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shannon.woods@transgaming.combdf2d802013-02-28 23:16:20 +00001#include "precompiled.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002//
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00003// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00004// Use of this source code is governed by a BSD-style license that can be
5// found in the LICENSE file.
6//
7
8// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
9
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000012#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000013#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000014#include "libGLESv2/Framebuffer.h"
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000015#include "libGLESv2/RenderBuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000016#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000017#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000018#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +000019#include "libGLESv2/renderer/ShaderExecutable11.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000020#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.coma8aac672012-12-20 21:08:00 +000021#include "libGLESv2/renderer/Image11.h"
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +000022#include "libGLESv2/renderer/VertexBuffer11.h"
daniel@transgaming.com11c2af52012-12-20 21:10:01 +000023#include "libGLESv2/renderer/IndexBuffer11.h"
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +000024#include "libGLESv2/renderer/BufferStorage11.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"
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +000028#include "libGLESv2/renderer/Query11.h"
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +000029#include "libGLESv2/renderer/Fence11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000030
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +000031#include "libGLESv2/renderer/shaders/compiled/passthrough2d11vs.h"
32#include "libGLESv2/renderer/shaders/compiled/passthroughrgba2d11ps.h"
33#include "libGLESv2/renderer/shaders/compiled/passthroughrgb2d11ps.h"
34#include "libGLESv2/renderer/shaders/compiled/passthroughlum2d11ps.h"
35#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha2d11ps.h"
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000036
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000037#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
shannonwoods@chromium.org98949842013-05-30 00:01:51 +000038#include "libGLESv2/renderer/shaders/compiled/clearsingle11ps.h"
39#include "libGLESv2/renderer/shaders/compiled/clearmultiple11ps.h"
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000040
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000041#include "libEGL/Display.h"
42
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +000043#ifdef _DEBUG
44// this flag enables suppressing some spurious warnings that pop up in certain WebGL samples
45// and conformance tests. to enable all warnings, remove this define.
46#define ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS 1
47#endif
48
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000049namespace rx
50{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000051static const DXGI_FORMAT RenderTargetFormats[] =
52 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000053 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000054 DXGI_FORMAT_R8G8B8A8_UNORM
55 };
56
57static const DXGI_FORMAT DepthStencilFormats[] =
58 {
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +000059 DXGI_FORMAT_UNKNOWN,
60 DXGI_FORMAT_D24_UNORM_S8_UINT,
61 DXGI_FORMAT_D16_UNORM
daniel@transgaming.com65e65372012-11-28 19:33:50 +000062 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000063
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000064enum
65{
66 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
67};
68
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000069Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
70{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000071 mVertexDataManager = NULL;
72 mIndexDataManager = NULL;
73
daniel@transgaming.comc5114302012-12-20 21:11:36 +000074 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000075 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000076
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000077 mCopyResourcesInitialized = false;
78 mCopyVB = NULL;
79 mCopySampler = NULL;
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +000080 mCopy2DIL = NULL;
81 mCopy2DVS = NULL;
82 mCopyRGBA2DPS = NULL;
83 mCopyRGB2DPS = NULL;
84 mCopyLum2DPS = NULL;
85 mCopyLumAlpha2DPS = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000086
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000087 mClearResourcesInitialized = false;
88 mClearVB = NULL;
89 mClearIL = NULL;
90 mClearVS = NULL;
shannonwoods@chromium.org98949842013-05-30 00:01:51 +000091 mClearSinglePS = NULL;
92 mClearMultiplePS = NULL;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000093 mClearScissorRS = NULL;
94 mClearNoScissorRS = NULL;
95
daniel@transgaming.combdf787f2013-02-01 03:20:36 +000096 mSyncQuery = NULL;
97
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000098 mD3d11Module = NULL;
99 mDxgiModule = NULL;
100
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000101 mDeviceLost = false;
102
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000103 mMaxSupportedSamples = 0;
104
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000105 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000106 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000107 mDxgiAdapter = NULL;
108 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000109
110 mDriverConstantBufferVS = NULL;
111 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000112
113 mBGRATextureSupport = false;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +0000114
115 mIsGeometryShaderActive = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000116}
117
118Renderer11::~Renderer11()
119{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000120 release();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000121}
122
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000123Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
124{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000125 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000126 return static_cast<rx::Renderer11*>(renderer);
127}
128
shannon.woods%transgaming.com@gtempaccount.comf9686c22013-04-13 03:33:45 +0000129#ifndef __d3d11_1_h__
130#define D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET ((D3D11_MESSAGE_ID)3146081)
131#endif
132
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000133EGLint Renderer11::initialize()
134{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000135 if (!initializeCompiler())
136 {
137 return EGL_NOT_INITIALIZED;
138 }
139
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000140 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
141 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000142
143 if (mD3d11Module == NULL || mDxgiModule == NULL)
144 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000145 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000146 return EGL_NOT_INITIALIZED;
147 }
148
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000149 // create the D3D11 device
150 ASSERT(mDevice == NULL);
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000151 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000152
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000153 if (D3D11CreateDevice == NULL)
154 {
155 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
156 return EGL_NOT_INITIALIZED;
157 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000158
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000159 D3D_FEATURE_LEVEL featureLevels[] =
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000160 {
161 D3D_FEATURE_LEVEL_11_0,
162 D3D_FEATURE_LEVEL_10_1,
163 D3D_FEATURE_LEVEL_10_0,
164 };
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000165
shannonwoods@chromium.orgc3419c12013-05-30 00:02:01 +0000166 HRESULT result = S_OK;
167
168#ifdef _DEBUG
169 result = D3D11CreateDevice(NULL,
170 D3D_DRIVER_TYPE_HARDWARE,
171 NULL,
172 D3D11_CREATE_DEVICE_DEBUG,
173 featureLevels,
174 ArraySize(featureLevels),
175 D3D11_SDK_VERSION,
176 &mDevice,
177 &mFeatureLevel,
178 &mDeviceContext);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000179
