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daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001//
2// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
3// 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.com53670042012-11-28 20:55:51 +000013#include "libGLESv2/Program.h"
14#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000015#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000016#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000017#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000018#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000019
20#include "libEGL/Config.h"
21#include "libEGL/Display.h"
22
23namespace rx
24{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000025static const DXGI_FORMAT RenderTargetFormats[] =
26 {
27 DXGI_FORMAT_R8G8B8A8_UNORM
28 };
29
30static const DXGI_FORMAT DepthStencilFormats[] =
31 {
32 DXGI_FORMAT_D24_UNORM_S8_UINT
33 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000034
35Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
36{
37 mD3d11Module = NULL;
38 mDxgiModule = NULL;
39
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000040 mDeviceLost = false;
41
daniel@transgaming.com25072f62012-11-28 19:31:32 +000042 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000043 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000044 mDxgiAdapter = NULL;
45 mDxgiFactory = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000046}
47
48Renderer11::~Renderer11()
49{
50 releaseDeviceResources();
51
daniel@transgaming.com65e65372012-11-28 19:33:50 +000052 if (mDxgiFactory)
53 {
54 mDxgiFactory->Release();
55 mDxgiFactory = NULL;
56 }
57
58 if (mDxgiAdapter)
59 {
60 mDxgiAdapter->Release();
61 mDxgiAdapter = NULL;
62 }
63
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000064 if (mDeviceContext)
65 {
66 mDeviceContext->Release();
67 mDeviceContext = NULL;
68 }
69
daniel@transgaming.com25072f62012-11-28 19:31:32 +000070 if (mDevice)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000071 {
daniel@transgaming.com25072f62012-11-28 19:31:32 +000072 mDevice->Release();
73 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000074 }
75
76 if (mD3d11Module)
77 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000078 FreeLibrary(mD3d11Module);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000079 mD3d11Module = NULL;
80 }
81
82 if (mDxgiModule)
83 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000084 FreeLibrary(mDxgiModule);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000085 mDxgiModule = NULL;
86 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000087}
88
daniel@transgaming.comb64ed282012-11-28 20:54:02 +000089Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
90{
91 ASSERT(dynamic_cast<rx::Renderer11*>(renderer) != NULL);
92 return static_cast<rx::Renderer11*>(renderer);
93}
94
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000095EGLint Renderer11::initialize()
96{
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000097 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
98 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000099
100 if (mD3d11Module == NULL || mDxgiModule == NULL)
101 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000102 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000103 return EGL_NOT_INITIALIZED;
104 }
105
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000106 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000107
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000108 if (D3D11CreateDevice == NULL)
109 {
110 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
111 return EGL_NOT_INITIALIZED;
112 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000113
114 D3D_FEATURE_LEVEL featureLevel[] =
115 {
116 D3D_FEATURE_LEVEL_11_0,
117 D3D_FEATURE_LEVEL_10_1,
118 D3D_FEATURE_LEVEL_10_0,
119 };
120
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000121 HRESULT result = D3D11CreateDevice(NULL,
122 D3D_DRIVER_TYPE_HARDWARE,
123 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000124 #if defined(_DEBUG)
125 D3D11_CREATE_DEVICE_DEBUG,
126 #else
127 0,
128 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000129 featureLevel,
130 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000131 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000132 &mDevice,
133 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000134 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000135
136 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000137 {
138 ERR("Could not create D3D11 device - aborting!\n");
139 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
140 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000141
142 IDXGIDevice *dxgiDevice = NULL;
143 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
144
145 if (FAILED(result))
146 {
147 ERR("Could not query DXGI device - aborting!\n");
148 return EGL_NOT_INITIALIZED;
149 }
150
151 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
152
153 if (FAILED(result))
154 {
155 ERR("Could not retrieve DXGI adapter - aborting!\n");
156 return EGL_NOT_INITIALIZED;
157 }
158
159 dxgiDevice->Release();
160
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000161 mDxgiAdapter->GetDesc(&mAdapterDescription);
162 memset(mDescription, 0, sizeof(mDescription));
163 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
164
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000165 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
166
167 if (!mDxgiFactory || FAILED(result))
168 {
169 ERR("Could not create DXGI factory - aborting!\n");
170 return EGL_NOT_INITIALIZED;
171 }
172
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000173 initializeDevice();
174
175 return EGL_SUCCESS;
176}
177
178// do any one-time device initialization
179// NOTE: this is also needed after a device lost/reset
180// to reset the scene status and ensure the default states are reset.
