial = depthStencil->getSerial();
781 }
782
783 // Extract the render target dimensions and view
784 unsigned int renderTargetWidth = 0;
785 unsigned int renderTargetHeight = 0;
786 GLenum renderTargetFormat = 0;
787 ID3D11RenderTargetView* framebufferRTV = NULL;
788 if (renderbufferObject)
789 {
790 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
791 if (!renderTarget)
792 {
793 ERR("render target pointer unexpectedly null.");
794 return false;
795 }
796
797 framebufferRTV = renderTarget->getRenderTargetView();
798 if (!framebufferRTV)
799 {
800 ERR("render target view pointer unexpectedly null.");
801 return false;
802 }
803
804 renderTargetWidth = renderbufferObject->getWidth();
805 renderTargetHeight = renderbufferObject->getHeight();
806 renderTargetFormat = renderbufferObject->getActualFormat();
807 }
808
809 // Extract the depth stencil sizes and view
810 unsigned int depthSize = 0;
811 unsigned int stencilSize = 0;
812 ID3D11DepthStencilView* framebufferDSV = NULL;
813 if (depthStencil)
814 {
815 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
816 if (!depthStencilRenderTarget)
817 {
818 ERR("render target pointer unexpectedly null.");
819 if (framebufferRTV)
820 {
821 framebufferRTV->Release();
822 }
823 return false;
824 }
825
826 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
827 if (!framebufferDSV)
828 {
829 ERR("depth stencil view pointer unexpectedly null.");
830 if (framebufferRTV)
831 {
832 framebufferRTV->Release();
833 }
834 return false;
835 }
836
837 // If there is no render buffer, the width, height and format values come from
838 // the depth stencil
839 if (!renderbufferObject)
840 {
841 renderTargetWidth = depthStencil->getWidth();
842 renderTargetHeight = depthStencil->getHeight();
843 renderTargetFormat = depthStencil->getActualFormat();
844 }
845
846 depthSize = depthStencil->getDepthSize();
847 stencilSize = depthStencil->getStencilSize();
848 }
849
850 // Apply the render target and depth stencil
851 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
852 renderTargetSerial != mAppliedRenderTargetSerial ||
853 depthbufferSerial != mAppliedDepthbufferSerial ||
854 stencilbufferSerial != mAppliedStencilbufferSerial)
855 {
856 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
857
858 mRenderTargetDesc.width = renderTargetWidth;
859 mRenderTargetDesc.height = renderTargetHeight;
860 mRenderTargetDesc.format = renderTargetFormat;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000861 mForceSetViewport = true;
862 mForceSetScissor = true;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000863
864 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
865 {
866 mCurDepthSize = depthSize;
867 mForceSetRasterState = true;
868 }
869
870 mCurStencilSize = stencilSize;
871
872 mAppliedRenderTargetSerial = renderTargetSerial;
873 mAppliedDepthbufferSerial = depthbufferSerial;
874 mAppliedStencilbufferSerial = stencilbufferSerial;
875 mRenderTargetDescInitialized = true;
876 mDepthStencilInitialized = true;
877 }
878
879 if (framebufferRTV)
880 {
881 framebufferRTV->Release();
882 }
883 if (framebufferDSV)
884 {
885 framebufferDSV->Release();
886 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000887
888 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000889}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000890
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000891GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000892{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000893 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
894 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
895 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000896 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000897 return err;
898 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000899
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000900 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000901}
902
daniel@transgaming.com31240482012-11-28 21:06:41 +0000903GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000904{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000905 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000906
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000907 if (err == GL_NO_ERROR)
908 {
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000909 if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000910 {
911 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
912
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000913 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000914 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000915 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000916 }
917 }
918
919 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000920}
921
922void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
923{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000924 if (mode == GL_LINE_LOOP)
925 {
926 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
927 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000928 else if (mode == GL_TRIANGLE_FAN)
929 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000930 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000931 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000932 else if (instances > 0)
933 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000934 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000935 }
936 else
937 {
938 mDeviceContext->Draw(count, 0);
939 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000940}
941
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000942void 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 +0000943{
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000944 if (mode == GL_LINE_LOOP)
945 {
946 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
947 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000948 else if (mode == GL_TRIANGLE_FAN)
949 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000950 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
951 }
952 else if (instances > 0)
953 {
954 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000955 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000956 else
957 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +0000958 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000959 }
960}
961
962void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
963{
964 // Get the raw indices for an indexed draw
965 if (type != GL_NONE && elementArrayBuffer)
966 {
967 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +0000968 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000969 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +0000970 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000971 }
972
973 if (!mLineLoopIB)
974 {
975 mLineLoopIB = new StreamingIndexBufferInterface(this);
976 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
977 {
978 delete mLineLoopIB;
979 mLineLoopIB = NULL;
980
981 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000982 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000983 }
984 }
985
986 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
987 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
988 {
989 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000990 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000991 }
992
993 void* mappedMemory = NULL;
994 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
995 if (offset == -1 || mappedMemory == NULL)
996 {
997 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000998 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000999 }
1000
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001001 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001002 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001003
1004 switch (type)
1005 {
1006 case GL_NONE: // Non-indexed draw
1007 for (int i = 0; i < count; i++)
1008 {
1009 data[i] = i;
1010 }
1011 data[count] = 0;
1012 break;
1013 case GL_UNSIGNED_BYTE:
1014 for (int i = 0; i < count; i++)
1015 {
1016 data[i] = static_cast<const GLubyte*>(indices)[i];
1017 }
1018 data[count] = static_cast<const GLubyte*>(indices)[0];
1019 break;
1020 case GL_UNSIGNED_SHORT:
1021 for (int i = 0; i < count; i++)
1022 {
1023 data[i] = static_cast<const GLushort*>(indices)[i];
1024 }
1025 data[count] = static_cast<const GLushort*>(indices)[0];
1026 break;
1027 case GL_UNSIGNED_INT:
1028 for (int i = 0; i < count; i++)
1029 {
1030 data[i] = static_cast<const GLuint*>(indices)[i];
1031 }
1032 data[count] = static_cast<const GLuint*>(indices)[0];
1033 break;
1034 default: UNREACHABLE();
1035 }
1036
1037 if (!mLineLoopIB->unmapBuffer())
1038 {
1039 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001040 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001041 }
1042
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001043 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001044 {
1045 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
1046
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001047 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001048 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001049 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001050 }
1051
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001052 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001053}
1054
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001055void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001056{
1057 // Get the raw indices for an indexed draw
1058 if (type != GL_NONE && elementArrayBuffer)
1059 {
1060 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001061 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001062 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001063 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001064 }
1065
1066 if (!mTriangleFanIB)
1067 {
1068 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1069 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1070 {
1071 delete mTriangleFanIB;
1072 mTriangleFanIB = NULL;
1073
1074 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001075 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001076 }
1077 }
1078
1079 const int numTris = count - 2;
1080 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
1081 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1082 {
1083 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001084 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001085 }
1086
1087 void* mappedMemory = NULL;
1088 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
1089 if (offset == -1 || mappedMemory == NULL)
1090 {
1091 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001092 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001093 }
1094
1095 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1096 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
1097
1098 switch (type)
1099 {
1100 case GL_NONE: // Non-indexed draw
1101 for (int i = 0; i < numTris; i++)
1102 {
1103 data[i*3 + 0] = 0;
1104 data[i*3 + 1] = i + 1;
1105 data[i*3 + 2] = i + 2;
1106 }
1107 break;
1108 case GL_UNSIGNED_BYTE:
1109 for (int i = 0; i < numTris; i++)
1110 {
1111 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1112 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1113 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1114 }
1115 break;
1116 case GL_UNSIGNED_SHORT:
1117 for (int i = 0; i < numTris; i++)
1118 {
1119 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1120 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1121 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1122 }
1123 break;
1124 case GL_UNSIGNED_INT:
1125 for (int i = 0; i < numTris; i++)
1126 {