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000180 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000181 {
shannonwoods@chromium.orgc3419c12013-05-30 00:02:01 +0000182 ERR("Failed creating Debug D3D11 device - falling back to release runtime.\n");
183 }
184
185 if (!mDevice || FAILED(result))
186#endif
187 {
188 result = D3D11CreateDevice(NULL,
189 D3D_DRIVER_TYPE_HARDWARE,
190 NULL,
191 0,
192 featureLevels,
193 ArraySize(featureLevels),
194 D3D11_SDK_VERSION,
195 &mDevice,
196 &mFeatureLevel,
197 &mDeviceContext);
198
199 if (!mDevice || FAILED(result))
200 {
201 ERR("Could not create D3D11 device - aborting!\n");
202 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
203 }
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000204 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000205
206 IDXGIDevice *dxgiDevice = NULL;
207 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
208
209 if (FAILED(result))
210 {
211 ERR("Could not query DXGI device - aborting!\n");
212 return EGL_NOT_INITIALIZED;
213 }
214
215 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
216
217 if (FAILED(result))
218 {
219 ERR("Could not retrieve DXGI adapter - aborting!\n");
220 return EGL_NOT_INITIALIZED;
221 }
222
223 dxgiDevice->Release();
224
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000225 mDxgiAdapter->GetDesc(&mAdapterDescription);
226 memset(mDescription, 0, sizeof(mDescription));
227 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
228
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000229 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
230
231 if (!mDxgiFactory || FAILED(result))
232 {
233 ERR("Could not create DXGI factory - aborting!\n");
234 return EGL_NOT_INITIALIZED;
235 }
236
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000237 // Disable some spurious D3D11 debug warnings to prevent them from flooding the output log
238#if defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG)
239 ID3D11InfoQueue *infoQueue;
240 result = mDevice->QueryInterface(__uuidof(ID3D11InfoQueue), (void **)&infoQueue);
241
242 if (SUCCEEDED(result))
243 {
244 D3D11_MESSAGE_ID hideMessages[] =
245 {
246 D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETS_HAZARD,
shannon.woods%transgaming.com@gtempaccount.comf9686c22013-04-13 03:33:45 +0000247 D3D11_MESSAGE_ID_DEVICE_PSSETSHADERRESOURCES_HAZARD,
248 D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000249 };
250
251 D3D11_INFO_QUEUE_FILTER filter = {0};
252 filter.DenyList.NumIDs = ArraySize(hideMessages);
253 filter.DenyList.pIDList = hideMessages;
254
255 infoQueue->AddStorageFilterEntries(&filter);
256
257 infoQueue->Release();
258 }
259#endif
260
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000261 unsigned int maxSupportedSamples = 0;
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000262 unsigned int rtFormatCount = ArraySize(RenderTargetFormats);
263 unsigned int dsFormatCount = ArraySize(DepthStencilFormats);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000264 for (unsigned int i = 0; i < rtFormatCount + dsFormatCount; ++i)
265 {
266 DXGI_FORMAT format = (i < rtFormatCount) ? RenderTargetFormats[i] : DepthStencilFormats[i - rtFormatCount];
267 if (format != DXGI_FORMAT_UNKNOWN)
268 {
269 UINT formatSupport;
270 result = mDevice->CheckFormatSupport(format, &formatSupport);
271 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
272 {
273 MultisampleSupportInfo supportInfo;
274
275 for (unsigned int j = 1; j <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; j++)
276 {
277 result = mDevice->CheckMultisampleQualityLevels(format, j, &supportInfo.qualityLevels[j - 1]);
278 if (SUCCEEDED(result) && supportInfo.qualityLevels[j - 1] > 0)
279 {
280 maxSupportedSamples = std::max(j, maxSupportedSamples);
281 }
282 else
283 {
284 supportInfo.qualityLevels[j - 1] = 0;
285 }
286 }
287
288 mMultisampleSupportMap.insert(std::make_pair(format, supportInfo));
289 }
290 }
291 }
292 mMaxSupportedSamples = maxSupportedSamples;
293
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000294 initializeDevice();
295
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000296 // BGRA texture support is optional in feature levels 10 and 10_1
297 UINT formatSupport;
298 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
299 if (FAILED(result))
300 {
301 ERR("Error checking BGRA format support: 0x%08X", result);
302 }
303 else
304 {
305 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
306 mBGRATextureSupport = (formatSupport & flags) == flags;
307 }
308
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +0000309 // Check floating point texture support
310 static const unsigned int requiredTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE;
311 static const unsigned int requiredRenderableFlags = D3D11_FORMAT_SUPPORT_RENDER_TARGET;
312 static const unsigned int requiredFilterFlags = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
313
314 DXGI_FORMAT float16Formats[] =
315 {
316 DXGI_FORMAT_R16_FLOAT,
317 DXGI_FORMAT_R16G16_FLOAT,
318 DXGI_FORMAT_R16G16B16A16_FLOAT,
319 };
320
321 DXGI_FORMAT float32Formats[] =
322 {
323 DXGI_FORMAT_R32_FLOAT,
324 DXGI_FORMAT_R32G32_FLOAT,
325 DXGI_FORMAT_R32G32B32_FLOAT,
326 DXGI_FORMAT_R32G32B32A32_FLOAT,
327 };
328
329 mFloat16TextureSupport = true;
330 mFloat16FilterSupport = true;
331 mFloat16RenderSupport = true;
332 for (unsigned int i = 0; i < ArraySize(float16Formats); i++)
333 {
334 if (SUCCEEDED(mDevice->CheckFormatSupport(float16Formats[i], &formatSupport)))
335 {
336 mFloat16TextureSupport = mFloat16TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
337 mFloat16FilterSupport = mFloat16FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
338 mFloat16RenderSupport = mFloat16RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
339 }
340 else
341 {
342 mFloat16TextureSupport = false;
343 mFloat16RenderSupport = false;
344 mFloat16FilterSupport = false;
345 }
346 }
347
348 mFloat32TextureSupport = true;
349 mFloat32FilterSupport = true;
350 mFloat32RenderSupport = true;
351 for (unsigned int i = 0; i < ArraySize(float32Formats); i++)
352 {
353 if (SUCCEEDED(mDevice->CheckFormatSupport(float32Formats[i], &formatSupport)))
354 {
355 mFloat32TextureSupport = mFloat32TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
356 mFloat32FilterSupport = mFloat32FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
357 mFloat32RenderSupport = mFloat32RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
358 }
359 else
360 {
361 mFloat32TextureSupport = false;
362 mFloat32FilterSupport = false;
363 mFloat32RenderSupport = false;
364 }
365 }
366
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +0000367 // Check compressed texture support
368 const unsigned int requiredCompressedTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D;
369
370 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC1_UNORM, &formatSupport)))
371 {
372 mDXT1TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
373 }
374 else
375 {
376 mDXT1TextureSupport = false;
377 }
378
379 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC3_UNORM, &formatSupport)))
380 {
381 mDXT3TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
382 }
383 else
384 {
385 mDXT3TextureSupport = false;
386 }
387
388 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC5_UNORM, &formatSupport)))
389 {
390 mDXT5TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
391 }
392 else
393 {
394 mDXT5TextureSupport = false;
395 }
396
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +0000397 // Check depth texture support
398 DXGI_FORMAT depthTextureFormats[] =
399 {
400 DXGI_FORMAT_D16_UNORM,
401 DXGI_FORMAT_D24_UNORM_S8_UINT,
402 };
403
404 static const unsigned int requiredDepthTextureFlags = D3D11_FORMAT_SUPPORT_DEPTH_STENCIL |
405 D3D11_FORMAT_SUPPORT_TEXTURE2D;
406
407 mDepthTextureSupport = true;
408 for (unsigned int i = 0; i < ArraySize(depthTextureFormats); i++)
409 {
410 if (SUCCEEDED(mDevice->CheckFormatSupport(depthTextureFormats[i], &formatSupport)))
411 {
412 mDepthTextureSupport = mDepthTextureSupport && ((formatSupport & requiredDepthTextureFlags) == requiredDepthTextureFlags);
413 }
414 else
415 {
416 mDepthTextureSupport = false;
417 }
418 }
419
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000420 return EGL_SUCCESS;
421}
422
423// do any one-time device initialization
424// NOTE: this is also needed after a device lost/reset
425// to reset the scene status and ensure the default states are reset.
