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daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001//
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00002// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00003// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
8
9#include "common/debug.h"
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000013#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000014#include "libGLESv2/Program.h"
15#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000016#include "libGLESv2/Framebuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000017#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000018#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000019#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +000020#include "libGLESv2/renderer/ShaderExecutable11.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000021#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.coma8aac672012-12-20 21:08:00 +000022#include "libGLESv2/renderer/Image11.h"
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +000023#include "libGLESv2/renderer/VertexBuffer11.h"
daniel@transgaming.com11c2af52012-12-20 21:10:01 +000024#include "libGLESv2/renderer/IndexBuffer11.h"
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000025#include "libGLESv2/renderer/VertexDataManager.h"
26#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +000027#include "libGLESv2/renderer/TextureStorage11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000028
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000029#include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h"
30#include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h"
31#include "libGLESv2/renderer/shaders/compiled/passthroughrgb11ps.h"
32#include "libGLESv2/renderer/shaders/compiled/passthroughlum11ps.h"
33#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha11ps.h"
34
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000035#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
36#include "libGLESv2/renderer/shaders/compiled/clear11ps.h"
37
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +000038#include <sstream>
39
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000040namespace rx
41{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000042static const DXGI_FORMAT RenderTargetFormats[] =
43 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000044 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000045 DXGI_FORMAT_R8G8B8A8_UNORM
46 };
47
48static const DXGI_FORMAT DepthStencilFormats[] =
49 {
50 DXGI_FORMAT_D24_UNORM_S8_UINT
51 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000052
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000053enum
54{
55 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
56};
57
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000058Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
59{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000060 mVertexDataManager = NULL;
61 mIndexDataManager = NULL;
62
daniel@transgaming.comc5114302012-12-20 21:11:36 +000063 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000064 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000065
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000066 mCopyResourcesInitialized = false;
67 mCopyVB = NULL;
68 mCopySampler = NULL;
69 mCopyIL = NULL;
70 mCopyVS = NULL;
71 mCopyRGBAPS = NULL;
72 mCopyRGBPS = NULL;
73 mCopyLumPS = NULL;
74 mCopyLumAlphaPS = NULL;
75
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000076 mClearResourcesInitialized = false;
77 mClearVB = NULL;
78 mClearIL = NULL;
79 mClearVS = NULL;
80 mClearPS = NULL;
81 mClearScissorRS = NULL;
82 mClearNoScissorRS = NULL;
83
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000084 mD3d11Module = NULL;
85 mDxgiModule = NULL;
86
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000087 mDeviceLost = false;
88
daniel@transgaming.com25072f62012-11-28 19:31:32 +000089 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000090 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000091 mDxgiAdapter = NULL;
92 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +000093
94 mDriverConstantBufferVS = NULL;
95 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +000096
97 mBGRATextureSupport = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000098}
99
100Renderer11::~Renderer11()
101{
102 releaseDeviceResources();
103
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000104 if (mDxgiFactory)
105 {
106 mDxgiFactory->Release();
107 mDxgiFactory = NULL;
108 }
109
110 if (mDxgiAdapter)
111 {
112 mDxgiAdapter->Release();
113 mDxgiAdapter = NULL;
114 }
115
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000116 if (mDeviceContext)
117 {
daniel@transgaming.comd5df4e82013-01-11 04:11:21 +0000118 mDeviceContext->ClearState();
119 mDeviceContext->Flush();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000120 mDeviceContext->Release();
121 mDeviceContext = NULL;
122 }
123
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000124 if (mDevice)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000125 {
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000126 mDevice->Release();
127 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000128 }
129
130 if (mD3d11Module)
131 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000132 FreeLibrary(mD3d11Module);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000133 mD3d11Module = NULL;
134 }
135
136 if (mDxgiModule)
137 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000138 FreeLibrary(mDxgiModule);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000139 mDxgiModule = NULL;
140 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000141}
142
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000143Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
144{
145 ASSERT(dynamic_cast<rx::Renderer11*>(renderer) != NULL);
146 return static_cast<rx::Renderer11*>(renderer);
147}
148
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000149EGLint Renderer11::initialize()
150{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000151 if (!initializeCompiler())
152 {
153 return EGL_NOT_INITIALIZED;
154 }
155
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000156 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
157 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000158
159 if (mD3d11Module == NULL || mDxgiModule == NULL)
160 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000161 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000162 return EGL_NOT_INITIALIZED;
163 }
164
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000165 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000166
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000167 if (D3D11CreateDevice == NULL)
168 {
169 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
170 return EGL_NOT_INITIALIZED;
171 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000172
173 D3D_FEATURE_LEVEL featureLevel[] =
174 {
175 D3D_FEATURE_LEVEL_11_0,
176 D3D_FEATURE_LEVEL_10_1,
177 D3D_FEATURE_LEVEL_10_0,
178 };
179
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000180 HRESULT result = D3D11CreateDevice(NULL,
181 D3D_DRIVER_TYPE_HARDWARE,
182 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000183 #if defined(_DEBUG)
184 D3D11_CREATE_DEVICE_DEBUG,
185 #else
186 0,
187 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000188 featureLevel,
189 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000190 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000191 &mDevice,
192 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000193 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000194
195 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000196 {
197 ERR("Could not create D3D11 device - aborting!\n");
198 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
199 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000200
201 IDXGIDevice *dxgiDevice = NULL;
202 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
203
204 if (FAILED(result))
205 {
206 ERR("Could not query DXGI device - aborting!\n");
207 return EGL_NOT_INITIALIZED;
208 }
209
210 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
211
212 if (FAILED(result))
213 {
214 ERR("Could not retrieve DXGI adapter - aborting!\n");
215 return EGL_NOT_INITIALIZED;
216 }
217
218 dxgiDevice->Release();
219
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000220 mDxgiAdapter->GetDesc(&mAdapterDescription);
221 memset(mDescription, 0, sizeof(mDescription));
222 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
223
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000224 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
225
226 if (!mDxgiFactory || FAILED(result))
227 {
228 ERR("Could not create DXGI factory - aborting!\n");
229 return EGL_NOT_INITIALIZED;
230 }
231
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000232 initializeDevice();
233
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000234 // BGRA texture support is optional in feature levels 10 and 10_1
235 UINT formatSupport;
236 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
237 if (FAILED(result))
238 {
239 ERR("Error checking BGRA format support: 0x%08X", result);
240 }
241 else
242 {
243 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
244 mBGRATextureSupport = (formatSupport & flags) == flags;
245 }
246
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000247 return EGL_SUCCESS;
248}
249
250// do any one-time device initialization
251// NOTE: this is also needed after a device lost/reset
252// to reset the scene status and ensure the default states are reset.