1127 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1128 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1129 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1130 }
1131 break;
1132 default: UNREACHABLE();
1133 }
1134
1135 if (!mTriangleFanIB->unmapBuffer())
1136 {
1137 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001138 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001139 }
1140
1141 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1142 {
1143 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1144
1145 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1146 mAppliedIBSerial = mTriangleFanIB->getSerial();
1147 mAppliedIBOffset = indexBufferOffset;
1148 }
1149
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001150 if (instances > 0)
1151 {
1152 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1153 }
1154 else
1155 {
1156 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1157 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001158}
1159
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001160void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1161{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001162 unsigned int programBinarySerial = programBinary->getSerial();
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001163 const bool updateProgramState = (programBinarySerial != mAppliedProgramBinarySerial);
1164
1165 if (updateProgramState)
daniel@transgaming.come4991412012-12-20 20:55:34 +00001166 {
1167 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1168 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001169
daniel@transgaming.come4991412012-12-20 20:55:34 +00001170 ID3D11VertexShader *vertexShader = NULL;
1171 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001172
daniel@transgaming.come4991412012-12-20 20:55:34 +00001173 ID3D11PixelShader *pixelShader = NULL;
1174 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001175
daniel@transgaming.come4991412012-12-20 20:55:34 +00001176 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1177 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001178
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001179 programBinary->dirtyAllUniforms();
1180
1181 mAppliedProgramBinarySerial = programBinarySerial;
1182 }
1183
1184 // Only use the geometry shader currently for point sprite drawing
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001185 const bool usesGeometryShader = (programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode);
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001186
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001187 if (updateProgramState || usesGeometryShader != mIsGeometryShaderActive)
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001188 {
1189 if (usesGeometryShader)
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001190 {
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001191 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
1192 ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001193 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1194 }
1195 else
1196 {
1197 mDeviceContext->GSSetShader(NULL, NULL, 0);
1198 }
1199
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001200 mIsGeometryShaderActive = usesGeometryShader;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001201 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001202}
1203
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001204void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001205{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001206 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1207 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001208
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001209 unsigned int totalRegisterCountVS = 0;
1210 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001211
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001212 bool vertexUniformsDirty = false;
1213 bool pixelUniformsDirty = false;
1214
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001215 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1216 {
1217 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001218
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001219 if (uniform->vsRegisterIndex >= 0)
1220 {
1221 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001222 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001223 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001224
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001225 if (uniform->psRegisterIndex >= 0)
1226 {
1227 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001228 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001229 }
1230 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001231
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001232 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1233 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1234
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001235 void *mapVS = (totalRegisterCountVS > 0 && vertexUniformsDirty) ? new float[4 * totalRegisterCountVS] : NULL;
1236 void *mapPS = (totalRegisterCountPS > 0 && pixelUniformsDirty) ? new float[4 * totalRegisterCountPS] : NULL;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001237
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001238 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001239 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001240 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001241
1242 switch (uniform->type)
1243 {
daniel@transgaming.comda8d3802012-12-20 21:12:55 +00001244 case GL_SAMPLER_2D:
1245 case GL_SAMPLER_CUBE:
1246 break;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001247 case GL_FLOAT:
1248 case GL_FLOAT_VEC2:
1249 case GL_FLOAT_VEC3:
1250 case GL_FLOAT_VEC4:
1251 case GL_FLOAT_MAT2:
1252 case GL_FLOAT_MAT3:
1253 case GL_FLOAT_MAT4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001254 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001255 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001256 GLfloat (*c)[4] = (GLfloat(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001257 float (*f)[4] = (float(*)[4])uniform->data;
1258
1259 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001260 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001261 c[uniform->vsRegisterIndex + i][0] = f[i][0];
1262 c[uniform->vsRegisterIndex + i][1] = f[i][1];
1263 c[uniform->vsRegisterIndex + i][2] = f[i][2];
1264 c[uniform->vsRegisterIndex + i][3] = f[i][3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001265 }
1266 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001267 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001268 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001269 GLfloat (*c)[4] = (GLfloat(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001270 float (*f)[4] = (float(*)[4])uniform->data;
1271
1272 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001273 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001274 c[uniform->psRegisterIndex + i][0] = f[i][0];
1275 c[uniform->psRegisterIndex + i][1] = f[i][1];
1276 c[uniform->psRegisterIndex + i][2] = f[i][2];
1277 c[uniform->psRegisterIndex + i][3] = f[i][3];
1278 }
1279 }
1280 break;
1281 case GL_INT:
1282 case GL_INT_VEC2:
1283 case GL_INT_VEC3:
1284 case GL_INT_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001285 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001286 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001287 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001288 GLint *x = (GLint*)uniform->data;
1289 int count = gl::VariableColumnCount(uniform->type);
1290
1291 for (unsigned int i = 0; i < uniform->registerCount; i++)
1292 {
1293 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = x[i * count + 0];
1294 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = x[i * count + 1];
1295 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = x[i * count + 2];
1296 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = x[i * count + 3];
1297 }
1298 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001299 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001300 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001301 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001302 GLint *x = (GLint*)uniform->data;
1303 int count = gl::VariableColumnCount(uniform->type);
1304
1305 for (unsigned int i = 0; i < uniform->registerCount; i++)
1306 {
1307 if (count >= 1) c[uniform->psRegisterIndex + i][0] = x[i * count + 0];
1308 if (count >= 2) c[uniform->psRegisterIndex + i][1] = x[i * count + 1];
1309 if (count >= 3) c[uniform->psRegisterIndex + i][2] = x[i * count + 2];
1310 if (count >= 4) c[uniform->psRegisterIndex + i][3] = x[i * count + 3];
1311 }
1312 }
1313 break;
1314 case GL_BOOL:
1315 case GL_BOOL_VEC2:
1316 case GL_BOOL_VEC3:
1317 case GL_BOOL_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001318 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001319 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001320 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001321 GLboolean *b = (GLboolean*)uniform->data;
1322 int count = gl::VariableColumnCount(uniform->type);
1323
1324 for (unsigned int i = 0; i < uniform->registerCount; i++)
1325 {
1326 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = b[i * count + 0];
1327 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = b[i * count + 1];
1328 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = b[i * count + 2];
1329 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = b[i * count + 3];
1330 }
1331 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001332 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001333 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001334 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001335 GLboolean *b = (GLboolean*)uniform->data;
1336 int count = gl::VariableColumnCount(uniform->type);
1337
1338 for (unsigned int i = 0; i < uniform->registerCount; i++)
1339 {
1340 if (count >= 1) c[uniform->psRegisterIndex + i][0] = b[i * count + 0];
1341 if (count >= 2) c[uniform->psRegisterIndex + i][1] = b[i * count + 1];
1342 if (count >= 3) c[uniform->psRegisterIndex + i][2] = b[i * count + 2];
1343 if (count >= 4) c[uniform->psRegisterIndex + i][3] = b[i * count + 3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001344 }
1345 }
1346 break;
1347 default:
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001348 UNREACHABLE();
1349 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001350
1351 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001352 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001353
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001354 if (vertexConstantBuffer && mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001355 {
1356 mDeviceContext->UpdateSubresource(vertexConstantBuffer, 0, NULL, mapVS, 0, 0);
1357 }
1358
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001359 if (pixelConstantBuffer && mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001360 {
1361 mDeviceContext->UpdateSubresource(pixelConstantBuffer, 0, NULL, mapPS, 0, 0);
1362 }
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001363
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001364 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1365 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001366
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001367 delete[] mapVS;
1368 delete[] mapPS;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001369
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001370 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001371 if (!mDriverConstantBufferVS)
1372 {