426void Renderer11::initializeDevice()
427{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000428 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000429 mInputLayoutCache.initialize(mDevice, mDeviceContext);
430
431 ASSERT(!mVertexDataManager && !mIndexDataManager);
432 mVertexDataManager = new VertexDataManager(this);
433 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000434
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000435 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000436}
437
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000438int Renderer11::generateConfigs(ConfigDesc **configDescList)
439{
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000440 unsigned int numRenderFormats = ArraySize(RenderTargetFormats);
441 unsigned int numDepthFormats = ArraySize(DepthStencilFormats);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000442 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
443 int numConfigs = 0;
444
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000445 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000446 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000447 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000448 {
449 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
450
451 UINT formatSupport = 0;
452 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000453
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000454 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
455 {
456 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
457
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000458 bool depthStencilFormatOK = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000459
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000460 if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
461 {
462 UINT formatSupport = 0;
463 result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
464 depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
465 }
466
467 if (depthStencilFormatOK)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000468 {
469 ConfigDesc newConfig;
470 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
471 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
472 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
473 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
shannon.woods%transgaming.com@gtempaccount.comdcf33d52013-04-13 03:33:11 +0000474 newConfig.es3Capable = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000475
476 (*configDescList)[numConfigs++] = newConfig;
477 }
478 }
479 }
480 }
481
482 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000483}
484
485void Renderer11::deleteConfigs(ConfigDesc *configDescList)
486{
487 delete [] (configDescList);
488}
489
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000490void Renderer11::sync(bool block)
491{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000492 if (block)
493 {
494 HRESULT result;
495
496 if (!mSyncQuery)
497 {
498 D3D11_QUERY_DESC queryDesc;
499 queryDesc.Query = D3D11_QUERY_EVENT;
500 queryDesc.MiscFlags = 0;
501
502 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
503 ASSERT(SUCCEEDED(result));
504 }
505
506 mDeviceContext->End(mSyncQuery);
507 mDeviceContext->Flush();
508
509 do
510 {
511 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
512
513 // Keep polling, but allow other threads to do something useful first
514 Sleep(0);
515
516 if (testDeviceLost(true))
517 {
518 return;
519 }
520 }
521 while (result == S_FALSE);
522 }
523 else
524 {
525 mDeviceContext->Flush();
526 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000527}
528
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000529SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
530{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000531 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000532}
533
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000534void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
535{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000536 if (type == gl::SAMPLER_PIXEL)
537 {
538 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
539 {
540 ERR("Pixel shader sampler index %i is not valid.", index);
541 return;
542 }
543
544 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
545 {
546 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
547
548 if (!dxSamplerState)
549 {
550 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
551 "sampler state for pixel shaders at slot %i.", index);
552 }
553
554 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
555
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000556 mCurPixelSamplerStates[index] = samplerState;
557 }
558
559 mForceSetPixelSamplerStates[index] = false;
560 }
561 else if (type == gl::SAMPLER_VERTEX)
562 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000563 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000564 {
565 ERR("Vertex shader sampler index %i is not valid.", index);
566 return;
567 }
568
569 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
570 {
571 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
572
573 if (!dxSamplerState)
574 {
575 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
576 "sampler state for vertex shaders at slot %i.", index);
577 }
578
579 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
580
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000581 mCurVertexSamplerStates[index] = samplerState;
582 }
583
584 mForceSetVertexSamplerStates[index] = false;
585 }
586 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000587}
588
589void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
590{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000591 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000592 unsigned int serial = 0;
593 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000594
595 if (texture)
596 {
597 TextureStorageInterface *texStorage = texture->getNativeTexture();
598 if (texStorage)
599 {
600 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
601 textureSRV = storage11->getSRV();
602 }
603
604 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
605 // missing the shader resource view
606 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000607
608 serial = texture->getTextureSerial();
609 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000610 }
611
612 if (type == gl::SAMPLER_PIXEL)
613 {
614 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
615 {
616 ERR("Pixel shader sampler index %i is not valid.", index);
617 return;
618 }
619
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000620 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
621 {
622 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
623 }
624
625 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000626 }
627 else if (type == gl::SAMPLER_VERTEX)
628 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000629 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000630 {
631 ERR("Vertex shader sampler index %i is not valid.", index);
632 return;
633 }
634
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000635 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
636 {
637 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
638 }
639
640 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000641 }
642 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000643}
644
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000645void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000646{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000647 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000648 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000649 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
650 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000651 if (!dxRasterState)
652 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000653 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000654 "rasterizer state.");
655 }
656
657 mDeviceContext->RSSetState(dxRasterState);
658
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000659 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000660 }
661
662 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000663}
664
665void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
666 unsigned int sampleMask)
667{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000668 if (mForceSetBlendState ||
669 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
670 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
671 sampleMask != mCurSampleMask)
672 {
673 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
674 if (!dxBlendState)
675 {
676 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
677 "blend state.");
678 }
679
680 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
681 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
682
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000683 mCurBlendState = blendState;
684 mCurBlendColor = blendColor;
685 mCurSampleMask = sampleMask;
686 }
687
688 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000689}
690
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000691void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000692 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000693{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000694 if (mForceSetDepthStencilState ||
695 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
696 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
697 {
698 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
699 stencilRef != stencilBackRef ||
700 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
701 {
702 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
703 "invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000704 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000705 }
706
707 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
708 if (!dxDepthStencilState)
709 {
710 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
711 "setting the default depth stencil state.");
712 }
713
714 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
715
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000716 mCurDepthStencilState = depthStencilState;
717 mCurStencilRef = stencilRef;
718 mCurStencilBackRef = stencilBackRef;
719 }
720
721 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000722}
723
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000724void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000725{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000726 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
727 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000728 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000729 if (enabled)
730 {
731 D3D11_RECT rect;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000732 rect.left = std::max(0, scissor.x);
733 rect.top = std::max(0, scissor.y);
734 rect.right = scissor.x + std::max(0, scissor.width);
735 rect.bottom = scissor.y + std::max(0, scissor.height);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000736
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000737 mDeviceContext->RSSetScissorRects(1, &rect);
738 }
739
740 if (enabled != mScissorEnabled)
741 {
742 mForceSetRasterState = true;
743 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000744
745 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000746 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000747 }
748
749 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000750}
751
daniel@transgaming.com12985182012-12-20 20:56:31 +0000752bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000753 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000754{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000755 gl::Rectangle actualViewport = viewport;
756 float actualZNear = gl::clamp01(zNear);
757 float actualZFar = gl::clamp01(zFar);