253void Renderer11::initializeDevice()
254{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000255 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000256 mInputLayoutCache.initialize(mDevice, mDeviceContext);
257
258 ASSERT(!mVertexDataManager && !mIndexDataManager);
259 mVertexDataManager = new VertexDataManager(this);
260 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000261
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000262 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000263}
264
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000265int Renderer11::generateConfigs(ConfigDesc **configDescList)
266{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000267 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
268 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000269 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
270 int numConfigs = 0;
271
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000272 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000273 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000274 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000275 {
276 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
277
278 UINT formatSupport = 0;
279 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
280
281 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
282 {
283 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
284
285 UINT formatSupport = 0;
286 HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
287
288 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL))
289 {
290 ConfigDesc newConfig;
291 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
292 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
293 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
294 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
295
296 (*configDescList)[numConfigs++] = newConfig;
297 }
298 }
299 }
300 }
301
302 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000303}
304
305void Renderer11::deleteConfigs(ConfigDesc *configDescList)
306{
307 delete [] (configDescList);
308}
309
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000310void Renderer11::sync(bool block)
311{
312 // TODO
daniel@transgaming.come76b64b2013-01-11 04:10:08 +0000313 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000314}
315
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000316SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
317{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000318 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000319}
320
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000321void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
322{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000323 if (type == gl::SAMPLER_PIXEL)
324 {
325 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
326 {
327 ERR("Pixel shader sampler index %i is not valid.", index);
328 return;
329 }
330
331 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
332 {
333 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
334
335 if (!dxSamplerState)
336 {
337 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
338 "sampler state for pixel shaders at slot %i.", index);
339 }
340
341 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
342
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000343 mCurPixelSamplerStates[index] = samplerState;
344 }
345
346 mForceSetPixelSamplerStates[index] = false;
347 }
348 else if (type == gl::SAMPLER_VERTEX)
349 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000350 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000351 {
352 ERR("Vertex shader sampler index %i is not valid.", index);
353 return;
354 }
355
356 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
357 {
358 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
359
360 if (!dxSamplerState)
361 {
362 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
363 "sampler state for vertex shaders at slot %i.", index);
364 }
365
366 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
367
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000368 mCurVertexSamplerStates[index] = samplerState;
369 }
370
371 mForceSetVertexSamplerStates[index] = false;
372 }
373 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000374}
375
376void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
377{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000378 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000379 unsigned int serial = 0;
380 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000381
382 if (texture)
383 {
384 TextureStorageInterface *texStorage = texture->getNativeTexture();
385 if (texStorage)
386 {
387 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
388 textureSRV = storage11->getSRV();
389 }
390
391 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
392 // missing the shader resource view
393 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000394
395 serial = texture->getTextureSerial();
396 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000397 }
398
399 if (type == gl::SAMPLER_PIXEL)
400 {
401 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
402 {
403 ERR("Pixel shader sampler index %i is not valid.", index);
404 return;
405 }
406
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000407 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
408 {
409 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
410 }
411
412 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000413 }
414 else if (type == gl::SAMPLER_VERTEX)
415 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000416 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000417 {
418 ERR("Vertex shader sampler index %i is not valid.", index);
419 return;
420 }
421
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000422 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
423 {
424 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
425 }
426
427 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000428 }
429 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000430}
431
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000432void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000433{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000434 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000435 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000436 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
437 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000438 if (!dxRasterState)
439 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000440 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000441 "rasterizer state.");
442 }
443
444 mDeviceContext->RSSetState(dxRasterState);
445
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000446 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000447 }
448
449 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000450}
451
452void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
453 unsigned int sampleMask)
454{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000455 if (mForceSetBlendState ||
456 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
457 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
458 sampleMask != mCurSampleMask)
459 {
460 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
461 if (!dxBlendState)
462 {
463 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
464 "blend state.");
465 }
466
467 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
468 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
469
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000470 mCurBlendState = blendState;
471 mCurBlendColor = blendColor;
472 mCurSampleMask = sampleMask;
473 }
474
475 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000476}
477
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000478void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000479 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000480{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000481 if (mForceSetDepthStencilState ||
482 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
483 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
484 {
485 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
486 stencilRef != stencilBackRef ||
487 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
488 {
489 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
490 "invalid under WebGL.");
491 return error(GL_INVALID_OPERATION);
492 }
493
494 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
495 if (!dxDepthStencilState)
496 {
497 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
498 "setting the default depth stencil state.");
499 }
500
501 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
502
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000503 mCurDepthStencilState = depthStencilState;
504 mCurStencilRef = stencilRef;
505 mCurStencilBackRef = stencilBackRef;
506 }
507
508 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000509}
510
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000511void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000512{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000513 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
514 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000515 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000516 if (enabled)
517 {
518 D3D11_RECT rect;
519 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
520 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
521 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
522 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000523
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000524 mDeviceContext->RSSetScissorRects(1, &rect);
525 }
526
527 if (enabled != mScissorEnabled)
528 {
529 mForceSetRasterState = true;
530 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000531
532 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000533 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000534 }
535
536 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000537}
538
daniel@transgaming.com12985182012-12-20 20:56:31 +0000539bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000540 bool ignoreViewport, gl::ProgramBinary *currentProgram)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000541{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000542 gl::Rectangle actualViewport = viewport;
543 float actualZNear = gl::clamp01(zNear);
544 float actualZFar = gl::clamp01(zFar);
545 if (ignoreViewport)
546 {
547 actualViewport.x = 0;
548 actualViewport.y = 0;
549 actualViewport.width = mRenderTargetDesc.width;
550 actualViewport.height = mRenderTargetDesc.height;
551 actualZNear = 0.0f;
552 actualZFar = 1.0f;
553 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000554
555 D3D11_VIEWPORT dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000556 dxViewport.TopLeftX = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
557 dxViewport.TopLeftY = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
558 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.TopLeftX));
559 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.TopLeftY));
560 dxViewport.MinDepth = actualZNear;
561 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000562
563 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
564 {
565 return false; // Nothing to render
566 }
567
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000568 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
569 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000570
daniel@transgaming.com53670042012-11-28 20:55:51 +0000571 if (viewportChanged)
572 {
573 mDeviceContext->RSSetViewports(1, &dxViewport);
574
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000575 mCurViewport = actualViewport;
576 mCurNear = actualZNear;
577 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000578 }
579
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000580 if (currentProgram && viewportChanged)
daniel@transgaming.com53670042012-11-28 20:55:51 +0000581 {
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000582 mVertexConstants.halfPixelSize[0] = 0.0f;
583 mVertexConstants.halfPixelSize[1] = 0.0f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000584
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000585 mPixelConstants.coord[0] = actualViewport.width * 0.5f;
586 mPixelConstants.coord[1] = actualViewport.height * 0.5f;
587 mPixelConstants.coord[2] = actualViewport.x + (actualViewport.width * 0.5f);
588 mPixelConstants.coord[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000589
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000590 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
591 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
592 mPixelConstants.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000593
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000594 mVertexConstants.depthRange[0] = actualZNear;
595 mVertexConstants.depthRange[1] = actualZFar;
596 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000597
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000598 mPixelConstants.depthRange[0] = actualZNear;
599 mPixelConstants.depthRange[1] = actualZFar;
600 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000601 }
602
603 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000604 return true;
605}
606
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000607bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