1373 D3D11_BUFFER_DESC constantBufferDescription = {0};
1374 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1375 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1376 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1377 constantBufferDescription.CPUAccessFlags = 0;
1378 constantBufferDescription.MiscFlags = 0;
1379 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001380
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001381 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001382 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001383
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001384 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1385 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001386
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001387 if (!mDriverConstantBufferPS)
1388 {
1389 D3D11_BUFFER_DESC constantBufferDescription = {0};
1390 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1391 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1392 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1393 constantBufferDescription.CPUAccessFlags = 0;
1394 constantBufferDescription.MiscFlags = 0;
1395 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001396
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001397 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001398 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001399
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001400 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1401 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001402
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001403 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1404 {
1405 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1406 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1407 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001408
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001409 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1410 {
1411 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1412 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1413 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001414
1415 // needed for the point sprite geometry shader
1416 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001417}
1418
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001419void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001420{
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001421 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1422 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1423 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1424 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001425
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001426 unsigned int stencilUnmasked = 0x0;
1427 if (frameBuffer->hasStencil())
1428 {
1429 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1430 stencilUnmasked = (0x1 << stencilSize) - 1;
1431 }
1432 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1433 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001434
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001435 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1436 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1437 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001438
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001439 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1440 {
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001441 maskedClear(clearParams);
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001442 }
1443 else
1444 {
1445 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1446 {
1447 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
1448 if (renderbufferObject)
1449 {
1450 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1451 if (!renderTarget)
1452 {
1453 ERR("render target pointer unexpectedly null.");
1454 return;
1455 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001456
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001457 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1458 if (!framebufferRTV)
1459 {
1460 ERR("render target view pointer unexpectedly null.");
1461 return;
1462 }
1463
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001464 const float clearValues[4] = { clearParams.colorClearValue.red,
1465 clearParams.colorClearValue.green,
1466 clearParams.colorClearValue.blue,
1467 clearParams.colorClearValue.alpha };
1468 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001469
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001470 framebufferRTV->Release();
1471 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001472 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001473 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001474 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001475 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1476 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001477 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001478 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1479 if (!renderTarget)
1480 {
1481 ERR("render target pointer unexpectedly null.");
1482 return;
1483 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001484
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001485 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1486 if (!framebufferDSV)
1487 {
1488 ERR("depth stencil view pointer unexpectedly null.");
1489 return;
1490 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001491
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001492 UINT clearFlags = 0;
1493 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1494 {
1495 clearFlags |= D3D11_CLEAR_DEPTH;
1496 }
1497 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1498 {
1499 clearFlags |= D3D11_CLEAR_STENCIL;
1500 }
1501
1502 float depthClear = clearParams.depthClearValue;
1503 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1504
1505 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001506
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001507 framebufferDSV->Release();
1508 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001509 }
1510 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001511}
1512
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001513void Renderer11::maskedClear(const gl::ClearParameters &clearParams)
1514{
1515 HRESULT result;
1516
1517 if (!mClearResourcesInitialized)
1518 {
1519 ASSERT(!mClearVB && !mClearVS && !mClearPS && !mClearScissorRS && !mClearNoScissorRS);
1520
1521 D3D11_BUFFER_DESC vbDesc;
1522 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1523 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1524 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1525 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1526 vbDesc.MiscFlags = 0;
1527 vbDesc.StructureByteStride = 0;
1528
1529 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1530 ASSERT(SUCCEEDED(result));
1531 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1532
1533 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1534 {
1535 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1536 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1537 };
1538
1539 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1540 ASSERT(SUCCEEDED(result));
1541 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1542
1543 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1544 ASSERT(SUCCEEDED(result));
1545 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1546
1547 result = mDevice->CreatePixelShader(g_PS_Clear, sizeof(g_PS_Clear), NULL, &mClearPS);
1548 ASSERT(SUCCEEDED(result));
1549 d3d11::SetDebugName(mClearPS, "Renderer11 masked clear pixel shader");
1550
1551 D3D11_RASTERIZER_DESC rsScissorDesc;
1552 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1553 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1554 rsScissorDesc.FrontCounterClockwise = FALSE;
1555 rsScissorDesc.DepthBias = 0;
1556 rsScissorDesc.DepthBiasClamp = 0.0f;
1557 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1558 rsScissorDesc.DepthClipEnable = FALSE;
1559 rsScissorDesc.ScissorEnable = TRUE;
1560 rsScissorDesc.MultisampleEnable = FALSE;
1561 rsScissorDesc.AntialiasedLineEnable = FALSE;
1562
1563 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1564 ASSERT(SUCCEEDED(result));
1565 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1566
1567 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1568 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1569 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1570 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1571 rsNoScissorDesc.DepthBias = 0;
1572 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1573 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1574 rsNoScissorDesc.DepthClipEnable = FALSE;
1575 rsNoScissorDesc.ScissorEnable = FALSE;
1576 rsNoScissorDesc.MultisampleEnable = FALSE;
1577 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1578
1579 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1580 ASSERT(SUCCEEDED(result));
1581 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1582
1583 mClearResourcesInitialized = true;
1584 }
1585
1586 // Prepare the depth stencil state to write depth values if the depth should be cleared
1587 // and stencil values if the stencil should be cleared
1588 gl::DepthStencilState glDSState;
1589 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1590 glDSState.depthFunc = GL_ALWAYS;
1591 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1592 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1593 glDSState.stencilFunc = GL_ALWAYS;
1594 glDSState.stencilMask = 0;
1595 glDSState.stencilFail = GL_REPLACE;
1596 glDSState.stencilPassDepthFail = GL_REPLACE;
1597 glDSState.stencilPassDepthPass = GL_REPLACE;
1598 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1599 glDSState.stencilBackFunc = GL_ALWAYS;
1600 glDSState.stencilBackMask = 0;
1601 glDSState.stencilBackFail = GL_REPLACE;
1602 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1603 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1604 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1605
1606 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1607
1608 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1609
1610 // Prepare the blend state to use a write mask if the color buffer should be cleared
1611 gl::BlendState glBlendState;
1612 glBlendState.blend = false;
1613 glBlendState.sourceBlendRGB = GL_ONE;
1614 glBlendState.destBlendRGB = GL_ZERO;
1615 glBlendState.sourceBlendAlpha = GL_ONE;
1616 glBlendState.destBlendAlpha = GL_ZERO;
1617 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1618 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1619 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1620 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1621 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1622 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1623 glBlendState.sampleAlphaToCoverage = false;
1624 glBlendState.dither = false;
1625
1626 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1627 static const UINT sampleMask = 0xFFFFFFFF;
1628
1629 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1630
1631 // Set the vertices
1632 D3D11_MAPPED_SUBRESOURCE mappedResource;
1633 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1634 if (FAILED(result))
1635 {
1636 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1637 return;
1638 }
1639
1640 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1641
1642 float depthClear = gl::clamp01(clearParams.depthClearValue);
1643 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1644 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1645 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1646 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1647