181void Renderer11::initializeDevice()
182{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000183 mStateCache.initialize(mDevice);
184
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000185 markAllStateDirty();
186
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000187 // Permanent non-default states
188 // TODO
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000189 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000190}
191
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000192int Renderer11::generateConfigs(ConfigDesc **configDescList)
193{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000194 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
195 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000196 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
197 int numConfigs = 0;
198
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000199 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000200 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000201 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000202 {
203 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
204
205 UINT formatSupport = 0;
206 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
207
208 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
209 {
210 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
211
212 UINT formatSupport = 0;
213 HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
214
215 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL))
216 {
217 ConfigDesc newConfig;
218 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
219 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
220 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
221 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
222
223 (*configDescList)[numConfigs++] = newConfig;
224 }
225 }
226 }
227 }
228
229 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000230}
231
232void Renderer11::deleteConfigs(ConfigDesc *configDescList)
233{
234 delete [] (configDescList);
235}
236
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000237void Renderer11::sync(bool block)
238{
239 // TODO
240 UNIMPLEMENTED();
241}
242
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000243SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
244{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000245 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000246}
247
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000248void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
249{
250 // TODO
251 UNIMPLEMENTED();
252}
253
254void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
255{
256 // TODO
257 UNIMPLEMENTED();
258}
259
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000260void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState, unsigned int depthSize)
261{
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000262 if (mForceSetRasterState ||
263 memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0 ||
264 depthSize != mCurDepthSize)
265 {
266 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, depthSize);
267 if (!dxRasterState)
268 {
269 ERR("NULL blend state returned by RenderStateCache::getRasterizerState, setting the "
270 "rasterizer state.");
271 }
272
273 mDeviceContext->RSSetState(dxRasterState);
274
275 if (dxRasterState)
276 {
277 dxRasterState->Release();
278 }
279 mCurRasterState = rasterState;
280 mCurDepthSize = depthSize;
281 }
282
283 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000284}
285
286void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
287 unsigned int sampleMask)
288{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000289 if (mForceSetBlendState ||
290 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
291 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
292 sampleMask != mCurSampleMask)
293 {
294 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
295 if (!dxBlendState)
296 {
297 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
298 "blend state.");
299 }
300
301 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
302 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
303
304 if (dxBlendState)
305 {
306 dxBlendState->Release();
307 }
308 mCurBlendState = blendState;
309 mCurBlendColor = blendColor;
310 mCurSampleMask = sampleMask;
311 }
312
313 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000314}
315
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000316void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
317 int stencilBackRef, bool frontFaceCCW, unsigned int stencilSize)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000318{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000319 if (mForceSetDepthStencilState ||
320 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
321 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
322 {
323 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
324 stencilRef != stencilBackRef ||
325 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
326 {
327 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
328 "invalid under WebGL.");
329 return error(GL_INVALID_OPERATION);
330 }
331
332 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
333 if (!dxDepthStencilState)
334 {
335 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
336 "setting the default depth stencil state.");
337 }
338
339 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
340
341 if (dxDepthStencilState)
342 {
343 dxDepthStencilState->Release();
344 }
345 mCurDepthStencilState = depthStencilState;
346 mCurStencilRef = stencilRef;
347 mCurStencilBackRef = stencilBackRef;
348 }
349
350 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000351}
352
353void Renderer11::setScissorRectangle(const gl::Rectangle& scissor, unsigned int renderTargetWidth,