608{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000609 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000610
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000611 switch (mode)
612 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000613 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
614 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000615 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000616 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
617 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
618 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000619 // emulate fans via rewriting index buffer
620 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000621 default:
622 return error(GL_INVALID_ENUM, false);
623 }
624
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000625 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000626
627 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000628}
629
630bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000631{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000632 // Get the color render buffer and serial
633 gl::Renderbuffer *renderbufferObject = NULL;
634 unsigned int renderTargetSerial = 0;
635 if (framebuffer->getColorbufferType() != GL_NONE)
636 {
637 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000638
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000639 if (!renderbufferObject)
640 {
641 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000642 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000643 }
644
645 renderTargetSerial = renderbufferObject->getSerial();
646 }
647
648 // Get the depth stencil render buffer and serials
649 gl::Renderbuffer *depthStencil = NULL;
650 unsigned int depthbufferSerial = 0;
651 unsigned int stencilbufferSerial = 0;
652 if (framebuffer->getDepthbufferType() != GL_NONE)
653 {
654 depthStencil = framebuffer->getDepthbuffer();
655 if (!depthStencil)
656 {
657 ERR("Depth stencil pointer unexpectedly null.");
658 return false;
659 }
660
661 depthbufferSerial = depthStencil->getSerial();
662 }
663 else if (framebuffer->getStencilbufferType() != GL_NONE)
664 {
665 depthStencil = framebuffer->getStencilbuffer();
666 if (!depthStencil)
667 {
668 ERR("Depth stencil pointer unexpectedly null.");
669 return false;
670 }
671
672 stencilbufferSerial = depthStencil->getSerial();
673 }
674
675 // Extract the render target dimensions and view
676 unsigned int renderTargetWidth = 0;
677 unsigned int renderTargetHeight = 0;
678 GLenum renderTargetFormat = 0;
679 ID3D11RenderTargetView* framebufferRTV = NULL;
680 if (renderbufferObject)
681 {
682 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
683 if (!renderTarget)
684 {
685 ERR("render target pointer unexpectedly null.");
686 return false;
687 }
688
689 framebufferRTV = renderTarget->getRenderTargetView();
690 if (!framebufferRTV)
691 {
692 ERR("render target view pointer unexpectedly null.");
693 return false;
694 }
695
696 renderTargetWidth = renderbufferObject->getWidth();
697 renderTargetHeight = renderbufferObject->getHeight();
698 renderTargetFormat = renderbufferObject->getActualFormat();
699 }
700
701 // Extract the depth stencil sizes and view
702 unsigned int depthSize = 0;
703 unsigned int stencilSize = 0;
704 ID3D11DepthStencilView* framebufferDSV = NULL;
705 if (depthStencil)
706 {
707 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
708 if (!depthStencilRenderTarget)
709 {
710 ERR("render target pointer unexpectedly null.");
711 if (framebufferRTV)
712 {
713 framebufferRTV->Release();
714 }
715 return false;
716 }
717
718 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
719 if (!framebufferDSV)
720 {
721 ERR("depth stencil view pointer unexpectedly null.");
722 if (framebufferRTV)
723 {
724 framebufferRTV->Release();
725 }
726 return false;
727 }
728
729 // If there is no render buffer, the width, height and format values come from
730 // the depth stencil
731 if (!renderbufferObject)
732 {
733 renderTargetWidth = depthStencil->getWidth();
734 renderTargetHeight = depthStencil->getHeight();
735 renderTargetFormat = depthStencil->getActualFormat();
736 }
737
738 depthSize = depthStencil->getDepthSize();
739 stencilSize = depthStencil->getStencilSize();
740 }
741
742 // Apply the render target and depth stencil
743 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
744 renderTargetSerial != mAppliedRenderTargetSerial ||
745 depthbufferSerial != mAppliedDepthbufferSerial ||
746 stencilbufferSerial != mAppliedStencilbufferSerial)
747 {
748 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
749
750 mRenderTargetDesc.width = renderTargetWidth;
751 mRenderTargetDesc.height = renderTargetHeight;
752 mRenderTargetDesc.format = renderTargetFormat;
753 mForceSetViewport = true; // TODO: It may not be required to clamp the viewport in D3D11
754 mForceSetScissor = true; // TODO: It may not be required to clamp the scissor in D3D11
755
756 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
757 {
758 mCurDepthSize = depthSize;
759 mForceSetRasterState = true;
760 }
761
762 mCurStencilSize = stencilSize;
763
764 mAppliedRenderTargetSerial = renderTargetSerial;
765 mAppliedDepthbufferSerial = depthbufferSerial;
766 mAppliedStencilbufferSerial = stencilbufferSerial;
767 mRenderTargetDescInitialized = true;
768 mDepthStencilInitialized = true;
769 }
770
771 if (framebufferRTV)
772 {
773 framebufferRTV->Release();
774 }
775 if (framebufferDSV)
776 {
777 framebufferDSV->Release();
778 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000779
780 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000781}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000782
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000783GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000784{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000785 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
786 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
787 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000788 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000789 return err;
790 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000791
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000792 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000793}
794
daniel@transgaming.com31240482012-11-28 21:06:41 +0000795GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000796{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000797 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000798
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000799 if (err == GL_NO_ERROR)
800 {
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000801 if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000802 {
803 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
804
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000805 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000806 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000807 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000808 }
809 }
810
811 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000812}
813
814void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
815{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000816 if (mode == GL_LINE_LOOP)
817 {
818 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
819 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000820 else if (mode == GL_TRIANGLE_FAN)
821 {
822 drawTriangleFan(count, GL_NONE, NULL, 0, NULL);
823 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000824 else if (instances > 0)
825 {
826 // TODO
827 UNIMPLEMENTED();
828 }
829 else
830 {
831 mDeviceContext->Draw(count, 0);
832 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000833}
834
daniel@transgaming.com31240482012-11-28 21:06:41 +0000835void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000836{
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000837 if (mode == GL_LINE_LOOP)
838 {
839 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
840 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000841 else if (mode == GL_TRIANGLE_FAN)
842 {
843 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
844 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000845 else
846 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +0000847 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000848 }
849}
850
851void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
852{
853 // Get the raw indices for an indexed draw
854 if (type != GL_NONE && elementArrayBuffer)
855 {
856 gl::Buffer *indexBuffer = elementArrayBuffer;
857 intptr_t offset = reinterpret_cast<intptr_t>(indices);
858 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
859 }
860
861 if (!mLineLoopIB)
862 {
863 mLineLoopIB = new StreamingIndexBufferInterface(this);
864 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
865 {
866 delete mLineLoopIB;
867 mLineLoopIB = NULL;
868
869 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
870 return error(GL_OUT_OF_MEMORY);
871 }
872 }
873
874 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
875 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
876 {
877 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
878 return error(GL_OUT_OF_MEMORY);
879 }
880
881 void* mappedMemory = NULL;
882 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
883 if (offset == -1 || mappedMemory == NULL)
884 {
885 ERR("Could not map index buffer for GL_LINE_LOOP.");
886 return error(GL_OUT_OF_MEMORY);
887 }
888
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000889 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000890 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000891
892 switch (type)
893 {
894 case GL_NONE: // Non-indexed draw
895 for (int i = 0; i < count; i++)
896 {
897 data[i] = i;
898 }
899 data[count] = 0;
900 break;
901 case GL_UNSIGNED_BYTE:
902 for (int i = 0; i < count; i++)
903 {
904 data[i] = static_cast<const GLubyte*>(indices)[i];
905 }
906 data[count] = static_cast<const GLubyte*>(indices)[0];
907 break;
908 case GL_UNSIGNED_SHORT:
909 for (int i = 0; i < count; i++)
910 {
911 data[i] = static_cast<const GLushort*>(indices)[i];
912 }
913 data[count] = static_cast<const GLushort*>(indices)[0];
914 break;
915 case GL_UNSIGNED_INT:
916 for (int i = 0; i < count; i++)
917 {
918 data[i] = static_cast<const GLuint*>(indices)[i];
919 }
920 data[count] = static_cast<const GLuint*>(indices)[0];
921 break;
922 default: UNREACHABLE();
923 }
924
925 if (!mLineLoopIB->unmapBuffer())
926 {
927 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
928 return error(GL_OUT_OF_MEMORY);
929 }
930
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000931 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000932 {
933 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
934
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000935 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000936 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000937 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000938 }
939
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000940 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000941}
942
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000943void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
944{
945 // Get the raw indices for an indexed draw
946 if (type != GL_NONE && elementArrayBuffer)
947 {
948 gl::Buffer *indexBuffer = elementArrayBuffer;
949 intptr_t offset = reinterpret_cast<intptr_t>(indices);
950 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
951 }
952
953 if (!mTriangleFanIB)
954 {
955 mTriangleFanIB = new StreamingIndexBufferInterface(this);
956 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
957 {
958 delete mTriangleFanIB;
959 mTriangleFanIB = NULL;
960
961 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
962 return error(GL_OUT_OF_MEMORY);
963 }
964 }
965
966 const int numTris = count - 2;
967 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
968 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
969 {
970 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
971 return error(GL_OUT_OF_MEMORY);
972 }
973
974 void* mappedMemory = NULL;
975 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
976 if (offset == -1 || mappedMemory == NULL)
977 {
978 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
979 return error(GL_OUT_OF_MEMORY);
980 }
981
982 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
983 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
984
985 switch (type)
986 {
987 case GL_NONE: // Non-indexed draw
988 for (int i = 0; i < numTris; i++)
989 {
990 data[i*3 + 0] = 0;
991 data[i*3 + 1] = i + 1;
992 data[i*3 + 2] = i + 2;
993 }
994 break;
995 case GL_UNSIGNED_BYTE:
996 for (int i = 0; i < numTris; i++)
997 {
998 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
999 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1000 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1001 }
1002 break;
1003 case GL_UNSIGNED_SHORT:
1004 for (int i = 0; i < numTris; i++)
1005 {
1006 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1007 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1008 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1009 }
1010 break;
1011 case GL_UNSIGNED_INT:
1012 for (int i = 0; i < numTris; i++)
1013 {
1014 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1015 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1016 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1017 }