758 if (ignoreViewport)
759 {
760 actualViewport.x = 0;
761 actualViewport.y = 0;
762 actualViewport.width = mRenderTargetDesc.width;
763 actualViewport.height = mRenderTargetDesc.height;
764 actualZNear = 0.0f;
765 actualZFar = 1.0f;
766 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000767
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000768 // Get D3D viewport bounds, which depends on the feature level
769 const Range& viewportBounds = getViewportBounds();
770
771 // Clamp width and height first to the gl maximum, then clamp further if we extend past the D3D maximum bounds
daniel@transgaming.com53670042012-11-28 20:55:51 +0000772 D3D11_VIEWPORT dxViewport;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000773 dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end);
774 dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end);
775 dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension());
776 dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension());
777 dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX));
778 dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY));
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000779 dxViewport.MinDepth = actualZNear;
780 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000781
782 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
783 {
784 return false; // Nothing to render
785 }
786
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000787 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
788 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000789
daniel@transgaming.com53670042012-11-28 20:55:51 +0000790 if (viewportChanged)
791 {
792 mDeviceContext->RSSetViewports(1, &dxViewport);
793
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000794 mCurViewport = actualViewport;
795 mCurNear = actualZNear;
796 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000797
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +0000798 mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f;
799 mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f;
800 mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
801 mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000802
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000803 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
804 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000805
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000806 mVertexConstants.depthRange[0] = actualZNear;
807 mVertexConstants.depthRange[1] = actualZFar;
808 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000809
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000810 mPixelConstants.depthRange[0] = actualZNear;
811 mPixelConstants.depthRange[1] = actualZFar;
812 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000813 }
814
815 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000816 return true;
817}
818
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000819bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
820{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000821 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000822
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000823 switch (mode)
824 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000825 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
826 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000827 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000828 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
829 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
830 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000831 // emulate fans via rewriting index buffer
832 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000833 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000834 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000835 }
836
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000837 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000838
839 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000840}
841
842bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000843{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000844 // Get the color render buffer and serial
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000845 // Also extract the render target dimensions and view
846 unsigned int renderTargetWidth = 0;
847 unsigned int renderTargetHeight = 0;
848 GLenum renderTargetFormat = 0;
849 unsigned int renderTargetSerials[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {0};
850 ID3D11RenderTargetView* framebufferRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
851 bool missingColorRenderTarget = true;
852
853 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000854 {
shannon.woods%transgaming.com@gtempaccount.com4059a382013-04-13 03:31:16 +0000855 const GLenum drawBufferState = framebuffer->getDrawBufferState(colorAttachment);
856
857 if (framebuffer->getColorbufferType(colorAttachment) != GL_NONE && drawBufferState != GL_NONE)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000858 {
shannon.woods%transgaming.com@gtempaccount.com4059a382013-04-13 03:31:16 +0000859 // the draw buffer must be either "none", "back" for the default buffer or the same index as this color (in order)
860 ASSERT(drawBufferState == GL_BACK || drawBufferState == (GL_COLOR_ATTACHMENT0_EXT + colorAttachment));
861
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000862 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(colorAttachment);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000863
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000864 if (!colorbuffer)
865 {
866 ERR("render target pointer unexpectedly null.");
867 return false;
868 }
shannon.woods@transgaming.com3e3da582013-02-28 23:09:03 +0000869
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000870 // check for zero-sized default framebuffer, which is a special case.
871 // in this case we do not wish to modify any state and just silently return false.
872 // this will not report any gl error but will cause the calling method to return.
873 if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0)
874 {
875 return false;
876 }
877
878 renderTargetSerials[colorAttachment] = colorbuffer->getSerial();
879
880 // Extract the render target dimensions and view
881 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
882 if (!renderTarget)
883 {
884 ERR("render target pointer unexpectedly null.");
885 return false;
886 }
887
888 framebufferRTVs[colorAttachment] = renderTarget->getRenderTargetView();
889 if (!framebufferRTVs[colorAttachment])
890 {
891 ERR("render target view pointer unexpectedly null.");
892 return false;
893 }
894
895 if (missingColorRenderTarget)
896 {
897 renderTargetWidth = colorbuffer->getWidth();
898 renderTargetHeight = colorbuffer->getHeight();
899 renderTargetFormat = colorbuffer->getActualFormat();
900 missingColorRenderTarget = false;
901 }
902 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000903 }
904
905 // Get the depth stencil render buffer and serials
906 gl::Renderbuffer *depthStencil = NULL;
907 unsigned int depthbufferSerial = 0;
908 unsigned int stencilbufferSerial = 0;
909 if (framebuffer->getDepthbufferType() != GL_NONE)
910 {
911 depthStencil = framebuffer->getDepthbuffer();
912 if (!depthStencil)
913 {
914 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000915 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000916 return false;
917 }
918
919 depthbufferSerial = depthStencil->getSerial();
920 }
921 else if (framebuffer->getStencilbufferType() != GL_NONE)
922 {
923 depthStencil = framebuffer->getStencilbuffer();
924 if (!depthStencil)
925 {
926 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000927 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000928 return false;
929 }
930
931 stencilbufferSerial = depthStencil->getSerial();
932 }
933
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000934 // Extract the depth stencil sizes and view
935 unsigned int depthSize = 0;
936 unsigned int stencilSize = 0;
937 ID3D11DepthStencilView* framebufferDSV = NULL;
938 if (depthStencil)
939 {
940 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
941 if (!depthStencilRenderTarget)
942 {
943 ERR("render target pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000944 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000945 return false;
946 }
947
948 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
949 if (!framebufferDSV)
950 {
951 ERR("depth stencil view pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000952 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000953 return false;
954 }
955
956 // If there is no render buffer, the width, height and format values come from
957 // the depth stencil
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000958 if (missingColorRenderTarget)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000959 {
960 renderTargetWidth = depthStencil->getWidth();
961 renderTargetHeight = depthStencil->getHeight();
962 renderTargetFormat = depthStencil->getActualFormat();
963 }
964
965 depthSize = depthStencil->getDepthSize();
966 stencilSize = depthStencil->getStencilSize();
967 }
968
969 // Apply the render target and depth stencil
970 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000971 memcmp(renderTargetSerials, mAppliedRenderTargetSerials, sizeof(renderTargetSerials)) != 0 ||
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000972 depthbufferSerial != mAppliedDepthbufferSerial ||
973 stencilbufferSerial != mAppliedStencilbufferSerial)
974 {
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000975 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), framebufferRTVs, framebufferDSV);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000976
977 mRenderTargetDesc.width = renderTargetWidth;
978 mRenderTargetDesc.height = renderTargetHeight;
979 mRenderTargetDesc.format = renderTargetFormat;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000980 mForceSetViewport = true;
981 mForceSetScissor = true;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000982
983 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
984 {
985 mCurDepthSize = depthSize;
986 mForceSetRasterState = true;
987 }
988
989 mCurStencilSize = stencilSize;
990
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000991 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
992 {
993 mAppliedRenderTargetSerials[rtIndex] = renderTargetSerials[rtIndex];
994 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000995 mAppliedDepthbufferSerial = depthbufferSerial;
996 mAppliedStencilbufferSerial = stencilbufferSerial;
997 mRenderTargetDescInitialized = true;
998 mDepthStencilInitialized = true;
999 }
1000
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001001 SafeRelease(framebufferRTVs);
1002 SafeRelease(framebufferDSV);
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001003
1004 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001005}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001006
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001007GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +00001008{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001009 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
1010 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
1011 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +00001012 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001013 return err;
1014 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +00001015
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001016 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +00001017}
1018
daniel@transgaming.com31240482012-11-28 21:06:41 +00001019GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001020{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001021 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001022