1648 mDeviceContext->Unmap(mClearVB, 0);
1649
1650 // Apply state
1651 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1652 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1653 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1654
1655 // Apply shaders
1656 mDeviceContext->IASetInputLayout(mClearIL);
1657 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
1658 mDeviceContext->PSSetShader(mClearPS, NULL, 0);
1659
1660 // Apply vertex buffer
1661 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1662 static UINT startIdx = 0;
1663 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1664 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1665
1666 // Draw the clear quad
1667 mDeviceContext->Draw(4, 0);
1668
1669 // Clean up
1670 markAllStateDirty();
1671}
1672
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001673void Renderer11::markAllStateDirty()
1674{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001675 mAppliedRenderTargetSerial = 0;
1676 mAppliedDepthbufferSerial = 0;
1677 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001678 mDepthStencilInitialized = false;
1679 mRenderTargetDescInitialized = false;
1680
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001681 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001682 {
1683 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001684 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001685 }
1686 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1687 {
1688 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001689 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001690 }
1691
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001692 mForceSetBlendState = true;
1693 mForceSetRasterState = true;
1694 mForceSetDepthStencilState = true;
1695 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001696 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001697
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001698 mAppliedIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001699 mAppliedIBOffset = 0;
1700
daniel@transgaming.come4991412012-12-20 20:55:34 +00001701 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001702 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1703 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001704}
1705
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001706void Renderer11::releaseDeviceResources()
1707{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001708 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001709 mInputLayoutCache.clear();
1710
1711 delete mVertexDataManager;
1712 mVertexDataManager = NULL;
1713
1714 delete mIndexDataManager;
1715 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001716
1717 delete mLineLoopIB;
1718 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001719
1720 delete mTriangleFanIB;
1721 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001722
1723 if (mCopyVB)
1724 {
1725 mCopyVB->Release();
1726 mCopyVB = NULL;
1727 }
1728
1729 if (mCopySampler)
1730 {
1731 mCopySampler->Release();
1732 mCopySampler = NULL;
1733 }
1734
1735 if (mCopyIL)
1736 {
1737 mCopyIL->Release();
1738 mCopyIL = NULL;
1739 }
1740
1741 if (mCopyVS)
1742 {
1743 mCopyVS->Release();
1744 mCopyVS = NULL;
1745 }
1746
1747 if (mCopyRGBAPS)
1748 {
1749 mCopyRGBAPS->Release();
1750 mCopyRGBAPS = NULL;
1751 }
1752
1753 if (mCopyRGBPS)
1754 {
1755 mCopyRGBPS->Release();
1756 mCopyRGBPS = NULL;
1757 }
1758
1759 if (mCopyLumPS)
1760 {
1761 mCopyLumPS->Release();
1762 mCopyLumPS = NULL;
1763 }
1764
1765 if (mCopyLumAlphaPS)
1766 {
1767 mCopyLumAlphaPS->Release();
1768 mCopyLumAlphaPS = NULL;
1769 }
1770
1771 mCopyResourcesInitialized = false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001772
1773 if (mClearVB)
1774 {
1775 mClearVB->Release();
1776 mClearVB = NULL;
1777 }
1778
1779 if (mClearIL)
1780 {
1781 mClearIL->Release();
1782 mClearIL = NULL;
1783 }
1784
1785 if (mClearVS)
1786 {
1787 mClearVS->Release();
1788 mClearVS = NULL;
1789 }
1790
1791 if (mClearPS)
1792 {
1793 mClearPS->Release();
1794 mClearPS = NULL;
1795 }
1796
1797 if (mClearScissorRS)
1798 {
1799 mClearScissorRS->Release();
1800 mClearScissorRS = NULL;
1801 }
1802
1803 if (mClearNoScissorRS)
1804 {
1805 mClearNoScissorRS->Release();
1806 mClearNoScissorRS = NULL;
1807 }
1808
1809 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001810
1811 if (mDriverConstantBufferVS)
1812 {
1813 mDriverConstantBufferVS->Release();
1814 mDriverConstantBufferVS = NULL;
1815 }
1816
1817 if (mDriverConstantBufferPS)
1818 {
1819 mDriverConstantBufferPS->Release();
1820 mDriverConstantBufferPS = NULL;
1821 }
daniel@transgaming.combdf787f2013-02-01 03:20:36 +00001822
1823 if (mSyncQuery)
1824 {
1825 mSyncQuery->Release();
1826 mSyncQuery = NULL;
1827 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001828}
1829
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001830void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001831{
1832 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001833 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001834}
1835
1836bool Renderer11::isDeviceLost()
1837{
1838 return mDeviceLost;
1839}
1840
1841// set notify to true to broadcast a message to all contexts of the device loss
1842bool Renderer11::testDeviceLost(bool notify)
1843{
1844 bool isLost = false;
1845
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001846 // GetRemovedReason is used to test if the device is removed
1847 HRESULT result = mDevice->GetDeviceRemovedReason();
1848 isLost = d3d11::isDeviceLostError(result);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001849
1850 if (isLost)
1851 {
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001852 // Log error if this is a new device lost event
1853 if (mDeviceLost == false)
1854 {
1855 ERR("The D3D11 device was removed: 0x%08X", result);
1856 }
1857
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001858 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001859 // we'll probably get this done again by notifyDeviceLost
1860 // but best to remember it!
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001861 // Note that we don't want to clear the device loss status here
1862 // -- this needs to be done by resetDevice
1863 mDeviceLost = true;
1864 if (notify)
1865 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001866 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001867 }
1868 }
1869
1870 return isLost;
1871}
1872
1873bool Renderer11::testDeviceResettable()
1874{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001875 // determine if the device is resettable by creating a dummy device
1876 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001877
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001878 if (D3D11CreateDevice == NULL)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001879 {
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001880 return false;
1881 }
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001882
1883 D3D_FEATURE_LEVEL featureLevel[] =
1884 {
1885 D3D_FEATURE_LEVEL_11_0,
1886 D3D_FEATURE_LEVEL_10_1,
1887 D3D_FEATURE_LEVEL_10_0,
1888 };
1889
1890 ID3D11Device* dummyDevice;
1891 D3D_FEATURE_LEVEL dummyFeatureLevel;
1892 ID3D11DeviceContext* dummyContext;
1893
1894 HRESULT result = D3D11CreateDevice(NULL,
1895 D3D_DRIVER_TYPE_HARDWARE,
1896 NULL,
1897 #if defined(_DEBUG)
1898 D3D11_CREATE_DEVICE_DEBUG,
1899 #else
1900 0,
1901 #endif
1902 featureLevel,
1903 sizeof(featureLevel)/sizeof(featureLevel[0]),
1904 D3D11_SDK_VERSION,
1905 &dummyDevice,
1906 &dummyFeatureLevel,
1907 &dummyContext);
1908
1909 if (!mDevice || FAILED(result))
1910 {
1911 return false;
1912 }
1913
1914 dummyContext->Release();
1915 dummyDevice->Release();
1916
1917 return true;
1918}
1919
1920void Renderer11::release()
1921{
1922 releaseDeviceResources();
1923
1924 if (mDxgiFactory)
1925 {
1926 mDxgiFactory->Release();
1927 mDxgiFactory = NULL;
1928 }
1929
1930 if (mDxgiAdapter)
1931 {
1932 mDxgiAdapter->Release();
1933 mDxgiAdapter = NULL;
1934 }
1935
1936 if (mDeviceContext)
1937 {
1938 mDeviceContext->ClearState();
1939 mDeviceContext->Flush();
1940 mDeviceContext->Release();
1941 mDeviceContext = NULL;
1942 }
1943
1944 if (mDevice)
1945 {
1946 mDevice->Release();
1947 mDevice = NULL;
1948 }
1949
1950 if (mD3d11Module)
1951 {
1952 FreeLibrary(mD3d11Module);
1953 mD3d11Module = NULL;
1954 }
1955
1956 if (mDxgiModule)
1957 {
1958 FreeLibrary(mDxgiModule);
1959 mDxgiModule = NULL;
1960 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001961}
1962
1963bool Renderer11::resetDevice()
1964{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001965 // recreate everything
1966 release();
1967 EGLint result = initialize();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001968
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001969 if (result != EGL_SUCCESS)
1970 {
1971 ERR("Could not reinitialize D3D11 device: %08X", result);
1972 return false;
1973 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001974
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001975 mDeviceLost = false;
1976
1977 return true;
1978}
1979
1980DWORD Renderer11::getAdapterVendor() const
1981{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001982 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001983}
1984
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001985std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001986{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001987 std::ostringstream rendererString;
1988
1989 rendererString << mDescription;
1990 rendererString << " Direct3D11";
1991
1992 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1993 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1994
1995 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001996}
1997
1998GUID Renderer11::getAdapterIdentifier() const
1999{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00002000 // Use the adapter LUID as our adapter ID
2001 // This number is local to a machine is only guaranteed to be unique between restarts
2002 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
2003 GUID adapterId = {0};
2004 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
2005 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002006}
2007
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00002008bool Renderer11::getBGRATextureSupport() const
2009{
2010 return mBGRATextureSupport;
2011}
2012
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002013bool Renderer11::getDXT1TextureSupport()
2014{
2015 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002016 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002017 return false;
2018}
2019
2020bool Renderer11::getDXT3TextureSupport()
2021{
2022 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002023 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002024 return false;
2025}
2026
2027bool Renderer11::getDXT5TextureSupport()
2028{
2029 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002030 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002031 return false;
2032}
2033
2034bool Renderer11::getDepthTextureSupport() const
2035{
2036 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002037 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002038 return false;
2039}
2040
2041bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
2042{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002043 *renderable = mFloat32RenderSupport;
2044 *filtering = mFloat32FilterSupport;
2045 return mFloat32TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002046}
2047
2048bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