354 unsigned int renderTargetHeight)
355{
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000356 if (mForceSetScissor ||
357 renderTargetWidth != mCurRenderTargetWidth ||
358 renderTargetHeight != mCurRenderTargetHeight ||
359 memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0)
360 {
361 D3D11_RECT rect;
362 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(renderTargetWidth));
daniel@transgaming.com1dd557a2012-11-28 19:44:00 +0000363 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(renderTargetHeight));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000364 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(renderTargetWidth));
daniel@transgaming.com1dd557a2012-11-28 19:44:00 +0000365 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(renderTargetHeight));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000366
367 mDeviceContext->RSSetScissorRects(1, &rect);
368
369 mCurScissor = scissor;
370 mCurRenderTargetWidth = renderTargetWidth;
371 mCurRenderTargetHeight = renderTargetHeight;
372 }
373
374 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000375}
376
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000377bool Renderer11::setViewport(const gl::Rectangle& viewport, float zNear, float zFar,
378 unsigned int renderTargetWidth, unsigned int renderTargetHeight,
379 gl::ProgramBinary *currentProgram, bool forceSetUniforms)
380{
daniel@transgaming.com53670042012-11-28 20:55:51 +0000381 bool viewportChanged = mForceSetViewport || memcmp(&viewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
382 zNear != mCurNear || zFar != mCurFar;
383
384 D3D11_VIEWPORT dxViewport;
385 dxViewport.TopLeftX = gl::clamp(viewport.x, 0, static_cast<int>(renderTargetWidth));
386 dxViewport.TopLeftY = gl::clamp(viewport.y, 0, static_cast<int>(renderTargetHeight));
387 dxViewport.Width = gl::clamp(viewport.width, 0, static_cast<int>(renderTargetWidth) - static_cast<int>(dxViewport.TopLeftX));
388 dxViewport.Height = gl::clamp(viewport.height, 0, static_cast<int>(renderTargetHeight) - static_cast<int>(dxViewport.TopLeftY));
389 dxViewport.MinDepth = zNear;
390 dxViewport.MaxDepth = zFar;
391
392 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
393 {
394 return false; // Nothing to render
395 }
396
397 if (viewportChanged)
398 {
399 mDeviceContext->RSSetViewports(1, &dxViewport);
400
401 mCurViewport = viewport;
402 mCurNear = zNear;
403 mCurFar = zFar;
404 }
405
406 if (currentProgram && (viewportChanged || forceSetUniforms))
407 {
408 GLint halfPixelSize = currentProgram->getDxHalfPixelSizeLocation();
409 GLfloat xy[2] = { 0.0f, 0.0f };
410 currentProgram->setUniform2fv(halfPixelSize, 1, xy);
411
412 // These values are used for computing gl_FragCoord in Program::linkVaryings().
413 GLint coord = currentProgram->getDxCoordLocation();
414 GLfloat whxy[4] = { viewport.width * 0.5f,
415 viewport.height * 0.5f,
416 viewport.x + (viewport.width * 0.5f),
417 viewport.y + (viewport.height * 0.5f) };
418 currentProgram->setUniform4fv(coord, 1, whxy);
419
420 GLint depth = currentProgram->getDxDepthLocation();
421 GLfloat dz[2] = { (zFar - zNear) * 0.5f, (zNear + zFar) * 0.5f };
422 currentProgram->setUniform2fv(depth, 1, dz);
423
424 GLint depthRange = currentProgram->getDxDepthRangeLocation();
425 GLfloat nearFarDiff[3] = { zNear, zFar, zFar - zNear };
426 currentProgram->setUniform3fv(depthRange, 1, nearFarDiff);
427 }
428
429 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000430 return true;
431}
432
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000433bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
434{
435 // TODO
436 UNIMPLEMENTED();
437
438 return false;
439}
440
441bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000442{
443 // TODO
444 UNIMPLEMENTED();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000445
446 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000447 mForceSetViewport = true;
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000448
449 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000450}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000451
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000452GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000453{
454 // TODO
455 UNIMPLEMENTED();
456
457 return GL_OUT_OF_MEMORY;
458}
459
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000460GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, gl::TranslatedIndexData *indexInfo)
461{
462 // TODO
463 UNIMPLEMENTED();
464
465 return GL_OUT_OF_MEMORY;
466}
467
468void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
469{
470 // TODO
471 UNIMPLEMENTED();
472}
473
daniel@transgaming.com97400dd2012-11-28 20:57:00 +0000474void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const gl::TranslatedIndexData &indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000475{
476 // TODO
477 UNIMPLEMENTED();
478}
479
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +0000480void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
481{
482 // TODO
483 UNIMPLEMENTED();
484}
485
daniel@transgaming.com084a2572012-11-28 20:55:17 +0000486void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +0000487{
488 // TODO
489 UNIMPLEMENTED();
490}
491
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000492void Renderer11::markAllStateDirty()
493{
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +0000494 mDepthStencilInitialized = false;
495 mRenderTargetDescInitialized = false;
496
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000497 mForceSetBlendState = true;
498 mForceSetRasterState = true;
499 mForceSetDepthStencilState = true;
500 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000501 mForceSetViewport = true;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000502}