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001023 if (err == GL_NO_ERROR)
1024 {
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001025 if (indexInfo->storage)
1026 {
1027 if (indexInfo->serial != mAppliedStorageIBSerial || indexInfo->startOffset != mAppliedIBOffset)
1028 {
1029 BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(indexInfo->storage);
1030 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1031
1032 mDeviceContext->IASetIndexBuffer(storage->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
1033
1034 mAppliedIBSerial = 0;
1035 mAppliedStorageIBSerial = storage->getSerial();
1036 mAppliedIBOffset = indexInfo->startOffset;
1037 }
1038 }
1039 else if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001040 {
1041 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1042
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +00001043 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001044
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001045 mAppliedIBSerial = indexInfo->serial;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001046 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001047 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001048 }
1049 }
1050
1051 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001052}
1053
1054void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
1055{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001056 if (mode == GL_LINE_LOOP)
1057 {
1058 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1059 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001060 else if (mode == GL_TRIANGLE_FAN)
1061 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001062 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001063 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001064 else if (instances > 0)
1065 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001066 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001067 }
1068 else
1069 {
1070 mDeviceContext->Draw(count, 0);
1071 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001072}
1073
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001074void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001075{
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001076 if (mode == GL_LINE_LOOP)
1077 {
1078 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
1079 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001080 else if (mode == GL_TRIANGLE_FAN)
1081 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001082 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
1083 }
1084 else if (instances > 0)
1085 {
1086 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001087 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001088 else
1089 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +00001090 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001091 }
1092}
1093
1094void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1095{
1096 // Get the raw indices for an indexed draw
1097 if (type != GL_NONE && elementArrayBuffer)
1098 {
1099 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001100 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001101 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001102 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001103 }
1104
1105 if (!mLineLoopIB)
1106 {
1107 mLineLoopIB = new StreamingIndexBufferInterface(this);
1108 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1109 {
1110 delete mLineLoopIB;
1111 mLineLoopIB = NULL;
1112
1113 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001114 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001115 }
1116 }
1117
1118 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
1119 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1120 {
1121 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001122 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001123 }
1124
1125 void* mappedMemory = NULL;
1126 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1127 if (offset == -1 || mappedMemory == NULL)
1128 {
1129 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001130 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001131 }
1132
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001133 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001134 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001135
1136 switch (type)
1137 {
1138 case GL_NONE: // Non-indexed draw
1139 for (int i = 0; i < count; i++)
1140 {
1141 data[i] = i;
1142 }
1143 data[count] = 0;
1144 break;
1145 case GL_UNSIGNED_BYTE:
1146 for (int i = 0; i < count; i++)
1147 {
1148 data[i] = static_cast<const GLubyte*>(indices)[i];
1149 }
1150 data[count] = static_cast<const GLubyte*>(indices)[0];
1151 break;
1152 case GL_UNSIGNED_SHORT:
1153 for (int i = 0; i < count; i++)
1154 {
1155 data[i] = static_cast<const GLushort*>(indices)[i];
1156 }
1157 data[count] = static_cast<const GLushort*>(indices)[0];
1158 break;
1159 case GL_UNSIGNED_INT:
1160 for (int i = 0; i < count; i++)
1161 {
1162 data[i] = static_cast<const GLuint*>(indices)[i];
1163 }
1164 data[count] = static_cast<const GLuint*>(indices)[0];
1165 break;
1166 default: UNREACHABLE();
1167 }
1168
1169 if (!mLineLoopIB->unmapBuffer())
1170 {
1171 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001172 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001173 }
1174
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001175 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001176 {
1177 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
1178
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001179 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001180 mAppliedIBSerial = mLineLoopIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001181 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001182 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001183 }
1184
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001185 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001186}
1187
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001188void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001189{
1190 // Get the raw indices for an indexed draw
1191 if (type != GL_NONE && elementArrayBuffer)
1192 {
1193 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001194 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001195 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001196 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001197 }
1198
1199 if (!mTriangleFanIB)
1200 {
1201 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1202 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1203 {
1204 delete mTriangleFanIB;
1205 mTriangleFanIB = NULL;
1206
1207 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001208 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001209 }
1210 }
1211
1212 const int numTris = count - 2;
1213 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
1214 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1215 {
1216 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001217 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001218 }
1219
1220 void* mappedMemory = NULL;
1221 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
1222 if (offset == -1 || mappedMemory == NULL)
1223 {
1224 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001225 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001226 }
1227
1228 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1229 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
1230
1231 switch (type)
1232 {
1233 case GL_NONE: // Non-indexed draw
1234 for (int i = 0; i < numTris; i++)
1235 {
1236 data[i*3 + 0] = 0;
1237 data[i*3 + 1] = i + 1;
1238 data[i*3 + 2] = i + 2;
1239 }
1240 break;
1241 case GL_UNSIGNED_BYTE:
1242 for (int i = 0; i < numTris; i++)
1243 {
1244 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1245 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1246 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1247 }
1248 break;
1249 case GL_UNSIGNED_SHORT:
1250 for (int i = 0; i < numTris; i++)
1251 {
1252 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1253 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1254 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1255 }
1256 break;
1257 case GL_UNSIGNED_INT:
1258 for (int i = 0; i < numTris; i++)
1259 {
1260 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1261 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1262 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1263 }
1264 break;
1265 default: UNREACHABLE();
1266 }
1267
1268 if (!mTriangleFanIB->unmapBuffer())
1269 {
1270 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001271 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001272 }
1273
1274 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1275 {
1276 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1277
1278 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1279 mAppliedIBSerial = mTriangleFanIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001280 mAppliedStorageIBSerial = 0;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001281 mAppliedIBOffset = indexBufferOffset;
1282 }
1283
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001284 if (instances > 0)
1285 {
1286 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1287 }
1288 else
1289 {
1290 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1291 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001292}
1293
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001294void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1295{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001296 unsigned int programBinarySerial = programBinary->getSerial();
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001297 const bool updateProgramState = (programBinarySerial != mAppliedProgramBinarySerial);
1298
1299 if (updateProgramState)
daniel@transgaming.come4991412012-12-20 20:55:34 +00001300 {
1301 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1302 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001303
daniel@transgaming.come4991412012-12-20 20:55:34 +00001304 ID3D11VertexShader *vertexShader = NULL;
1305 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001306
daniel@transgaming.come4991412012-12-20 20:55:34 +00001307 ID3D11PixelShader *pixelShader = NULL;
1308 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001309
daniel@transgaming.come4991412012-12-20 20:55:34 +00001310 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1311 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001312
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001313 programBinary->dirtyAllUniforms();
1314
1315 mAppliedProgramBinarySerial = programBinarySerial;
1316 }
1317
1318 // Only use the geometry shader currently for point sprite drawing
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001319 const bool usesGeometryShader = (programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode);
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001320
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001321 if (updateProgramState || usesGeometryShader != mIsGeometryShaderActive)
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001322 {
1323 if (usesGeometryShader)
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001324 {
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001325 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
1326 ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001327 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1328 }
1329 else
1330 {
1331 mDeviceContext->GSSetShader(NULL, NULL, 0);
1332 }
1333
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001334 mIsGeometryShaderActive = usesGeometryShader;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001335 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001336}