2049{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002050 *renderable = mFloat16RenderSupport;
2051 *filtering = mFloat16FilterSupport;
2052 return mFloat16TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002053}
2054
2055bool Renderer11::getLuminanceTextureSupport()
2056{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002057 return false;
2058}
2059
2060bool Renderer11::getLuminanceAlphaTextureSupport()
2061{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002062 return false;
2063}
2064
2065bool Renderer11::getTextureFilterAnisotropySupport() const
2066{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002067 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002068}
2069
2070float Renderer11::getTextureMaxAnisotropy() const
2071{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002072 switch (mFeatureLevel)
2073 {
2074 case D3D_FEATURE_LEVEL_11_0:
2075 return D3D11_MAX_MAXANISOTROPY;
2076 case D3D_FEATURE_LEVEL_10_1:
2077 case D3D_FEATURE_LEVEL_10_0:
2078 return D3D10_MAX_MAXANISOTROPY;
2079 default: UNREACHABLE();
2080 return 0;
2081 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002082}
2083
2084bool Renderer11::getEventQuerySupport()
2085{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002086 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002087}
2088
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002089Range Renderer11::getViewportBounds() const
2090{
2091 switch (mFeatureLevel)
2092 {
2093 case D3D_FEATURE_LEVEL_11_0:
2094 return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
2095 case D3D_FEATURE_LEVEL_10_1:
2096 case D3D_FEATURE_LEVEL_10_0:
2097 return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
2098 default: UNREACHABLE();
2099 return Range(0, 0);
2100 }
2101}
2102
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002103unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002104{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002105 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2106 switch (mFeatureLevel)
2107 {
2108 case D3D_FEATURE_LEVEL_11_0:
2109 case D3D_FEATURE_LEVEL_10_1:
2110 case D3D_FEATURE_LEVEL_10_0:
2111 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
2112 default: UNREACHABLE();
2113 return 0;
2114 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002115}
2116
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002117unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
2118{
2119 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2120}
2121
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002122int Renderer11::getMaxVertexUniformVectors() const
2123{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002124 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2125 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2126 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002127}
2128
2129int Renderer11::getMaxFragmentUniformVectors() const
2130{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002131 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2132 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2133 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002134}
2135
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002136int Renderer11::getMaxVaryingVectors() const
2137{
2138 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
2139 switch (mFeatureLevel)
2140 {
2141 case D3D_FEATURE_LEVEL_11_0:
2142 return D3D11_VS_OUTPUT_REGISTER_COUNT;
2143 case D3D_FEATURE_LEVEL_10_1:
2144 case D3D_FEATURE_LEVEL_10_0:
2145 return D3D10_VS_OUTPUT_REGISTER_COUNT;
2146 default: UNREACHABLE();
2147 return 0;
2148 }
2149}
2150
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002151bool Renderer11::getNonPower2TextureSupport() const
2152{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00002153 switch (mFeatureLevel)
2154 {
2155 case D3D_FEATURE_LEVEL_11_0:
2156 case D3D_FEATURE_LEVEL_10_1:
2157 case D3D_FEATURE_LEVEL_10_0:
2158 return true;
2159 default: UNREACHABLE();
2160 return false;
2161 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002162}
2163
2164bool Renderer11::getOcclusionQuerySupport() const
2165{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002166 switch (mFeatureLevel)
2167 {
2168 case D3D_FEATURE_LEVEL_11_0:
2169 case D3D_FEATURE_LEVEL_10_1:
2170 case D3D_FEATURE_LEVEL_10_0:
2171 return true;
2172 default: UNREACHABLE();
2173 return false;
2174 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002175}
2176
2177bool Renderer11::getInstancingSupport() const
2178{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002179 switch (mFeatureLevel)
2180 {
2181 case D3D_FEATURE_LEVEL_11_0:
2182 case D3D_FEATURE_LEVEL_10_1:
2183 case D3D_FEATURE_LEVEL_10_0:
2184 return true;
2185 default: UNREACHABLE();
2186 return false;
2187 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002188}
2189
2190bool Renderer11::getShareHandleSupport() const
2191{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002192 // We only currently support share handles with BGRA surfaces, because
2193 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002194 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002195 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002196}
2197
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002198bool Renderer11::getDerivativeInstructionSupport() const
2199{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002200 switch (mFeatureLevel)
2201 {
2202 case D3D_FEATURE_LEVEL_11_0:
2203 case D3D_FEATURE_LEVEL_10_1:
2204 case D3D_FEATURE_LEVEL_10_0:
2205 return true;
2206 default: UNREACHABLE();
2207 return false;
2208 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002209}
2210
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002211int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002212{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002213 switch (mFeatureLevel)
2214 {
2215 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002216 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002217 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2218 default: UNREACHABLE(); return 0;
2219 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002220}
2221
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002222int Renderer11::getMinorShaderModel() const
2223{
2224 switch (mFeatureLevel)
2225 {
2226 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2227 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2228 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2229 default: UNREACHABLE(); return 0;
2230 }
2231}
2232
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002233float Renderer11::getMaxPointSize() const
2234{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002235 // choose a reasonable maximum. we enforce this in the shader.
2236 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2237 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002238}
2239
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002240int Renderer11::getMaxViewportDimension() const
2241{
2242 // Clamp viewport width/height to half of the maximum right/bottom edge
2243 switch (mFeatureLevel)
2244 {
2245 case D3D_FEATURE_LEVEL_11_0:
2246 return D3D11_VIEWPORT_BOUNDS_MAX - D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2247 case D3D_FEATURE_LEVEL_10_1:
2248 case D3D_FEATURE_LEVEL_10_0:
2249 return D3D10_VIEWPORT_BOUNDS_MAX - D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2250 default: UNREACHABLE();
2251 return 0;
2252 }
2253}
2254
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002255int Renderer11::getMaxTextureWidth() const
2256{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002257 switch (mFeatureLevel)
2258 {
2259 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2260 case D3D_FEATURE_LEVEL_10_1:
2261 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2262 default: UNREACHABLE(); return 0;
2263 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002264}
2265
2266int Renderer11::getMaxTextureHeight() const
2267{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002268 switch (mFeatureLevel)
2269 {
2270 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2271 case D3D_FEATURE_LEVEL_10_1:
2272 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2273 default: UNREACHABLE(); return 0;
2274 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002275}
2276
2277bool Renderer11::get32BitIndexSupport() const
2278{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002279 switch (mFeatureLevel)
2280 {
2281 case D3D_FEATURE_LEVEL_11_0:
2282 case D3D_FEATURE_LEVEL_10_1:
2283 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2284 default: UNREACHABLE(); return false;
2285 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002286}
2287
2288int Renderer11::getMinSwapInterval() const
2289{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002290 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002291}
2292
2293int Renderer11::getMaxSwapInterval() const
2294{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002295 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002296}
2297
2298int Renderer11::getMaxSupportedSamples() const
2299{
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +00002300 return mMaxSupportedSamples;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002301}
2302
shannon.woods@transgaming.com88fbd0f2013-02-28 23:05:46 +00002303int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
2304{
2305 if (requested == 0)
2306 {
2307 return 0;
2308 }
2309
2310 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2311 if (iter != mMultisampleSupportMap.end())
2312 {
2313 const MultisampleSupportInfo& info = iter->second;
2314 for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2315 {
2316 if (info.qualityLevels[i] > 0)
2317 {
2318 return i + 1;
2319 }
2320 }
2321 }
2322
2323 return -1;
2324}
2325
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002326bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002327{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002328 if (source && dest)
2329 {
2330 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2331 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2332
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002333 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002334 return true;
2335 }
2336
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002337 return false;
2338}
2339
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002340bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002341{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002342 if (source && dest)
2343 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002344 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2345 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002346
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002347 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002348 return true;
2349 }
2350
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002351 return false;
2352}
2353
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002354bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002355 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002356{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002357 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2358 if (!colorbuffer)
2359 {
2360 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002361 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002362 }
2363
2364 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2365 if (!sourceRenderTarget)
2366 {
2367 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002368 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002369 }
2370
2371 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2372 if (!source)