503
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000504void Renderer11::releaseDeviceResources()
505{
506 // TODO
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000507 // UNIMPLEMENTED();
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000508 mStateCache.clear();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000509}
510
511void Renderer11::markDeviceLost()
512{
513 mDeviceLost = true;
514}
515
516bool Renderer11::isDeviceLost()
517{
518 return mDeviceLost;
519}
520
521// set notify to true to broadcast a message to all contexts of the device loss
522bool Renderer11::testDeviceLost(bool notify)
523{
524 bool isLost = false;
525
526 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000527 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000528
529 if (isLost)
530 {
531 // ensure we note the device loss --
532 // we'll probably get this done again by markDeviceLost
533 // but best to remember it!
534 // Note that we don't want to clear the device loss status here
535 // -- this needs to be done by resetDevice
536 mDeviceLost = true;
537 if (notify)
538 {
539 mDisplay->notifyDeviceLost();
540 }
541 }
542
543 return isLost;
544}
545
546bool Renderer11::testDeviceResettable()
547{
548 HRESULT status = D3D_OK;
549
550 // TODO
551 UNIMPLEMENTED();
552
553 switch (status)
554 {
555 case D3DERR_DEVICENOTRESET:
556 case D3DERR_DEVICEHUNG:
557 return true;
558 default:
559 return false;
560 }
561}
562
563bool Renderer11::resetDevice()
564{
565 releaseDeviceResources();
566
567 // TODO
568 UNIMPLEMENTED();
569
570 // reset device defaults
571 initializeDevice();
572 mDeviceLost = false;
573
574 return true;
575}
576
577DWORD Renderer11::getAdapterVendor() const
578{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000579 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000580}
581
582const char *Renderer11::getAdapterDescription() const
583{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000584 return mDescription;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000585}
586
587GUID Renderer11::getAdapterIdentifier() const
588{
589 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000590 // UNIMPLEMENTED();
591 GUID foo = {0};
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000592 return foo;
593}
594
595bool Renderer11::getDXT1TextureSupport()
596{
597 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000598 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000599 return false;
600}
601
602bool Renderer11::getDXT3TextureSupport()
603{
604 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000605 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000606 return false;
607}
608
609bool Renderer11::getDXT5TextureSupport()
610{
611 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000612 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000613 return false;
614}
615
616bool Renderer11::getDepthTextureSupport() const
617{
618 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000619 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000620 return false;
621}
622
623bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
624{
625 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000626 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000627
628 *filtering = false;
629 *renderable = false;
630 return false;
631}
632
633bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
634{
635 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000636 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000637
638 *filtering = false;
639 *renderable = false;
640 return false;
641}
642
643bool Renderer11::getLuminanceTextureSupport()
644{
645 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000646 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000647 return false;
648}
649
650bool Renderer11::getLuminanceAlphaTextureSupport()
651{
652 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000653 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000654 return false;
655}
656
657bool Renderer11::getTextureFilterAnisotropySupport() const
658{
659 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000660 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000661 return false;
662}
663
664float Renderer11::getTextureMaxAnisotropy() const
665{
666 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000667 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000668 return 1.0f;
669}
670
671bool Renderer11::getEventQuerySupport()
672{
673 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000674 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000675 return false;
676}
677
678bool Renderer11::getVertexTextureSupport() const
679{
680 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000681 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000682 return false;
683}
684
685bool Renderer11::getNonPower2TextureSupport() const
686{
687 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000688 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000689 return false;
690}
691
692bool Renderer11::getOcclusionQuerySupport() const
693{
694 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000695 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000696 return false;
697}
698
699bool Renderer11::getInstancingSupport() const
700{
701 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000702 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000703 return false;
704}
705
706bool Renderer11::getShareHandleSupport() const
707{
708 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000709 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000710
711 // PIX doesn't seem to support using share handles, so disable them.