1337
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001338void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001339{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001340 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1341 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001342
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001343 unsigned int totalRegisterCountVS = 0;
1344 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001345
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001346 bool vertexUniformsDirty = false;
1347 bool pixelUniformsDirty = false;
1348
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001349 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1350 {
1351 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001352
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001353 if (uniform->vsRegisterIndex >= 0)
1354 {
1355 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001356 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001357 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001358
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001359 if (uniform->psRegisterIndex >= 0)
1360 {
1361 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001362 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001363 }
1364 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001365
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001366 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1367 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1368
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001369 float (*mapVS)[4] = NULL;
1370 float (*mapPS)[4] = NULL;
1371
1372 if (totalRegisterCountVS > 0 && vertexUniformsDirty)
1373 {
1374 D3D11_MAPPED_SUBRESOURCE map = {0};
1375 HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1376 ASSERT(SUCCEEDED(result));
1377 mapVS = (float(*)[4])map.pData;
1378 }
1379
1380 if (totalRegisterCountPS > 0 && pixelUniformsDirty)
1381 {
1382 D3D11_MAPPED_SUBRESOURCE map = {0};
1383 HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1384 ASSERT(SUCCEEDED(result));
1385 mapPS = (float(*)[4])map.pData;
1386 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001387
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001388 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001389 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001390 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001391
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001392 if (uniform->type != GL_SAMPLER_2D && uniform->type != GL_SAMPLER_CUBE)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001393 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001394 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001395 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001396 memcpy(mapVS + uniform->vsRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001397 }
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001398
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001399 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001400 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001401 memcpy(mapPS + uniform->psRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001402 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001403 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001404
1405 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001406 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001407
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001408 if (mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001409 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001410 mDeviceContext->Unmap(vertexConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001411 }
1412
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001413 if (mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001414 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001415 mDeviceContext->Unmap(pixelConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001416 }
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001417
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001418 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1419 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001420
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001421 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001422 if (!mDriverConstantBufferVS)
1423 {
1424 D3D11_BUFFER_DESC constantBufferDescription = {0};
1425 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1426 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1427 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1428 constantBufferDescription.CPUAccessFlags = 0;
1429 constantBufferDescription.MiscFlags = 0;
1430 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001431
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001432 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001433 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001434
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001435 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1436 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001437
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001438 if (!mDriverConstantBufferPS)
1439 {
1440 D3D11_BUFFER_DESC constantBufferDescription = {0};
1441 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1442 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1443 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1444 constantBufferDescription.CPUAccessFlags = 0;
1445 constantBufferDescription.MiscFlags = 0;
1446 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001447
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001448 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001449 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001450
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001451 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1452 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001453
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001454 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1455 {
1456 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1457 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1458 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001459
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001460 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1461 {
1462 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1463 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1464 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001465
1466 // needed for the point sprite geometry shader
1467 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001468}
1469
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001470void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001471{
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001472 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1473 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1474 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1475 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001476
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001477 unsigned int stencilUnmasked = 0x0;
1478 if (frameBuffer->hasStencil())
1479 {
1480 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1481 stencilUnmasked = (0x1 << stencilSize) - 1;
1482 }
1483 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1484 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001485
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001486 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1487 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1488 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001489
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001490 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1491 {
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001492 maskedClear(clearParams, frameBuffer->usingExtendedDrawBuffers());
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001493 }
1494 else
1495 {
1496 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1497 {
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001498 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001499 {
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001500 if (frameBuffer->isEnabledColorAttachment(colorAttachment))
1501 {
1502 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer(colorAttachment);
1503 if (renderbufferObject)
1504 {
1505 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1506 if (!renderTarget)
1507 {
1508 ERR("render target pointer unexpectedly null.");
1509 return;
1510 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001511
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001512 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1513 if (!framebufferRTV)
1514 {
1515 ERR("render target view pointer unexpectedly null.");
1516 return;
1517 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001518
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001519 const float clearValues[4] = { clearParams.colorClearValue.red,
1520 clearParams.colorClearValue.green,
1521 clearParams.colorClearValue.blue,
1522 clearParams.colorClearValue.alpha };
1523 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001524
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001525 framebufferRTV->Release();
1526 }
1527 }
1528 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001529 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001530 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001531 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001532 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1533 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001534 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001535 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1536 if (!renderTarget)
1537 {
1538 ERR("render target pointer unexpectedly null.");
1539 return;
1540 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001541
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001542 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1543 if (!framebufferDSV)
1544 {
1545 ERR("depth stencil view pointer unexpectedly null.");
1546 return;
1547 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001548
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001549 UINT clearFlags = 0;
1550 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1551 {
1552 clearFlags |= D3D11_CLEAR_DEPTH;
1553 }
1554 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1555 {
1556 clearFlags |= D3D11_CLEAR_STENCIL;
1557 }
1558
shannon.woods@transgaming.combe211b32013-02-28 23:17:16 +00001559 float depthClear = gl::clamp01(clearParams.depthClearValue);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001560 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1561
1562 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001563
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001564 framebufferDSV->Release();
1565 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001566 }
1567 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001568}
1569
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001570void Renderer11::maskedClear(const gl::ClearParameters &clearParams, bool usingExtendedDrawBuffers)
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001571{
1572 HRESULT result;
1573
1574 if (!mClearResourcesInitialized)
1575 {
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001576 ASSERT(!mClearVB && !mClearVS && !mClearSinglePS && !mClearMultiplePS && !mClearScissorRS && !mClearNoScissorRS);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001577
1578 D3D11_BUFFER_DESC vbDesc;