1018 break;
1019 default: UNREACHABLE();
1020 }
1021
1022 if (!mTriangleFanIB->unmapBuffer())
1023 {
1024 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
1025 return error(GL_OUT_OF_MEMORY);
1026 }
1027
1028 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1029 {
1030 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1031
1032 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1033 mAppliedIBSerial = mTriangleFanIB->getSerial();
1034 mAppliedIBOffset = indexBufferOffset;
1035 }
1036
1037 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1038}
1039
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001040void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1041{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001042 unsigned int programBinarySerial = programBinary->getSerial();
1043 if (programBinarySerial != mAppliedProgramBinarySerial)
1044 {
1045 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1046 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001047
daniel@transgaming.come4991412012-12-20 20:55:34 +00001048 ID3D11VertexShader *vertexShader = NULL;
1049 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001050
daniel@transgaming.come4991412012-12-20 20:55:34 +00001051 ID3D11PixelShader *pixelShader = NULL;
1052 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001053
daniel@transgaming.come4991412012-12-20 20:55:34 +00001054 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1055 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
1056 programBinary->dirtyAllUniforms();
1057
1058 mAppliedProgramBinarySerial = programBinarySerial;
1059 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001060}
1061
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001062void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001063{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001064 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1065 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001066
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001067 unsigned int totalRegisterCountVS = 0;
1068 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001069
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001070 bool vertexUniformsDirty = false;
1071 bool pixelUniformsDirty = false;
1072
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001073 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1074 {
1075 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001076
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001077 if (uniform->vsRegisterIndex >= 0)
1078 {
1079 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001080 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001081 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001082
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001083 if (uniform->psRegisterIndex >= 0)
1084 {
1085 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001086 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001087 }
1088 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001089
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001090 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1091 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1092
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001093 void *mapVS = (totalRegisterCountVS > 0 && vertexUniformsDirty) ? new float[4 * totalRegisterCountVS] : NULL;
1094 void *mapPS = (totalRegisterCountPS > 0 && pixelUniformsDirty) ? new float[4 * totalRegisterCountPS] : NULL;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001095
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001096 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001097 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001098 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001099
1100 switch (uniform->type)
1101 {
daniel@transgaming.comda8d3802012-12-20 21:12:55 +00001102 case GL_SAMPLER_2D:
1103 case GL_SAMPLER_CUBE:
1104 break;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001105 case GL_FLOAT:
1106 case GL_FLOAT_VEC2:
1107 case GL_FLOAT_VEC3:
1108 case GL_FLOAT_VEC4:
1109 case GL_FLOAT_MAT2:
1110 case GL_FLOAT_MAT3:
1111 case GL_FLOAT_MAT4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001112 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001113 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001114 GLfloat (*c)[4] = (GLfloat(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001115 float (*f)[4] = (float(*)[4])uniform->data;
1116
1117 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001118 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001119 c[uniform->vsRegisterIndex + i][0] = f[i][0];
1120 c[uniform->vsRegisterIndex + i][1] = f[i][1];
1121 c[uniform->vsRegisterIndex + i][2] = f[i][2];
1122 c[uniform->vsRegisterIndex + i][3] = f[i][3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001123 }
1124 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001125 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001126 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001127 GLfloat (*c)[4] = (GLfloat(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001128 float (*f)[4] = (float(*)[4])uniform->data;
1129
1130 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001131 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001132 c[uniform->psRegisterIndex + i][0] = f[i][0];
1133 c[uniform->psRegisterIndex + i][1] = f[i][1];
1134 c[uniform->psRegisterIndex + i][2] = f[i][2];
1135 c[uniform->psRegisterIndex + i][3] = f[i][3];
1136 }
1137 }
1138 break;
1139 case GL_INT:
1140 case GL_INT_VEC2:
1141 case GL_INT_VEC3:
1142 case GL_INT_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001143 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001144 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001145 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001146 GLint *x = (GLint*)uniform->data;
1147 int count = gl::VariableColumnCount(uniform->type);
1148
1149 for (unsigned int i = 0; i < uniform->registerCount; i++)
1150 {
1151 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = x[i * count + 0];
1152 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = x[i * count + 1];
1153 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = x[i * count + 2];
1154 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = x[i * count + 3];
1155 }
1156 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001157 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001158 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001159 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001160 GLint *x = (GLint*)uniform->data;
1161 int count = gl::VariableColumnCount(uniform->type);
1162
1163 for (unsigned int i = 0; i < uniform->registerCount; i++)
1164 {
1165 if (count >= 1) c[uniform->psRegisterIndex + i][0] = x[i * count + 0];
1166 if (count >= 2) c[uniform->psRegisterIndex + i][1] = x[i * count + 1];
1167 if (count >= 3) c[uniform->psRegisterIndex + i][2] = x[i * count + 2];
1168 if (count >= 4) c[uniform->psRegisterIndex + i][3] = x[i * count + 3];
1169 }
1170 }
1171 break;
1172 case GL_BOOL:
1173 case GL_BOOL_VEC2:
1174 case GL_BOOL_VEC3:
1175 case GL_BOOL_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001176 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001177 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001178 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001179 GLboolean *b = (GLboolean*)uniform->data;
1180 int count = gl::VariableColumnCount(uniform->type);
1181
1182 for (unsigned int i = 0; i < uniform->registerCount; i++)
1183 {
1184 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = b[i * count + 0];
1185 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = b[i * count + 1];
1186 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = b[i * count + 2];
1187 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = b[i * count + 3];
1188 }
1189 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001190 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001191 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001192 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001193 GLboolean *b = (GLboolean*)uniform->data;
1194 int count = gl::VariableColumnCount(uniform->type);
1195
1196 for (unsigned int i = 0; i < uniform->registerCount; i++)
1197 {
1198 if (count >= 1) c[uniform->psRegisterIndex + i][0] = b[i * count + 0];
1199 if (count >= 2) c[uniform->psRegisterIndex + i][1] = b[i * count + 1];
1200 if (count >= 3) c[uniform->psRegisterIndex + i][2] = b[i * count + 2];
1201 if (count >= 4) c[uniform->psRegisterIndex + i][3] = b[i * count + 3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001202 }
1203 }
1204 break;
1205 default:
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001206 UNREACHABLE();
1207 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001208
1209 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001210 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001211
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001212 if (vertexConstantBuffer && mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001213 {
1214 mDeviceContext->UpdateSubresource(vertexConstantBuffer, 0, NULL, mapVS, 0, 0);
1215 }
1216
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001217 if (pixelConstantBuffer && mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001218 {
1219 mDeviceContext->UpdateSubresource(pixelConstantBuffer, 0, NULL, mapPS, 0, 0);
1220 }
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001221
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001222 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1223 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
1224
1225 delete[] mapVS;
1226 delete[] mapPS;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001227
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001228 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001229 if (!mDriverConstantBufferVS)
1230 {
1231 D3D11_BUFFER_DESC constantBufferDescription = {0};
1232 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1233 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1234 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1235 constantBufferDescription.CPUAccessFlags = 0;
1236 constantBufferDescription.MiscFlags = 0;
1237 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001238
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001239 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001240 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001241
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001242 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1243 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001244
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001245 if (!mDriverConstantBufferPS)
1246 {
1247 D3D11_BUFFER_DESC constantBufferDescription = {0};
1248 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1249 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1250 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1251 constantBufferDescription.CPUAccessFlags = 0;
1252 constantBufferDescription.MiscFlags = 0;
1253 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001254
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001255 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001256 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001257
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001258 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1259 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001260
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001261 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1262 {
1263 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1264 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1265 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001266
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001267 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1268 {
1269 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1270 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1271 }
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001272}
1273
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001274void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001275{
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001276 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1277 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1278 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1279 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001280
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001281 unsigned int stencilUnmasked = 0x0;
1282 if (frameBuffer->hasStencil())
1283 {
1284 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1285 stencilUnmasked = (0x1 << stencilSize) - 1;
1286 }
1287 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1288 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001289
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001290 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1291 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1292 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001293
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001294 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1295 {
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001296 maskedClear(clearParams);
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001297 }
1298 else
1299 {