2373 {
2374 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002375 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002376 }
2377
2378 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2379 if (!storage11)
2380 {
2381 source->Release();
2382 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002383 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002384 }
2385
2386 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2387 if (!destRenderTarget)
2388 {
2389 source->Release();
2390 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002391 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002392 }
2393
2394 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2395 if (!dest)
2396 {
2397 source->Release();
2398 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002399 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002400 }
2401
2402 gl::Rectangle destRect;
2403 destRect.x = xoffset;
2404 destRect.y = yoffset;
2405 destRect.width = sourceRect.width;
2406 destRect.height = sourceRect.height;
2407
2408 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2409 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2410
2411 source->Release();
2412 dest->Release();
2413
2414 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002415}
2416
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002417bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002418 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002419{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002420 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2421 if (!colorbuffer)
2422 {
2423 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002424 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002425 }
2426
2427 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2428 if (!sourceRenderTarget)
2429 {
2430 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002431 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002432 }
2433
2434 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2435 if (!source)
2436 {
2437 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002438 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002439 }
2440
2441 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2442 if (!storage11)
2443 {
2444 source->Release();
2445 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002446 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002447 }
2448
2449 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
2450 if (!destRenderTarget)
2451 {
2452 source->Release();
2453 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002454 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002455 }
2456
2457 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2458 if (!dest)
2459 {
2460 source->Release();
2461 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002462 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002463 }
2464
2465 gl::Rectangle destRect;
2466 destRect.x = xoffset;
2467 destRect.y = yoffset;
2468 destRect.width = sourceRect.width;
2469 destRect.height = sourceRect.height;
2470
2471 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2472 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2473
2474 source->Release();
2475 dest->Release();
2476
2477 return ret;
2478}
2479
2480bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight,
2481 ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat)
2482{
2483 HRESULT result;
2484
2485 if (!mCopyResourcesInitialized)
2486 {
2487 ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS);
2488
2489 D3D11_BUFFER_DESC vbDesc;
2490 vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
2491 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
2492 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
2493 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2494 vbDesc.MiscFlags = 0;
2495 vbDesc.StructureByteStride = 0;
2496
2497 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
2498 ASSERT(SUCCEEDED(result));
2499 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
2500
2501 D3D11_SAMPLER_DESC samplerDesc;
2502 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
2503 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
2504 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
2505 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
2506 samplerDesc.MipLODBias = 0.0f;
2507 samplerDesc.MaxAnisotropy = 0;
2508 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
2509 samplerDesc.BorderColor[0] = 0.0f;
2510 samplerDesc.BorderColor[1] = 0.0f;
2511 samplerDesc.BorderColor[2] = 0.0f;
2512 samplerDesc.BorderColor[3] = 0.0f;
2513 samplerDesc.MinLOD = 0.0f;
2514 samplerDesc.MaxLOD = 0.0f;
2515
2516 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
2517 ASSERT(SUCCEEDED(result));
2518 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
2519
2520 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
2521 {
2522 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2523 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2524 };
2525
2526 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL);
2527 ASSERT(SUCCEEDED(result));
2528 d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout");
2529
2530 result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS);
2531 ASSERT(SUCCEEDED(result));
2532 d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader");
2533
2534 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS);
2535 ASSERT(SUCCEEDED(result));
2536 d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader");
2537
2538 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS);
2539 ASSERT(SUCCEEDED(result));
2540 d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader");
2541
2542 result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS);
2543 ASSERT(SUCCEEDED(result));
2544 d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader");
2545
2546 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS);
2547 ASSERT(SUCCEEDED(result));
2548 d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader");
2549
2550 mCopyResourcesInitialized = true;
2551 }
2552
2553 // Verify the source and destination area sizes
2554 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
2555 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
2556 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
2557 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight))
2558 {
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002559 return gl::error(GL_INVALID_VALUE, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002560 }
2561
2562 // Set vertices
2563 D3D11_MAPPED_SUBRESOURCE mappedResource;
2564 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
2565 if (FAILED(result))
2566 {
2567 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
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 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
2572
2573 // Create a quad in homogeneous coordinates
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002574 float x1 = (destArea.x / float(destWidth)) * 2.0f - 1.0f;
2575 float y1 = (destArea.y / float(destHeight)) * 2.0f - 1.0f;
2576 float x2 = ((destArea.x + destArea.width) / float(destWidth)) * 2.0f - 1.0f;
2577 float y2 = ((destArea.y + destArea.height) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002578
2579 float u1 = sourceArea.x / float(sourceWidth);
2580 float v1 = sourceArea.y / float(sourceHeight);
2581 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
2582 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
2583
2584 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
2585 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
2586 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
2587 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
2588
2589 mDeviceContext->Unmap(mCopyVB, 0);
2590
2591 static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
2592 static UINT startIdx = 0;
2593 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
2594
2595 // Apply state
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002596 mDeviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002597 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
2598 mDeviceContext->RSSetState(NULL);
2599
2600 // Apply shaders
2601 mDeviceContext->IASetInputLayout(mCopyIL);
2602 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
2603 mDeviceContext->VSSetShader(mCopyVS, NULL, 0);
2604
2605 ID3D11PixelShader *ps = NULL;
2606 switch(destFormat)
2607 {
2608 case GL_RGBA: ps = mCopyRGBAPS; break;
2609 case GL_RGB: ps = mCopyRGBPS; break;
2610 case GL_ALPHA: ps = mCopyRGBAPS; break;
2611 case GL_BGRA_EXT: ps = mCopyRGBAPS; break;
2612 case GL_LUMINANCE: ps = mCopyLumPS; break;
2613 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break;
2614 default: UNREACHABLE(); ps = NULL; break;
2615 }
2616
2617 mDeviceContext->PSSetShader(ps, NULL, 0);
2618
2619 // Unset the currently bound shader resource to avoid conflicts
2620 static ID3D11ShaderResourceView *const nullSRV = NULL;
2621 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2622
2623 // Apply render targets
2624 mDeviceContext->OMSetRenderTargets(1, &dest, NULL);
2625
2626 // Set the viewport
2627 D3D11_VIEWPORT viewport;
2628 viewport.TopLeftX = 0;
2629 viewport.TopLeftY = 0;
2630 viewport.Width = destWidth;
2631 viewport.Height = destHeight;
2632 viewport.MinDepth = 0.0f;
2633 viewport.MaxDepth = 1.0f;
2634 mDeviceContext->RSSetViewports(1, &viewport);
2635
2636 // Apply textures
2637 mDeviceContext->PSSetShaderResources(0, 1, &source);
2638 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
2639
2640 // Draw the quad
2641 mDeviceContext->Draw(4, 0);
2642
2643 // Unbind textures and render targets and vertex buffer
2644 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2645
2646 static ID3D11RenderTargetView *const nullRTV = NULL;
2647 mDeviceContext->OMSetRenderTargets(1, &nullRTV, NULL);
2648
2649 static UINT zero = 0;
2650 static ID3D11Buffer *const nullBuffer = NULL;
2651 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
2652
2653 markAllStateDirty();
2654
2655 return true;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002656}
2657
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002658RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2659{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002660 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002661 RenderTarget11 *renderTarget = NULL;
2662 if (depth)
2663 {
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002664 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
2665 swapChain11->getDepthStencilTexture(), NULL,
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002666 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002667 }
2668 else
2669 {
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002670 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002671 swapChain11->getOffscreenTexture(),
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002672 swapChain11->getRenderTargetShaderResource(),
2673 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002674 }
2675 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002676}
2677
2678RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2679{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002680 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
2681 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002682}
2683
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002684ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002685{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002686 ShaderExecutable11 *executable = NULL;
2687
2688 switch (type)
2689 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002690 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002691 {