1579 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1580 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1581 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1582 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1583 vbDesc.MiscFlags = 0;
1584 vbDesc.StructureByteStride = 0;
1585
1586 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1587 ASSERT(SUCCEEDED(result));
1588 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1589
1590 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1591 {
1592 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1593 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1594 };
1595
1596 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1597 ASSERT(SUCCEEDED(result));
1598 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1599
1600 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1601 ASSERT(SUCCEEDED(result));
1602 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1603
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001604 result = mDevice->CreatePixelShader(g_PS_ClearSingle, sizeof(g_PS_ClearSingle), NULL, &mClearSinglePS);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001605 ASSERT(SUCCEEDED(result));
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001606 d3d11::SetDebugName(mClearSinglePS, "Renderer11 masked clear pixel shader (1 RT)");
1607
1608 result = mDevice->CreatePixelShader(g_PS_ClearMultiple, sizeof(g_PS_ClearMultiple), NULL, &mClearMultiplePS);
1609 ASSERT(SUCCEEDED(result));
1610 d3d11::SetDebugName(mClearMultiplePS, "Renderer11 masked clear pixel shader (MRT)");
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001611
1612 D3D11_RASTERIZER_DESC rsScissorDesc;
1613 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1614 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1615 rsScissorDesc.FrontCounterClockwise = FALSE;
1616 rsScissorDesc.DepthBias = 0;
1617 rsScissorDesc.DepthBiasClamp = 0.0f;
1618 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1619 rsScissorDesc.DepthClipEnable = FALSE;
1620 rsScissorDesc.ScissorEnable = TRUE;
1621 rsScissorDesc.MultisampleEnable = FALSE;
1622 rsScissorDesc.AntialiasedLineEnable = FALSE;
1623
1624 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1625 ASSERT(SUCCEEDED(result));
1626 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1627
1628 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1629 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1630 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1631 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1632 rsNoScissorDesc.DepthBias = 0;
1633 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1634 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1635 rsNoScissorDesc.DepthClipEnable = FALSE;
1636 rsNoScissorDesc.ScissorEnable = FALSE;
1637 rsNoScissorDesc.MultisampleEnable = FALSE;
1638 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1639
1640 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1641 ASSERT(SUCCEEDED(result));
1642 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1643
1644 mClearResourcesInitialized = true;
1645 }
1646
1647 // Prepare the depth stencil state to write depth values if the depth should be cleared
1648 // and stencil values if the stencil should be cleared
1649 gl::DepthStencilState glDSState;
1650 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1651 glDSState.depthFunc = GL_ALWAYS;
1652 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1653 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1654 glDSState.stencilFunc = GL_ALWAYS;
1655 glDSState.stencilMask = 0;
1656 glDSState.stencilFail = GL_REPLACE;
1657 glDSState.stencilPassDepthFail = GL_REPLACE;
1658 glDSState.stencilPassDepthPass = GL_REPLACE;
1659 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1660 glDSState.stencilBackFunc = GL_ALWAYS;
1661 glDSState.stencilBackMask = 0;
1662 glDSState.stencilBackFail = GL_REPLACE;
1663 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1664 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1665 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1666
1667 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1668
1669 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1670
1671 // Prepare the blend state to use a write mask if the color buffer should be cleared
1672 gl::BlendState glBlendState;
1673 glBlendState.blend = false;
1674 glBlendState.sourceBlendRGB = GL_ONE;
1675 glBlendState.destBlendRGB = GL_ZERO;
1676 glBlendState.sourceBlendAlpha = GL_ONE;
1677 glBlendState.destBlendAlpha = GL_ZERO;
1678 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1679 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1680 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1681 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1682 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
shannon.woods@transgaming.com50ea9932013-02-28 23:13:40 +00001683 glBlendState.colorMaskAlpha = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskAlpha : false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001684 glBlendState.sampleAlphaToCoverage = false;
1685 glBlendState.dither = false;
1686
1687 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1688 static const UINT sampleMask = 0xFFFFFFFF;
1689
1690 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1691
1692 // Set the vertices
1693 D3D11_MAPPED_SUBRESOURCE mappedResource;
1694 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1695 if (FAILED(result))
1696 {
1697 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1698 return;
1699 }
1700
1701 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1702
1703 float depthClear = gl::clamp01(clearParams.depthClearValue);
1704 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1705 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1706 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1707 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1708
1709 mDeviceContext->Unmap(mClearVB, 0);
1710
1711 // Apply state
1712 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1713 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1714 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1715
1716 // Apply shaders
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001717 ID3D11PixelShader *pixelShader = usingExtendedDrawBuffers ? mClearMultiplePS : mClearSinglePS;
1718
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001719 mDeviceContext->IASetInputLayout(mClearIL);
1720 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001721 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
shannon.woods@transgaming.com2c53e472013-02-28 23:13:56 +00001722 mDeviceContext->GSSetShader(NULL, NULL, 0);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001723
1724 // Apply vertex buffer
1725 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1726 static UINT startIdx = 0;
1727 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1728 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1729
1730 // Draw the clear quad
1731 mDeviceContext->Draw(4, 0);
1732
1733 // Clean up
1734 markAllStateDirty();
1735}
1736
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001737void Renderer11::markAllStateDirty()
1738{
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001739 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
1740 {
1741 mAppliedRenderTargetSerials[rtIndex] = 0;
1742 }
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001743 mAppliedDepthbufferSerial = 0;
1744 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001745 mDepthStencilInitialized = false;
1746 mRenderTargetDescInitialized = false;
1747
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001748 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001749 {
1750 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001751 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001752 }
1753 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1754 {
1755 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001756 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001757 }
1758
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001759 mForceSetBlendState = true;
1760 mForceSetRasterState = true;
1761 mForceSetDepthStencilState = true;
1762 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001763 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001764
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001765 mAppliedIBSerial = 0;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001766 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001767 mAppliedIBOffset = 0;
1768
daniel@transgaming.come4991412012-12-20 20:55:34 +00001769 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001770 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1771 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001772}
1773
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001774void Renderer11::releaseDeviceResources()
1775{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001776 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001777 mInputLayoutCache.clear();
1778
1779 delete mVertexDataManager;
1780 mVertexDataManager = NULL;
1781
1782 delete mIndexDataManager;
1783 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001784
1785 delete mLineLoopIB;
1786 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001787
1788 delete mTriangleFanIB;
1789 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001790
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001791 SafeRelease(mCopyVB);
1792 SafeRelease(mCopySampler);
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00001793
1794 SafeRelease(mCopy2DIL);
1795 SafeRelease(mCopy2DVS);
1796 SafeRelease(mCopyRGBA2DPS);
1797 SafeRelease(mCopyRGB2DPS);
1798 SafeRelease(mCopyLum2DPS);
1799 SafeRelease(mCopyLumAlpha2DPS);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001800
1801 mCopyResourcesInitialized = false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001802
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001803 SafeRelease(mClearVB);
1804 SafeRelease(mClearIL);
1805 SafeRelease(mClearVS);
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001806 SafeRelease(mClearSinglePS);
1807 SafeRelease(mClearMultiplePS);
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001808 SafeRelease(mClearScissorRS);
1809 SafeRelease(mClearNoScissorRS);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001810
1811 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001812
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001813 SafeRelease(mDriverConstantBufferVS);
1814 SafeRelease(mDriverConstantBufferPS);
1815 SafeRelease(mSyncQuery);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001816}
1817
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001818void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001819{
1820 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001821 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001822}
1823
1824bool Renderer11::isDeviceLost()
1825{
1826 return mDeviceLost;
1827}
1828
1829// set notify to true to broadcast a message to all contexts of the device loss
1830bool Renderer11::testDeviceLost(bool notify)
1831{
1832 bool isLost = false;
1833
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001834 // GetRemovedReason is used to test if the device is removed
1835 HRESULT result = mDevice->GetDeviceRemovedReason();
1836 isLost = d3d11::isDeviceLostError(result);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001837
1838 if (isLost)
1839 {
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001840 // Log error if this is a new device lost event
1841 if (mDeviceLost == false)
1842 {
1843 ERR("The D3D11 device was removed: 0x%08X", result);
1844 }
1845
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001846 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001847 // we'll probably get this done again by notifyDeviceLost
1848 // but best to remember it!