1300 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1301 {
1302 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
1303 if (renderbufferObject)
1304 {
1305 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1306 if (!renderTarget)
1307 {
1308 ERR("render target pointer unexpectedly null.");
1309 return;
1310 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001311
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001312 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1313 if (!framebufferRTV)
1314 {
1315 ERR("render target view pointer unexpectedly null.");
1316 return;
1317 }
1318
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001319 const float clearValues[4] = { clearParams.colorClearValue.red,
1320 clearParams.colorClearValue.green,
1321 clearParams.colorClearValue.blue,
1322 clearParams.colorClearValue.alpha };
1323 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001324
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001325 framebufferRTV->Release();
1326 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001327 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001328 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001329 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001330 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1331 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001332 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001333 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1334 if (!renderTarget)
1335 {
1336 ERR("render target pointer unexpectedly null.");
1337 return;
1338 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001339
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001340 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1341 if (!framebufferDSV)
1342 {
1343 ERR("depth stencil view pointer unexpectedly null.");
1344 return;
1345 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001346
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001347 UINT clearFlags = 0;
1348 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1349 {
1350 clearFlags |= D3D11_CLEAR_DEPTH;
1351 }
1352 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1353 {
1354 clearFlags |= D3D11_CLEAR_STENCIL;
1355 }
1356
1357 float depthClear = clearParams.depthClearValue;
1358 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1359
1360 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001361
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001362 framebufferDSV->Release();
1363 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001364 }
1365 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001366}
1367
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001368void Renderer11::maskedClear(const gl::ClearParameters &clearParams)
1369{
1370 HRESULT result;
1371
1372 if (!mClearResourcesInitialized)
1373 {
1374 ASSERT(!mClearVB && !mClearVS && !mClearPS && !mClearScissorRS && !mClearNoScissorRS);
1375
1376 D3D11_BUFFER_DESC vbDesc;
1377 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1378 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1379 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1380 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1381 vbDesc.MiscFlags = 0;
1382 vbDesc.StructureByteStride = 0;
1383
1384 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1385 ASSERT(SUCCEEDED(result));
1386 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1387
1388 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1389 {
1390 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1391 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1392 };
1393
1394 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1395 ASSERT(SUCCEEDED(result));
1396 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1397
1398 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1399 ASSERT(SUCCEEDED(result));
1400 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1401
1402 result = mDevice->CreatePixelShader(g_PS_Clear, sizeof(g_PS_Clear), NULL, &mClearPS);
1403 ASSERT(SUCCEEDED(result));
1404 d3d11::SetDebugName(mClearPS, "Renderer11 masked clear pixel shader");
1405
1406 D3D11_RASTERIZER_DESC rsScissorDesc;
1407 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1408 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1409 rsScissorDesc.FrontCounterClockwise = FALSE;
1410 rsScissorDesc.DepthBias = 0;
1411 rsScissorDesc.DepthBiasClamp = 0.0f;
1412 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1413 rsScissorDesc.DepthClipEnable = FALSE;
1414 rsScissorDesc.ScissorEnable = TRUE;
1415 rsScissorDesc.MultisampleEnable = FALSE;
1416 rsScissorDesc.AntialiasedLineEnable = FALSE;
1417
1418 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1419 ASSERT(SUCCEEDED(result));
1420 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1421
1422 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1423 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1424 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1425 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1426 rsNoScissorDesc.DepthBias = 0;
1427 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1428 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1429 rsNoScissorDesc.DepthClipEnable = FALSE;
1430 rsNoScissorDesc.ScissorEnable = FALSE;
1431 rsNoScissorDesc.MultisampleEnable = FALSE;
1432 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1433
1434 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1435 ASSERT(SUCCEEDED(result));
1436 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1437
1438 mClearResourcesInitialized = true;
1439 }
1440
1441 // Prepare the depth stencil state to write depth values if the depth should be cleared
1442 // and stencil values if the stencil should be cleared
1443 gl::DepthStencilState glDSState;
1444 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1445 glDSState.depthFunc = GL_ALWAYS;
1446 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1447 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1448 glDSState.stencilFunc = GL_ALWAYS;
1449 glDSState.stencilMask = 0;
1450 glDSState.stencilFail = GL_REPLACE;
1451 glDSState.stencilPassDepthFail = GL_REPLACE;
1452 glDSState.stencilPassDepthPass = GL_REPLACE;
1453 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1454 glDSState.stencilBackFunc = GL_ALWAYS;
1455 glDSState.stencilBackMask = 0;
1456 glDSState.stencilBackFail = GL_REPLACE;
1457 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1458 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1459 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1460
1461 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1462
1463 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1464
1465 // Prepare the blend state to use a write mask if the color buffer should be cleared
1466 gl::BlendState glBlendState;
1467 glBlendState.blend = false;
1468 glBlendState.sourceBlendRGB = GL_ONE;
1469 glBlendState.destBlendRGB = GL_ZERO;
1470 glBlendState.sourceBlendAlpha = GL_ONE;
1471 glBlendState.destBlendAlpha = GL_ZERO;
1472 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1473 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1474 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1475 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1476 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1477 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1478 glBlendState.sampleAlphaToCoverage = false;
1479 glBlendState.dither = false;
1480
1481 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1482 static const UINT sampleMask = 0xFFFFFFFF;
1483
1484 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1485
1486 // Set the vertices
1487 D3D11_MAPPED_SUBRESOURCE mappedResource;
1488 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1489 if (FAILED(result))
1490 {
1491 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1492 return;
1493 }
1494
1495 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1496
1497 float depthClear = gl::clamp01(clearParams.depthClearValue);
1498 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1499 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1500 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1501 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1502
1503 mDeviceContext->Unmap(mClearVB, 0);
1504
1505 // Apply state
1506 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1507 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1508 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1509
1510 // Apply shaders
1511 mDeviceContext->IASetInputLayout(mClearIL);
1512 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
1513 mDeviceContext->PSSetShader(mClearPS, NULL, 0);
1514
1515 // Apply vertex buffer
1516 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1517 static UINT startIdx = 0;
1518 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1519 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1520
1521 // Draw the clear quad
1522 mDeviceContext->Draw(4, 0);
1523
1524 // Clean up
1525 markAllStateDirty();
1526}
1527
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001528void Renderer11::markAllStateDirty()
1529{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001530 mAppliedRenderTargetSerial = 0;
1531 mAppliedDepthbufferSerial = 0;
1532 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001533 mDepthStencilInitialized = false;
1534 mRenderTargetDescInitialized = false;
1535
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001536 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001537 {
1538 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001539 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001540 }
1541 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1542 {
1543 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001544 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001545 }
1546
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001547 mForceSetBlendState = true;
1548 mForceSetRasterState = true;
1549 mForceSetDepthStencilState = true;
1550 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001551 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001552
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001553 mAppliedIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001554 mAppliedIBOffset = 0;
1555
daniel@transgaming.come4991412012-12-20 20:55:34 +00001556 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001557 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1558 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001559}
1560
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001561void Renderer11::releaseDeviceResources()
1562{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001563 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001564 mInputLayoutCache.clear();
1565
1566 delete mVertexDataManager;
1567 mVertexDataManager = NULL;
1568
1569 delete mIndexDataManager;
1570 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001571
1572 delete mLineLoopIB;
1573 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001574
1575 delete mTriangleFanIB;
1576 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001577
1578 if (mCopyVB)
1579 {
1580 mCopyVB->Release();
1581 mCopyVB = NULL;
1582 }
1583
1584 if (mCopySampler)
1585 {
1586 mCopySampler->Release();
1587 mCopySampler = NULL;
1588 }
1589
1590 if (mCopyIL)
1591 {
1592 mCopyIL->Release();
1593 mCopyIL = NULL;
1594 }
1595
1596 if (mCopyVS)
1597 {
1598 mCopyVS->Release();
1599 mCopyVS = NULL;
1600 }
1601
1602 if (mCopyRGBAPS)
1603 {
1604 mCopyRGBAPS->Release();
1605 mCopyRGBAPS = NULL;
1606 }
1607
1608 if (mCopyRGBPS)
1609 {
1610 mCopyRGBPS->Release();
1611 mCopyRGBPS = NULL;
1612 }
1613
1614 if (mCopyLumPS)
1615 {
1616 mCopyLumPS->Release();
1617 mCopyLumPS = NULL;
1618 }
1619
1620 if (mCopyLumAlphaPS)
1621 {
1622 mCopyLumAlphaPS->Release();
1623 mCopyLumAlphaPS = NULL;
1624 }
1625
1626 mCopyResourcesInitialized = false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001627
1628 if (mClearVB)
1629 {
1630 mClearVB->Release();
1631 mClearVB = NULL;
1632 }
1633
1634 if (mClearIL)
1635 {
1636 mClearIL->Release();
1637 mClearIL = NULL;
1638 }
1639
1640 if (mClearVS)
1641 {
1642 mClearVS->Release();
1643 mClearVS = NULL;
1644 }
1645
1646 if (mClearPS)
1647 {
1648 mClearPS->Release();
1649 mClearPS = NULL;
1650 }
1651
1652 if (mClearScissorRS)
1653 {
1654 mClearScissorRS->Release();
1655 mClearScissorRS = NULL;
1656 }
1657
1658 if (mClearNoScissorRS)
1659 {
1660 mClearNoScissorRS->Release();
1661 mClearNoScissorRS = NULL;
1662 }
1663
1664 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001665
1666 if (mDriverConstantBufferVS)
1667 {
1668 mDriverConstantBufferVS->Release();
1669 mDriverConstantBufferVS = NULL;
1670 }
1671
1672 if (mDriverConstantBufferPS)
1673 {
1674 mDriverConstantBufferPS->Release();
1675 mDriverConstantBufferPS = NULL;
1676 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001677}
1678
1679void Renderer11::markDeviceLost()
1680{
1681 mDeviceLost = true;
1682}
1683
1684bool Renderer11::isDeviceLost()
1685{
1686 return mDeviceLost;
1687}
1688
1689// set notify to true to broadcast a message to all contexts of the device loss
1690bool Renderer11::testDeviceLost(bool notify)
1691{
1692 bool isLost = false;
1693
1694 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +00001695 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001696
1697 if (isLost)
1698 {
1699 // ensure we note the device loss --
1700 // we'll probably get this done again by markDeviceLost
1701 // but best to remember it!