712 return false && !gl::perfActive();
713}
714
daniel@transgaming.com9549bea2012-11-28 20:57:23 +0000715int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000716{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +0000717 switch (mFeatureLevel)
718 {
719 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
720 case D3D_FEATURE_LEVEL_10_1:
721 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
722 default: UNREACHABLE(); return 0;
723 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000724}
725
726float Renderer11::getMaxPointSize() const
727{
728 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000729 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000730 return 1.0f;
731}
732
733int Renderer11::getMaxTextureWidth() const
734{
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000735 switch (mFeatureLevel)
736 {
737 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
738 case D3D_FEATURE_LEVEL_10_1:
739 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
740 default: UNREACHABLE(); return 0;
741 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000742}
743
744int Renderer11::getMaxTextureHeight() const
745{
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000746 switch (mFeatureLevel)
747 {
748 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
749 case D3D_FEATURE_LEVEL_10_1:
750 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
751 default: UNREACHABLE(); return 0;
752 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000753}
754
755bool Renderer11::get32BitIndexSupport() const
756{
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000757 switch (mFeatureLevel)
758 {
759 case D3D_FEATURE_LEVEL_11_0:
760 case D3D_FEATURE_LEVEL_10_1:
761 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
762 default: UNREACHABLE(); return false;
763 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000764}
765
766int Renderer11::getMinSwapInterval() const
767{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +0000768 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000769}
770
771int Renderer11::getMaxSwapInterval() const
772{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +0000773 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000774}
775
776int Renderer11::getMaxSupportedSamples() const
777{
778 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000779 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000780 return 1;
781}
782
daniel@transgaming.com31b13e12012-11-28 19:34:30 +0000783bool Renderer11::copyToRenderTarget(TextureStorage2D *dest, TextureStorage2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +0000784{
785 // TODO
786 UNIMPLEMENTED();
787 return false;
788}
789
daniel@transgaming.com31b13e12012-11-28 19:34:30 +0000790bool Renderer11::copyToRenderTarget(TextureStorageCubeMap *dest, TextureStorageCubeMap *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +0000791{
792 // TODO
793 UNIMPLEMENTED();
794 return false;
795}
796
daniel@transgaming.com38380882012-11-28 19:36:39 +0000797bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
798 GLint xoffset, GLint yoffset, TextureStorage2D *storage, GLint level)
799{
800 // TODO
801 UNIMPLEMENTED();
802 return false;
803}
804
805bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
806 GLint xoffset, GLint yoffset, TextureStorageCubeMap *storage, GLenum target, GLint level)
807{
808 // TODO
809 UNIMPLEMENTED();
810 return false;
811}
812
daniel@transgaming.comf2423652012-11-28 20:53:50 +0000813RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
814{
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +0000815 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
816 RenderTarget11 *renderTarget = NULL;
817 if (depth)
818 {
819 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), swapChain11->getWidth(), swapChain11->getHeight());
820 }
821 else
822 {
823 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(), swapChain11->getWidth(), swapChain11->getHeight());
824 }
825 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +0000826}
827
828RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
829{
830 // TODO
831 UNIMPLEMENTED();
832 return NULL;
833}
834
daniel@transgaming.com55318902012-11-28 20:58:58 +0000835ShaderExecutable *Renderer11::loadExecutable(const DWORD *function, size_t length, GLenum type, void *data)
836{
837 // TODO
838 UNIMPLEMENTED();
839 return NULL;
840}
841
daniel@transgaming.coma9c71422012-11-28 20:58:45 +0000842ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type)
843{
844 // TODO
845 UNIMPLEMENTED();
846 return NULL;
847}
848
daniel@transgaming.com6c872172012-11-28 19:39:33 +0000849bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
850 bool blitRenderTarget, bool blitDepthStencil)
851{
852 // TODO
853 UNIMPLEMENTED();
854 return false;
855}
856
857void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
858 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
859{
860 // TODO
861 UNIMPLEMENTED();
862 return;
863}
864
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000865}