2692 ID3D11VertexShader *vshader = NULL;
2693 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2694 ASSERT(SUCCEEDED(result));
2695
2696 if (vshader)
2697 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002698 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002699 }
2700 }
2701 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002702 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002703 {
2704 ID3D11PixelShader *pshader = NULL;
2705 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2706 ASSERT(SUCCEEDED(result));
2707
2708 if (pshader)
2709 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002710 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002711 }
2712 }
2713 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002714 case rx::SHADER_GEOMETRY:
2715 {
2716 ID3D11GeometryShader *gshader = NULL;
2717 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
2718 ASSERT(SUCCEEDED(result));
2719
2720 if (gshader)
2721 {
2722 executable = new ShaderExecutable11(function, length, gshader);
2723 }
2724 }
2725 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002726 default:
2727 UNREACHABLE();
2728 break;
2729 }
2730
2731 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002732}
2733
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002734ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002735{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002736 const char *profile = NULL;
2737
2738 switch (type)
2739 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002740 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002741 profile = "vs_4_0";
2742 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002743 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002744 profile = "ps_4_0";
2745 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002746 case rx::SHADER_GEOMETRY:
2747 profile = "gs_4_0";
2748 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002749 default:
2750 UNREACHABLE();
2751 return NULL;
2752 }
2753
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00002754 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002755 if (!binary)
2756 return NULL;
2757
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002758 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002759 binary->Release();
2760
2761 return executable;
2762}
2763
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002764VertexBuffer *Renderer11::createVertexBuffer()
2765{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00002766 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002767}
2768
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002769IndexBuffer *Renderer11::createIndexBuffer()
2770{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00002771 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002772}
2773
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +00002774BufferStorage *Renderer11::createBufferStorage()
2775{
2776 return new BufferStorage11(this);
2777}
2778
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002779QueryImpl *Renderer11::createQuery(GLenum type)
2780{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002781 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002782}
2783
2784FenceImpl *Renderer11::createFence()
2785{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002786 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002787}
2788
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002789bool Renderer11::getRenderTargetResource(gl::Framebuffer *framebuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
2790{
2791 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2792 if (colorbuffer)
2793 {
2794 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2795 if (renderTarget)
2796 {
2797 *subresourceIndex = renderTarget->getSubresourceIndex();
2798
2799 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
2800 if (colorBufferRTV)
2801 {
2802 ID3D11Resource *textureResource = NULL;
2803 colorBufferRTV->GetResource(&textureResource);
2804 colorBufferRTV->Release();
2805
2806 if (textureResource)
2807 {
2808 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
2809 textureResource->Release();
2810
2811 if (SUCCEEDED(result))
2812 {
2813 return true;
2814 }
2815 else
2816 {
2817 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
2818 "HRESULT: 0x%X.", result);
2819 }
2820 }
2821 }
2822 }
2823 }
2824
2825 return false;
2826}
2827
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002828bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002829 bool blitRenderTarget, bool blitDepthStencil)
2830{
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002831 if (blitRenderTarget && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_RENDERTARGET))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002832 {
2833 return false;
2834 }
2835
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002836 if (blitDepthStencil && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_DEPTHSTENCIL))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002837 {
2838 return false;
2839 }
2840
2841 return true;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002842}
2843
2844void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2845 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2846{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002847 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002848 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002849
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002850 if (getRenderTargetResource(framebuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002851 {
2852 gl::Rectangle area;
2853 area.x = x;
2854 area.y = y;
2855 area.width = width;
2856 area.height = height;
2857
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002858 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
2859 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002860
2861 colorBufferTexture->Release();
2862 colorBufferTexture = NULL;
2863 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002864}
2865
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002866Image *Renderer11::createImage()
2867{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00002868 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002869}
2870
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002871void Renderer11::generateMipmap(Image *dest, Image *src)
2872{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00002873 Image11 *dest11 = Image11::makeImage11(dest);
2874 Image11 *src11 = Image11::makeImage11(src);
2875 Image11::generateMipmap(dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002876}
2877
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002878TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
2879{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002880 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
2881 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002882}
2883
2884TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
2885{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002886 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002887}
2888
2889TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
2890{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002891 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002892}
2893
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002894static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
2895{
2896 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
2897 destFormat == GL_ALPHA &&
2898 destType == GL_UNSIGNED_BYTE)
2899 {
2900 return 1;
2901 }
2902 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
2903 destFormat == GL_RGBA &&
2904 destType == GL_UNSIGNED_BYTE)
2905 {
2906 return 4;
2907 }
2908 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
2909 destFormat == GL_BGRA_EXT &&
2910 destType == GL_UNSIGNED_BYTE)
2911 {
2912 return 4;
2913 }
2914 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
2915 destFormat == GL_RGBA &&
2916 destType == GL_HALF_FLOAT_OES)
2917 {
2918 return 8;
2919 }
2920 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
2921 destFormat == GL_RGB &&
2922 destType == GL_FLOAT)
2923 {
2924 return 12;
2925 }
2926 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
2927 destFormat == GL_RGBA &&
2928 destType == GL_FLOAT)
2929 {
2930 return 16;
2931 }
2932 else
2933 {
2934 return 0;
2935 }
2936}
2937
2938static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
2939 unsigned int y, int inputPitch, gl::Color *outColor)
2940{
2941 switch (format)
2942 {
2943 case DXGI_FORMAT_R8G8B8A8_UNORM:
2944 {
2945 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00002946 outColor->red = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
2947 outColor->green = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
2948 outColor->blue = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
2949 outColor->alpha = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002950 }
2951 break;
2952
2953 case DXGI_FORMAT_A8_UNORM:
2954 {
2955 outColor->red = 0.0f;
2956 outColor->green = 0.0f;
2957 outColor->blue = 0.0f;
2958 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
2959 }
2960 break;
2961
2962 case DXGI_FORMAT_R32G32B32A32_FLOAT:
2963 {
2964 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
2965 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
2966 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
2967 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
2968 }
2969 break;
2970
2971 case DXGI_FORMAT_R32G32B32_FLOAT:
2972 {
2973 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
2974 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
2975 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
2976 outColor->alpha = 1.0f;
2977 }
2978 break;
2979
2980 case DXGI_FORMAT_R16G16B16A16_FLOAT:
2981 {
2982 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
2983 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
2984 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
2985 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
2986 }
2987 break;
2988
2989 case DXGI_FORMAT_B8G8R8A8_UNORM:
2990 {
2991 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00002992 outColor->red = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
2993 outColor->blue = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
2994 outColor->green = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
2995 outColor->alpha = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002996 }
2997 break;
2998
2999 case DXGI_FORMAT_R8_UNORM:
3000 {
3001 outColor->red = *(data + x + y * inputPitch) / 255.0f;
3002 outColor->green = 0.0f;
3003 outColor->blue = 0.0f;
3004 outColor->alpha = 1.0f;
3005 }
3006 break;
3007
3008 case DXGI_FORMAT_R8G8_UNORM:
3009 {
3010 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
3011
3012 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
3013 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
3014 outColor->blue = 0.0f;
3015 outColor->alpha = 1.0f;
3016 }
3017 break;
3018
3019 case DXGI_FORMAT_R16_FLOAT:
3020 {
3021 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
3022 outColor->green = 0.0f;
3023 outColor->blue = 0.0f;
3024 outColor->alpha = 1.0f;
3025 }
3026 break;
3027
3028 case DXGI_FORMAT_R16G16_FLOAT:
3029 {
3030 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
3031 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
3032 outColor->blue = 0.0f;
3033 outColor->alpha = 1.0f;
3034 }
3035 break;
3036
3037 default:
3038 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
3039 UNIMPLEMENTED();
3040 break;
3041 }
3042}
3043
3044static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
3045 unsigned int y, int outputPitch, void *outData)
3046{