1702 // Note that we don't want to clear the device loss status here
1703 // -- this needs to be done by resetDevice
1704 mDeviceLost = true;
1705 if (notify)
1706 {
1707 mDisplay->notifyDeviceLost();
1708 }
1709 }
1710
1711 return isLost;
1712}
1713
1714bool Renderer11::testDeviceResettable()
1715{
1716 HRESULT status = D3D_OK;
1717
1718 // TODO
1719 UNIMPLEMENTED();
1720
1721 switch (status)
1722 {
1723 case D3DERR_DEVICENOTRESET:
1724 case D3DERR_DEVICEHUNG:
1725 return true;
1726 default:
1727 return false;
1728 }
1729}
1730
1731bool Renderer11::resetDevice()
1732{
1733 releaseDeviceResources();
1734
1735 // TODO
1736 UNIMPLEMENTED();
1737
1738 // reset device defaults
1739 initializeDevice();
1740 mDeviceLost = false;
1741
1742 return true;
1743}
1744
1745DWORD Renderer11::getAdapterVendor() const
1746{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001747 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001748}
1749
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001750std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001751{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001752 std::ostringstream rendererString;
1753
1754 rendererString << mDescription;
1755 rendererString << " Direct3D11";
1756
1757 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1758 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1759
1760 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001761}
1762
1763GUID Renderer11::getAdapterIdentifier() const
1764{
1765 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001766 // UNIMPLEMENTED();
1767 GUID foo = {0};
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001768 return foo;
1769}
1770
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00001771bool Renderer11::getBGRATextureSupport() const
1772{
1773 return mBGRATextureSupport;
1774}
1775
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001776bool Renderer11::getDXT1TextureSupport()
1777{
1778 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001779 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001780 return false;
1781}
1782
1783bool Renderer11::getDXT3TextureSupport()
1784{
1785 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001786 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001787 return false;
1788}
1789
1790bool Renderer11::getDXT5TextureSupport()
1791{
1792 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001793 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001794 return false;
1795}
1796
1797bool Renderer11::getDepthTextureSupport() const
1798{
1799 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001800 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001801 return false;
1802}
1803
1804bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
1805{
1806 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001807 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001808
1809 *filtering = false;
1810 *renderable = false;
1811 return false;
1812}
1813
1814bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
1815{
1816 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001817 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001818
1819 *filtering = false;
1820 *renderable = false;
1821 return false;
1822}
1823
1824bool Renderer11::getLuminanceTextureSupport()
1825{
1826 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001827 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001828 return false;
1829}
1830
1831bool Renderer11::getLuminanceAlphaTextureSupport()
1832{
1833 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001834 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001835 return false;
1836}
1837
1838bool Renderer11::getTextureFilterAnisotropySupport() const
1839{
1840 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001841 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001842 return false;
1843}
1844
1845float Renderer11::getTextureMaxAnisotropy() const
1846{
1847 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001848 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001849 return 1.0f;
1850}
1851
1852bool Renderer11::getEventQuerySupport()
1853{
1854 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001855 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001856 return false;
1857}
1858
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001859unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001860{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001861 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
1862 switch (mFeatureLevel)
1863 {
1864 case D3D_FEATURE_LEVEL_11_0:
1865 case D3D_FEATURE_LEVEL_10_1:
1866 case D3D_FEATURE_LEVEL_10_0:
1867 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
1868 default: UNREACHABLE();
1869 return 0;
1870 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001871}
1872
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00001873unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
1874{
1875 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
1876}
1877
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00001878int Renderer11::getMaxVertexUniformVectors() const
1879{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00001880 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
1881 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
1882 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00001883}
1884
1885int Renderer11::getMaxFragmentUniformVectors() const
1886{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00001887 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
1888 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
1889 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00001890}
1891
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00001892int Renderer11::getMaxVaryingVectors() const
1893{
1894 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
1895 switch (mFeatureLevel)
1896 {
1897 case D3D_FEATURE_LEVEL_11_0:
1898 return D3D11_VS_OUTPUT_REGISTER_COUNT;
1899 case D3D_FEATURE_LEVEL_10_1:
1900 case D3D_FEATURE_LEVEL_10_0:
1901 return D3D10_VS_OUTPUT_REGISTER_COUNT;
1902 default: UNREACHABLE();
1903 return 0;
1904 }
1905}
1906
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001907bool Renderer11::getNonPower2TextureSupport() const
1908{
1909 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001910 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001911 return false;
1912}
1913
1914bool Renderer11::getOcclusionQuerySupport() const
1915{
1916 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001917 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001918 return false;
1919}
1920
1921bool Renderer11::getInstancingSupport() const
1922{
1923 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001924 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001925 return false;
1926}
1927
1928bool Renderer11::getShareHandleSupport() const
1929{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00001930 // We only currently support share handles with BGRA surfaces, because
1931 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001932 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00001933 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001934}
1935
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00001936bool Renderer11::getDerivativeInstructionSupport() const
1937{
1938 // TODO
1939 // UNIMPLEMENTED();
1940 return false;
1941}
1942
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001943int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001944{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001945 switch (mFeatureLevel)
1946 {
1947 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001948 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001949 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
1950 default: UNREACHABLE(); return 0;
1951 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001952}
1953
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001954int Renderer11::getMinorShaderModel() const
1955{
1956 switch (mFeatureLevel)
1957 {
1958 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
1959 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
1960 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
1961 default: UNREACHABLE(); return 0;
1962 }
1963}
1964
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001965float Renderer11::getMaxPointSize() const
1966{
1967 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001968 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001969 return 1.0f;
1970}
1971
1972int Renderer11::getMaxTextureWidth() const
1973{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001974 switch (mFeatureLevel)
1975 {
1976 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1977 case D3D_FEATURE_LEVEL_10_1:
1978 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1979 default: UNREACHABLE(); return 0;
1980 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001981}
1982
1983int Renderer11::getMaxTextureHeight() const
1984{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001985 switch (mFeatureLevel)
1986 {
1987 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1988 case D3D_FEATURE_LEVEL_10_1:
1989 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1990 default: UNREACHABLE(); return 0;
1991 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001992}
1993
1994bool Renderer11::get32BitIndexSupport() const
1995{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001996 switch (mFeatureLevel)
1997 {
1998 case D3D_FEATURE_LEVEL_11_0:
1999 case D3D_FEATURE_LEVEL_10_1:
2000 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2001 default: UNREACHABLE(); return false;
2002 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002003}
2004
2005int Renderer11::getMinSwapInterval() const
2006{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002007 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002008}
2009
2010int Renderer11::getMaxSwapInterval() const
2011{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002012 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002013}
2014
2015int Renderer11::getMaxSupportedSamples() const
2016{
2017 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002018 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002019 return 1;
2020}
2021
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002022bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002023{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002024 if (source && dest)
2025 {
2026 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2027 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2028
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002029 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002030 return true;
2031 }
2032
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002033 return false;
2034}
2035
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002036bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002037{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002038 if (source && dest)
2039 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002040 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2041 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002042
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002043 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002044 return true;
2045 }
2046
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002047 return false;
2048}
2049
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002050bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002051 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002052{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002053 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2054 if (!colorbuffer)
2055 {
2056 ERR("Failed to retrieve the color buffer from the frame buffer.");
2057 return error(GL_OUT_OF_MEMORY, false);
2058 }
2059
2060 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2061 if (!sourceRenderTarget)
2062 {
2063 ERR("Failed to retrieve the render target from the frame buffer.");
2064 return error(GL_OUT_OF_MEMORY, false);
2065 }
2066
2067 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2068 if (!source)
2069 {
2070 ERR("Failed to retrieve the render target view from the render target.");
2071 return error(GL_OUT_OF_MEMORY, false);
2072 }
2073
2074 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2075 if (!storage11)
2076 {
2077 source->Release();
2078 ERR("Failed to retrieve the texture storage from the destination.");
2079 return error(GL_OUT_OF_MEMORY, false);
2080 }
2081
2082 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2083 if (!destRenderTarget)
2084 {
2085 source->Release();
2086 ERR("Failed to retrieve the render target from the destination storage.");
2087 return error(GL_OUT_OF_MEMORY, false);
2088 }
2089
2090 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2091 if (!dest)
2092 {
2093 source->Release();
2094 ERR("Failed to retrieve the render target view from the destination render target.");
2095 return error(GL_OUT_OF_MEMORY, false);
2096 }
2097
2098 gl::Rectangle destRect;
2099 destRect.x = xoffset;
2100 destRect.y = yoffset;
2101 destRect.width = sourceRect.width;
2102 destRect.height = sourceRect.height;
2103
2104 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2105 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2106
2107 source->Release();
2108 dest->Release();
2109
2110 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002111}
2112
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002113bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002114 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002115{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002116 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2117 if (!colorbuffer)
2118 {
2119 ERR("Failed to retrieve the color buffer from the frame buffer.");
2120 return error(GL_OUT_OF_MEMORY, false);
2121 }
2122
2123 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2124 if (!sourceRenderTarget)
2125 {
2126 ERR("Failed to retrieve the render target from the frame buffer.");
2127 return error(GL_OUT_OF_MEMORY, false);
2128 }
2129
2130 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2131 if (!source)
2132 {
2133 ERR("Failed to retrieve the render target view from the render target.");
2134 return error(GL_OUT_OF_MEMORY, false);
2135 }
2136
2137 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2138 if (!storage11)
2139 {
2140 source->Release();
2141 ERR("Failed to retrieve the texture storage from the destination.");
2142 return error(GL_OUT_OF_MEMORY, false);
2143 }
2144
2145 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
2146 if (!destRenderTarget)
2147 {
2148 source->Release();
2149 ERR("Failed to retrieve the render target from the destination storage.");
2150 return error(GL_OUT_OF_MEMORY, false);
2151 }
2152
2153 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2154 if (!dest)
2155 {
2156 source->Release();
2157 ERR("Failed to retrieve the render target view from the destination render target.");
2158 return error(GL_OUT_OF_MEMORY, false);
2159 }
2160
2161 gl::Rectangle destRect;
2162 destRect.x = xoffset;
2163 destRect.y = yoffset;
2164 destRect.width = sourceRect.width;
2165 destRect.height = sourceRect.height;
2166
2167 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2168 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2169
2170 source->Release();
2171 dest->Release();
2172
2173 return ret;
2174}
2175
2176bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight,
2177 ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat)
2178{
2179 HRESULT result;
2180
2181 if (!mCopyResourcesInitialized)
2182 {
2183 ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS);
2184
2185 D3D11_BUFFER_DESC vbDesc;
2186 vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
2187 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
2188 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
2189 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2190 vbDesc.MiscFlags = 0;
2191 vbDesc.StructureByteStride = 0;
2192
2193 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
2194 ASSERT(SUCCEEDED(result));
2195 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
2196
2197 D3D11_SAMPLER_DESC samplerDesc;
2198 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
2199 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
2200 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
2201 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
2202 samplerDesc.MipLODBias = 0.0f;
2203 samplerDesc.MaxAnisotropy = 0;
2204 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
2205 samplerDesc.BorderColor[0] = 0.0f;
2206 samplerDesc.BorderColor[1] = 0.0f;
2207 samplerDesc.BorderColor[2] = 0.0f;
2208 samplerDesc.BorderColor[3] = 0.0f;
2209 samplerDesc.MinLOD = 0.0f;
2210 samplerDesc.MaxLOD = 0.0f;
2211
2212 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
2213 ASSERT(SUCCEEDED(result));
2214 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
2215
2216 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
2217 {
2218 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2219 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2220 };
2221
2222 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL);
2223 ASSERT(SUCCEEDED(result));
2224 d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout");
2225
2226 result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS);
2227 ASSERT(SUCCEEDED(result));
2228 d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader");
2229
2230 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS);
2231 ASSERT(SUCCEEDED(result));
2232 d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader");
2233
2234 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS);
2235 ASSERT(SUCCEEDED(result));
2236 d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader");
2237
2238 result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS);
2239 ASSERT(SUCCEEDED(result));
2240 d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader");
2241
2242 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS);
2243 ASSERT(SUCCEEDED(result));
2244 d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader");
2245
2246 mCopyResourcesInitialized = true;
2247 }
2248
2249 // Verify the source and destination area sizes
2250 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
2251 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
2252 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
2253 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight))
2254 {
2255 return error(GL_INVALID_VALUE, false);
2256 }
2257
2258 // Set vertices
2259 D3D11_MAPPED_SUBRESOURCE mappedResource;
2260 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
2261 if (FAILED(result))
2262 {
2263 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
2264 return error(GL_OUT_OF_MEMORY, false);
2265 }
2266
2267 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
2268
2269 // Create a quad in homogeneous coordinates
2270 float x1 = (destArea.x / destWidth) * 2.0f - 1.0f;
2271 float y1 = (destArea.y / destHeight) * 2.0f - 1.0f;
2272 float x2 = ((destArea.x + destArea.width) / destWidth) * 2.0f - 1.0f;
2273 float y2 = ((destArea.y + destArea.height) / destHeight) * 2.0f - 1.0f;
2274
2275 float u1 = sourceArea.x / float(sourceWidth);
2276 float v1 = sourceArea.y / float(sourceHeight);
2277 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
2278 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
2279
2280 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
2281 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
2282 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
2283 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
2284
2285 mDeviceContext->Unmap(mCopyVB, 0);
2286
2287 static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
2288 static UINT startIdx = 0;
2289 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
2290
2291 // Apply state
2292 static const float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
2293 mDeviceContext->OMSetBlendState(NULL, blendFactor, 0xFFFFFFF);
2294 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
2295 mDeviceContext->RSSetState(NULL);
2296
2297 // Apply shaders
2298 mDeviceContext->IASetInputLayout(mCopyIL);
2299 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
2300 mDeviceContext->VSSetShader(mCopyVS, NULL, 0);
2301
2302 ID3D11PixelShader *ps = NULL;
2303 switch(destFormat)
2304 {
2305 case GL_RGBA: ps = mCopyRGBAPS; break;
2306 case GL_RGB: ps = mCopyRGBPS; break;
2307 case GL_ALPHA: ps = mCopyRGBAPS; break;
2308 case GL_BGRA_EXT: ps = mCopyRGBAPS; break;
2309 case GL_LUMINANCE: ps = mCopyLumPS; break;
2310 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break;
2311 default: UNREACHABLE(); ps = NULL; break;
2312 }
2313
2314 mDeviceContext->PSSetShader(ps, NULL, 0);
2315
2316 // Unset the currently bound shader resource to avoid conflicts
2317 static ID3D11ShaderResourceView *const nullSRV = NULL;
2318 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2319
2320 // Apply render targets
2321 mDeviceContext->OMSetRenderTargets(1, &dest, NULL);
2322
2323 // Set the viewport
2324 D3D11_VIEWPORT viewport;
2325 viewport.TopLeftX = 0;
2326 viewport.TopLeftY = 0;
2327 viewport.Width = destWidth;
2328 viewport.Height = destHeight;
2329 viewport.MinDepth = 0.0f;
2330 viewport.MaxDepth = 1.0f;
2331 mDeviceContext->RSSetViewports(1, &viewport);
2332
2333 // Apply textures
2334 mDeviceContext->PSSetShaderResources(0, 1, &source);
2335 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
2336
2337 // Draw the quad
2338 mDeviceContext->Draw(4, 0);
2339
2340 // Unbind textures and render targets and vertex buffer
2341 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2342
2343 static ID3D11RenderTargetView *const nullRTV = NULL;
2344 mDeviceContext->OMSetRenderTargets(1, &nullRTV, NULL);
2345
2346 static UINT zero = 0;
2347 static ID3D11Buffer *const nullBuffer = NULL;
2348 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
2349
2350 markAllStateDirty();
2351
2352 return true;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002353}
2354
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002355RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2356{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002357 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002358 RenderTarget11 *renderTarget = NULL;
2359 if (depth)
2360 {
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002361 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), NULL,
2362 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002363 }
2364 else
2365 {
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002366 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
2367 swapChain11->getRenderTargetShaderResource(),
2368 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002369 }
2370 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002371}
2372
2373RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2374{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002375 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
2376 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002377}
2378
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002379ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, GLenum type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002380{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002381 ShaderExecutable11 *executable = NULL;
2382
2383 switch (type)
2384 {
2385 case GL_VERTEX_SHADER:
2386 {
2387 ID3D11VertexShader *vshader = NULL;
2388 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2389 ASSERT(SUCCEEDED(result));
2390
2391 if (vshader)
2392 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002393 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002394 }
2395 }
2396 break;
2397 case GL_FRAGMENT_SHADER:
2398 {
2399 ID3D11PixelShader *pshader = NULL;
2400 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2401 ASSERT(SUCCEEDED(result));
2402
2403 if (pshader)
2404 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002405 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002406 }
2407 }
2408 break;
2409 default:
2410 UNREACHABLE();
2411 break;
2412 }
2413
2414 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002415}
2416
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002417ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type)
2418{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002419 const char *profile = NULL;
2420
2421 switch (type)
2422 {
2423 case GL_VERTEX_SHADER:
2424 profile = "vs_4_0";
2425 break;
2426 case GL_FRAGMENT_SHADER:
2427 profile = "ps_4_0";
2428 break;
2429 default:
2430 UNREACHABLE();
2431 return NULL;
2432 }
2433
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00002434 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002435 if (!binary)
2436 return NULL;
2437
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002438 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002439 binary->Release();
2440
2441 return executable;
2442}
2443
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002444VertexBuffer *Renderer11::createVertexBuffer()
2445{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00002446 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002447}
2448
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002449IndexBuffer *Renderer11::createIndexBuffer()
2450{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00002451 return new IndexBuffer11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002452}
2453
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002454bool Renderer11::getRenderTargetResource(gl::Framebuffer *framebuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
2455{
2456 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2457 if (colorbuffer)
2458 {
2459 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2460 if (renderTarget)
2461 {
2462 *subresourceIndex = renderTarget->getSubresourceIndex();
2463
2464 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
2465 if (colorBufferRTV)
2466 {
2467 ID3D11Resource *textureResource = NULL;
2468 colorBufferRTV->GetResource(&textureResource);
2469 colorBufferRTV->Release();
2470
2471 if (textureResource)
2472 {
2473 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
2474 textureResource->Release();
2475
2476 if (SUCCEEDED(result))
2477 {
2478 return true;
2479 }
2480 else
2481 {
2482 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
2483 "HRESULT: 0x%X.", result);
2484 }
2485 }
2486 }
2487 }
2488 }
2489
2490 return false;
2491}
2492
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002493bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
2494 bool blitRenderTarget, bool blitDepthStencil)
2495{
2496 // TODO
2497 UNIMPLEMENTED();
2498 return false;
2499}
2500