3047 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
3048 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
3049
3050 switch (format)
3051 {
3052 case GL_RGBA:
3053 switch (type)
3054 {
3055 case GL_UNSIGNED_BYTE:
3056 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3057 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3058 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3059 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3060 break;
3061
3062 default:
3063 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
3064 UNIMPLEMENTED();
3065 break;
3066 }
3067 break;
3068
3069 case GL_BGRA_EXT:
3070 switch (type)
3071 {
3072 case GL_UNSIGNED_BYTE:
3073 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3074 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3075 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
3076 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3077 break;
3078
3079 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
3080 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3081 // this type is packed as follows:
3082 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3083 // --------------------------------------------------------------------------------
3084 // | 4th | 3rd | 2nd | 1st component |
3085 // --------------------------------------------------------------------------------
3086 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3087 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3088 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
3089 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
3090 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
3091 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
3092 break;
3093
3094 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
3095 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3096 // this type is packed as follows:
3097 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3098 // --------------------------------------------------------------------------------
3099 // | 4th | 3rd | 2nd | 1st component |
3100 // --------------------------------------------------------------------------------
3101 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3102 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3103 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
3104 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
3105 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
3106 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
3107 break;
3108
3109 default:
3110 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
3111 UNIMPLEMENTED();
3112 break;
3113 }
3114 break;
3115
3116 case GL_RGB:
3117 switch (type)
3118 {
3119 case GL_UNSIGNED_SHORT_5_6_5:
3120 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3121 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
3122 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
3123 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
3124 break;
3125
3126 case GL_UNSIGNED_BYTE:
3127 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3128 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3129 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3130 break;
3131
3132 default:
3133 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
3134 UNIMPLEMENTED();
3135 break;
3136 }
3137 break;
3138
3139 default:
3140 ERR("WritePixelColor not implemented for format 0x%X.", format);
3141 UNIMPLEMENTED();
3142 break;
3143 }
3144}
3145
3146void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
3147 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
3148 GLint packAlignment, void *pixels)
3149{
3150 D3D11_TEXTURE2D_DESC textureDesc;
3151 texture->GetDesc(&textureDesc);
3152
3153 D3D11_TEXTURE2D_DESC stagingDesc;
3154 stagingDesc.Width = area.width;
3155 stagingDesc.Height = area.height;
3156 stagingDesc.MipLevels = 1;
3157 stagingDesc.ArraySize = 1;
3158 stagingDesc.Format = textureDesc.Format;
3159 stagingDesc.SampleDesc.Count = 1;
3160 stagingDesc.SampleDesc.Quality = 0;
3161 stagingDesc.Usage = D3D11_USAGE_STAGING;
3162 stagingDesc.BindFlags = 0;
3163 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
3164 stagingDesc.MiscFlags = 0;
3165
3166 ID3D11Texture2D* stagingTex = NULL;
3167 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
3168 if (FAILED(result))
3169 {
3170 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
3171 return;
3172 }
3173
3174 ID3D11Texture2D* srcTex = NULL;
3175 if (textureDesc.SampleDesc.Count > 1)
3176 {
3177 D3D11_TEXTURE2D_DESC resolveDesc;
3178 resolveDesc.Width = textureDesc.Width;
3179 resolveDesc.Height = textureDesc.Height;
3180 resolveDesc.MipLevels = 1;
3181 resolveDesc.ArraySize = 1;
3182 resolveDesc.Format = textureDesc.Format;
3183 resolveDesc.SampleDesc.Count = 1;
3184 resolveDesc.SampleDesc.Quality = 0;
3185 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
3186 resolveDesc.BindFlags = 0;
3187 resolveDesc.CPUAccessFlags = 0;
3188 resolveDesc.MiscFlags = 0;
3189
3190 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
3191 if (FAILED(result))
3192 {
3193 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
3194 stagingTex->Release();
3195 return;
3196 }
3197
3198 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
3199 subResource = 0;
3200 }
3201 else
3202 {
3203 srcTex = texture;
3204 srcTex->AddRef();
3205 }
3206
3207 D3D11_BOX srcBox;
3208 srcBox.left = area.x;
3209 srcBox.right = area.x + area.width;
3210 srcBox.top = area.y;
3211 srcBox.bottom = area.y + area.height;
3212 srcBox.front = 0;
3213 srcBox.back = 1;
3214
3215 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
3216
3217 srcTex->Release();
3218 srcTex = NULL;
3219
3220 D3D11_MAPPED_SUBRESOURCE mapping;
3221 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
3222
3223 unsigned char *source;
3224 int inputPitch;
3225 if (packReverseRowOrder)
3226 {
3227 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
3228 inputPitch = -static_cast<int>(mapping.RowPitch);
3229 }
3230 else
3231 {
3232 source = static_cast<unsigned char*>(mapping.pData);
3233 inputPitch = static_cast<int>(mapping.RowPitch);
3234 }
3235
3236 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
3237 if (fastPixelSize != 0)
3238 {
3239 unsigned char *dest = static_cast<unsigned char*>(pixels);
3240 for (int j = 0; j < area.height; j++)
3241 {
3242 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
3243 }
3244 }
3245 else
3246 {
3247 gl::Color pixelColor;
3248 for (int j = 0; j < area.height; j++)
3249 {
3250 for (int i = 0; i < area.width; i++)
3251 {
3252 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
3253 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
3254 }
3255 }
3256 }
3257
3258 mDeviceContext->Unmap(stagingTex, 0);
3259
3260 stagingTex->Release();
3261 stagingTex = NULL;
3262}
3263
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003264bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget,
3265 const gl::Rectangle &drawRect, BlitTarget target)
3266{
3267 ASSERT(readRect.width == drawRect.width && readRect.height == drawRect.height);
3268
3269 gl::Renderbuffer *readBuffer = NULL;
3270 switch (target)
3271 {
3272 case BLIT_RENDERTARGET:
3273 readBuffer = readTarget->getColorbuffer();
3274 break;
3275 case BLIT_DEPTHSTENCIL:
3276 readBuffer = readTarget->getDepthOrStencilbuffer();
3277 break;
3278 default: UNREACHABLE();
3279 }
3280 if (!readBuffer)
3281 {
3282 ERR("Failed to retrieve the color buffer from the read target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003283 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003284 }
3285
3286 RenderTarget11 *sourceRenderTarget = NULL;
3287 switch (target)
3288 {
3289 case BLIT_RENDERTARGET:
3290 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getRenderTarget());
3291 break;
3292 case BLIT_DEPTHSTENCIL:
3293 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getDepthStencil());
3294 break;
3295 default: UNREACHABLE();
3296 }
3297 if (!sourceRenderTarget)
3298 {
3299 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003300 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003301 }
3302
3303 ID3D11Texture2D *source = NULL;
3304 unsigned int sourceSubresource = 0;
3305 if (sourceRenderTarget->getSamples() > 0)
3306 {
3307 ID3D11Texture2D *unresolvedTexture = sourceRenderTarget->getTexture();
3308
3309 source = resolveMultisampledTexture(unresolvedTexture, sourceRenderTarget->getSubresourceIndex());
3310 sourceSubresource = 0;
3311
3312 unresolvedTexture->Release();
3313 }
3314 else
3315 {
3316 source = sourceRenderTarget->getTexture();
3317 sourceSubresource = sourceRenderTarget->getSubresourceIndex();
3318 }
3319
3320 if (!source)
3321 {
3322 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003323 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003324 }
3325
3326
3327 gl::Renderbuffer *drawBuffer = NULL;
3328 switch (target)
3329 {
3330 case BLIT_RENDERTARGET:
3331 drawBuffer = drawTarget->getColorbuffer();
3332 break;
3333 case BLIT_DEPTHSTENCIL:
3334 drawBuffer = drawTarget->getDepthOrStencilbuffer();
3335 break;
3336 default: UNREACHABLE();
3337 }
3338 if (!drawBuffer)
3339 {
3340 source->Release();
3341 ERR("Failed to retrieve the color buffer from the draw buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003342 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003343 }
3344
3345 RenderTarget11 *drawRenderTarget = NULL;
3346 switch (target)
3347 {
3348 case BLIT_RENDERTARGET:
3349 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getRenderTarget());
3350 break;
3351 case BLIT_DEPTHSTENCIL:
3352 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getDepthStencil());
3353 break;
3354 default: UNREACHABLE();
3355 }
3356 if (!drawRenderTarget)
3357 {
3358 source->Release();
3359 ERR("Failed to retrieve the render target from the render buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003360 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003361 }
3362
3363 ID3D11Texture2D *dest = drawRenderTarget->getTexture();
3364 unsigned int destSubresource = drawRenderTarget->getSubresourceIndex();
3365
3366 D3D11_BOX srcBox;
3367 srcBox.left = readRect.x;
3368 srcBox.right = readRect.x + readRect.width;
3369 srcBox.top = readRect.y;
3370 srcBox.bottom = readRect.y + readRect.height;
3371 srcBox.front = 0;
3372 srcBox.back = 1;
3373
3374 mDeviceContext->CopySubresourceRegion(dest, destSubresource, drawRect.x, drawRect.y, 0,
3375 source, sourceSubresource, &srcBox);
3376
3377 source->Release();
3378 dest->Release();
3379
3380 return true;
3381}
3382
shannon.woods@transgaming.comd67f9ce2013-02-28 23:06:09 +00003383ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
3384{
3385 D3D11_TEXTURE2D_DESC textureDesc;
3386 source->GetDesc(&textureDesc);
3387
3388 if (textureDesc.SampleDesc.Count > 1)
3389 {
3390 D3D11_TEXTURE2D_DESC resolveDesc;
3391 resolveDesc.Width = textureDesc.Width;
3392 resolveDesc.Height = textureDesc.Height;
3393 resolveDesc.MipLevels = 1;
3394 resolveDesc.ArraySize = 1;
3395 resolveDesc.Format = textureDesc.Format;
3396 resolveDesc.SampleDesc.Count = 1;
3397 resolveDesc.SampleDesc.Quality = 0;
3398 resolveDesc.Usage = textureDesc.Usage;
3399 resolveDesc.BindFlags = textureDesc.BindFlags;
3400 resolveDesc.CPUAccessFlags = 0;
3401 resolveDesc.MiscFlags = 0;
3402
3403 ID3D11Texture2D *resolveTexture = NULL;
3404 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
3405 if (FAILED(result))
3406 {
3407 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
3408 return NULL;
3409 }
3410
3411 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
3412 return resolveTexture;
3413 }
3414 else
3415 {
3416 source->AddRef();
3417 return source;
3418 }
3419}
3420
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003421}