2501void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2502 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2503{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002504 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002505 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002506
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002507 if (getRenderTargetResource(framebuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002508 {
2509 gl::Rectangle area;
2510 area.x = x;
2511 area.y = y;
2512 area.width = width;
2513 area.height = height;
2514
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002515 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
2516 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002517
2518 colorBufferTexture->Release();
2519 colorBufferTexture = NULL;
2520 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002521}
2522
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002523Image *Renderer11::createImage()
2524{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00002525 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002526}
2527
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002528void Renderer11::generateMipmap(Image *dest, Image *src)
2529{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00002530 Image11 *dest11 = Image11::makeImage11(dest);
2531 Image11 *src11 = Image11::makeImage11(src);
2532 Image11::generateMipmap(dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002533}
2534
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002535TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
2536{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002537 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
2538 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002539}
2540
2541TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
2542{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002543 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002544}
2545
2546TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
2547{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002548 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002549}
2550
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002551static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
2552{
2553 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
2554 destFormat == GL_ALPHA &&
2555 destType == GL_UNSIGNED_BYTE)
2556 {
2557 return 1;
2558 }
2559 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
2560 destFormat == GL_RGBA &&
2561 destType == GL_UNSIGNED_BYTE)
2562 {
2563 return 4;
2564 }
2565 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
2566 destFormat == GL_BGRA_EXT &&
2567 destType == GL_UNSIGNED_BYTE)
2568 {
2569 return 4;
2570 }
2571 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
2572 destFormat == GL_RGBA &&
2573 destType == GL_HALF_FLOAT_OES)
2574 {
2575 return 8;
2576 }
2577 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
2578 destFormat == GL_RGB &&
2579 destType == GL_FLOAT)
2580 {
2581 return 12;
2582 }
2583 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
2584 destFormat == GL_RGBA &&
2585 destType == GL_FLOAT)
2586 {
2587 return 16;
2588 }
2589 else
2590 {
2591 return 0;
2592 }
2593}
2594
2595static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
2596 unsigned int y, int inputPitch, gl::Color *outColor)
2597{
2598 switch (format)
2599 {
2600 case DXGI_FORMAT_R8G8B8A8_UNORM:
2601 {
2602 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
2603 outColor->red = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
2604 outColor->green = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
2605 outColor->blue = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
2606 outColor->alpha = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
2607 }
2608 break;
2609
2610 case DXGI_FORMAT_A8_UNORM:
2611 {
2612 outColor->red = 0.0f;
2613 outColor->green = 0.0f;
2614 outColor->blue = 0.0f;
2615 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
2616 }
2617 break;
2618
2619 case DXGI_FORMAT_R32G32B32A32_FLOAT:
2620 {
2621 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
2622 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
2623 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
2624 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
2625 }
2626 break;
2627
2628 case DXGI_FORMAT_R32G32B32_FLOAT:
2629 {
2630 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
2631 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
2632 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
2633 outColor->alpha = 1.0f;
2634 }
2635 break;
2636
2637 case DXGI_FORMAT_R16G16B16A16_FLOAT:
2638 {
2639 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
2640 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
2641 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
2642 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
2643 }
2644 break;
2645
2646 case DXGI_FORMAT_B8G8R8A8_UNORM:
2647 {
2648 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
2649 outColor->red = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
2650 outColor->blue = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
2651 outColor->green = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
2652 outColor->alpha = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
2653 }
2654 break;
2655
2656 case DXGI_FORMAT_R8_UNORM:
2657 {
2658 outColor->red = *(data + x + y * inputPitch) / 255.0f;
2659 outColor->green = 0.0f;
2660 outColor->blue = 0.0f;
2661 outColor->alpha = 1.0f;
2662 }
2663 break;
2664
2665 case DXGI_FORMAT_R8G8_UNORM:
2666 {
2667 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
2668
2669 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
2670 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
2671 outColor->blue = 0.0f;
2672 outColor->alpha = 1.0f;
2673 }
2674 break;
2675
2676 case DXGI_FORMAT_R16_FLOAT:
2677 {
2678 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
2679 outColor->green = 0.0f;
2680 outColor->blue = 0.0f;
2681 outColor->alpha = 1.0f;
2682 }
2683 break;
2684
2685 case DXGI_FORMAT_R16G16_FLOAT:
2686 {
2687 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
2688 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
2689 outColor->blue = 0.0f;
2690 outColor->alpha = 1.0f;
2691 }
2692 break;
2693
2694 default:
2695 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
2696 UNIMPLEMENTED();
2697 break;
2698 }
2699}
2700
2701static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
2702 unsigned int y, int outputPitch, void *outData)
2703{
2704 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
2705 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
2706
2707 switch (format)
2708 {
2709 case GL_RGBA:
2710 switch (type)
2711 {
2712 case GL_UNSIGNED_BYTE:
2713 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
2714 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2715 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2716 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
2717 break;
2718
2719 default:
2720 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
2721 UNIMPLEMENTED();
2722 break;
2723 }
2724 break;
2725
2726 case GL_BGRA_EXT:
2727 switch (type)
2728 {
2729 case GL_UNSIGNED_BYTE:
2730 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2731 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2732 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
2733 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
2734 break;
2735
2736 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
2737 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2738 // this type is packed as follows:
2739 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2740 // --------------------------------------------------------------------------------
2741 // | 4th | 3rd | 2nd | 1st component |
2742 // --------------------------------------------------------------------------------
2743 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2744 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2745 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
2746 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
2747 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
2748 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
2749 break;
2750
2751 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
2752 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2753 // this type is packed as follows:
2754 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2755 // --------------------------------------------------------------------------------
2756 // | 4th | 3rd | 2nd | 1st component |
2757 // --------------------------------------------------------------------------------
2758 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2759 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2760 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
2761 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
2762 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
2763 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
2764 break;
2765
2766 default:
2767 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
2768 UNIMPLEMENTED();
2769 break;
2770 }
2771 break;
2772
2773 case GL_RGB:
2774 switch (type)
2775 {
2776 case GL_UNSIGNED_SHORT_5_6_5:
2777 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2778 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
2779 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
2780 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
2781 break;
2782
2783 case GL_UNSIGNED_BYTE:
2784 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
2785 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2786 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2787 break;
2788
2789 default:
2790 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
2791 UNIMPLEMENTED();
2792 break;
2793 }
2794 break;
2795
2796 default:
2797 ERR("WritePixelColor not implemented for format 0x%X.", format);
2798 UNIMPLEMENTED();
2799 break;
2800 }
2801}
2802
2803void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
2804 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
2805 GLint packAlignment, void *pixels)
2806{
2807 D3D11_TEXTURE2D_DESC textureDesc;
2808 texture->GetDesc(&textureDesc);
2809
2810 D3D11_TEXTURE2D_DESC stagingDesc;
2811 stagingDesc.Width = area.width;
2812 stagingDesc.Height = area.height;
2813 stagingDesc.MipLevels = 1;
2814 stagingDesc.ArraySize = 1;
2815 stagingDesc.Format = textureDesc.Format;
2816 stagingDesc.SampleDesc.Count = 1;
2817 stagingDesc.SampleDesc.Quality = 0;
2818 stagingDesc.Usage = D3D11_USAGE_STAGING;
2819 stagingDesc.BindFlags = 0;
2820 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
2821 stagingDesc.MiscFlags = 0;
2822
2823 ID3D11Texture2D* stagingTex = NULL;
2824 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
2825 if (FAILED(result))
2826 {
2827 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
2828 return;
2829 }
2830
2831 ID3D11Texture2D* srcTex = NULL;
2832 if (textureDesc.SampleDesc.Count > 1)
2833 {
2834 D3D11_TEXTURE2D_DESC resolveDesc;
2835 resolveDesc.Width = textureDesc.Width;
2836 resolveDesc.Height = textureDesc.Height;
2837 resolveDesc.MipLevels = 1;
2838 resolveDesc.ArraySize = 1;
2839 resolveDesc.Format = textureDesc.Format;
2840 resolveDesc.SampleDesc.Count = 1;
2841 resolveDesc.SampleDesc.Quality = 0;
2842 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
2843 resolveDesc.BindFlags = 0;
2844 resolveDesc.CPUAccessFlags = 0;
2845 resolveDesc.MiscFlags = 0;
2846
2847 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
2848 if (FAILED(result))
2849 {
2850 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
2851 stagingTex->Release();
2852 return;
2853 }
2854
2855 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
2856 subResource = 0;
2857 }
2858 else
2859 {
2860 srcTex = texture;
2861 srcTex->AddRef();
2862 }
2863
2864 D3D11_BOX srcBox;
2865 srcBox.left = area.x;
2866 srcBox.right = area.x + area.width;
2867 srcBox.top = area.y;
2868 srcBox.bottom = area.y + area.height;
2869 srcBox.front = 0;
2870 srcBox.back = 1;
2871
2872 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
2873
2874 srcTex->Release();
2875 srcTex = NULL;
2876
2877 D3D11_MAPPED_SUBRESOURCE mapping;
2878 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
2879
2880 unsigned char *source;
2881 int inputPitch;
2882 if (packReverseRowOrder)
2883 {
2884 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
2885 inputPitch = -static_cast<int>(mapping.RowPitch);
2886 }
2887 else
2888 {
2889 source = static_cast<unsigned char*>(mapping.pData);
2890 inputPitch = static_cast<int>(mapping.RowPitch);
2891 }
2892
2893 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
2894 if (fastPixelSize != 0)
2895 {
2896 unsigned char *dest = static_cast<unsigned char*>(pixels);
2897 for (int j = 0; j < area.height; j++)
2898 {
2899 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
2900 }
2901 }
2902 else
2903 {
2904 gl::Color pixelColor;
2905 for (int j = 0; j < area.height; j++)
2906 {
2907 for (int i = 0; i < area.width; i++)
2908 {
2909 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
2910 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
2911 }
2912 }
2913 }
2914
2915 mDeviceContext->Unmap(stagingTex, 0);
2916
2917 stagingTex->Release();
2918 stagingTex = NULL;
2919}
2920
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002921}