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001849 // Note that we don't want to clear the device loss status here
1850 // -- this needs to be done by resetDevice
1851 mDeviceLost = true;
1852 if (notify)
1853 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001854 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001855 }
1856 }
1857
1858 return isLost;
1859}
1860
1861bool Renderer11::testDeviceResettable()
1862{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001863 // determine if the device is resettable by creating a dummy device
1864 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001865
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001866 if (D3D11CreateDevice == NULL)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001867 {
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001868 return false;
1869 }
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001870
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001871 D3D_FEATURE_LEVEL featureLevels[] =
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001872 {
1873 D3D_FEATURE_LEVEL_11_0,
1874 D3D_FEATURE_LEVEL_10_1,
1875 D3D_FEATURE_LEVEL_10_0,
1876 };
1877
1878 ID3D11Device* dummyDevice;
1879 D3D_FEATURE_LEVEL dummyFeatureLevel;
1880 ID3D11DeviceContext* dummyContext;
1881
1882 HRESULT result = D3D11CreateDevice(NULL,
1883 D3D_DRIVER_TYPE_HARDWARE,
1884 NULL,
1885 #if defined(_DEBUG)
1886 D3D11_CREATE_DEVICE_DEBUG,
1887 #else
1888 0,
1889 #endif
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001890 featureLevels,
1891 ArraySize(featureLevels),
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001892 D3D11_SDK_VERSION,
1893 &dummyDevice,
1894 &dummyFeatureLevel,
1895 &dummyContext);
1896
1897 if (!mDevice || FAILED(result))
1898 {
1899 return false;
1900 }
1901
1902 dummyContext->Release();
1903 dummyDevice->Release();
1904
1905 return true;
1906}
1907
1908void Renderer11::release()
1909{
1910 releaseDeviceResources();
1911
1912 if (mDxgiFactory)
1913 {
1914 mDxgiFactory->Release();
1915 mDxgiFactory = NULL;
1916 }
1917
1918 if (mDxgiAdapter)
1919 {
1920 mDxgiAdapter->Release();
1921 mDxgiAdapter = NULL;
1922 }
1923
1924 if (mDeviceContext)
1925 {
1926 mDeviceContext->ClearState();
1927 mDeviceContext->Flush();
1928 mDeviceContext->Release();
1929 mDeviceContext = NULL;
1930 }
1931
1932 if (mDevice)
1933 {
1934 mDevice->Release();
1935 mDevice = NULL;
1936 }
1937
1938 if (mD3d11Module)
1939 {
1940 FreeLibrary(mD3d11Module);
1941 mD3d11Module = NULL;
1942 }
1943
1944 if (mDxgiModule)
1945 {
1946 FreeLibrary(mDxgiModule);
1947 mDxgiModule = NULL;
1948 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001949}
1950
1951bool Renderer11::resetDevice()
1952{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001953 // recreate everything
1954 release();
1955 EGLint result = initialize();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001956
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001957 if (result != EGL_SUCCESS)
1958 {
1959 ERR("Could not reinitialize D3D11 device: %08X", result);
1960 return false;
1961 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001962
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001963 mDeviceLost = false;
1964
1965 return true;
1966}
1967
1968DWORD Renderer11::getAdapterVendor() const
1969{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001970 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001971}
1972
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001973std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001974{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001975 std::ostringstream rendererString;
1976
1977 rendererString << mDescription;
1978 rendererString << " Direct3D11";
1979
1980 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1981 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1982
1983 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001984}
1985
1986GUID Renderer11::getAdapterIdentifier() const
1987{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00001988 // Use the adapter LUID as our adapter ID
1989 // This number is local to a machine is only guaranteed to be unique between restarts
1990 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
1991 GUID adapterId = {0};
1992 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
1993 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001994}
1995
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00001996bool Renderer11::getBGRATextureSupport() const
1997{
1998 return mBGRATextureSupport;
1999}
2000
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002001bool Renderer11::getDXT1TextureSupport()
2002{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002003 return mDXT1TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002004}
2005
2006bool Renderer11::getDXT3TextureSupport()
2007{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002008 return mDXT3TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002009}
2010
2011bool Renderer11::getDXT5TextureSupport()
2012{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002013 return mDXT5TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002014}
2015
2016bool Renderer11::getDepthTextureSupport() const
2017{
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +00002018 return mDepthTextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002019}
2020
2021bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
2022{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002023 *renderable = mFloat32RenderSupport;
2024 *filtering = mFloat32FilterSupport;
2025 return mFloat32TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002026}
2027
2028bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
2029{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002030 *renderable = mFloat16RenderSupport;
2031 *filtering = mFloat16FilterSupport;
2032 return mFloat16TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002033}
2034
2035bool Renderer11::getLuminanceTextureSupport()
2036{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002037 return false;
2038}
2039
2040bool Renderer11::getLuminanceAlphaTextureSupport()
2041{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002042 return false;
2043}
2044
2045bool Renderer11::getTextureFilterAnisotropySupport() const
2046{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002047 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002048}
2049
2050float Renderer11::getTextureMaxAnisotropy() const
2051{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002052 switch (mFeatureLevel)
2053 {
2054 case D3D_FEATURE_LEVEL_11_0:
2055 return D3D11_MAX_MAXANISOTROPY;
2056 case D3D_FEATURE_LEVEL_10_1:
2057 case D3D_FEATURE_LEVEL_10_0:
2058 return D3D10_MAX_MAXANISOTROPY;
2059 default: UNREACHABLE();
2060 return 0;
2061 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002062}
2063
2064bool Renderer11::getEventQuerySupport()
2065{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002066 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002067}
2068
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002069Range Renderer11::getViewportBounds() const
2070{
2071 switch (mFeatureLevel)
2072 {
2073 case D3D_FEATURE_LEVEL_11_0:
2074 return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
2075 case D3D_FEATURE_LEVEL_10_1:
2076 case D3D_FEATURE_LEVEL_10_0:
2077 return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
2078 default: UNREACHABLE();
2079 return Range(0, 0);
2080 }
2081}
2082
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002083unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002084{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002085 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2086 switch (mFeatureLevel)
2087 {
2088 case D3D_FEATURE_LEVEL_11_0:
2089 case D3D_FEATURE_LEVEL_10_1:
2090 case D3D_FEATURE_LEVEL_10_0:
2091 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
2092 default: UNREACHABLE();
2093 return 0;
2094 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002095}
2096
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002097unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
2098{
2099 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2100}
2101
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002102unsigned int Renderer11::getReservedVertexUniformVectors() const
2103{
2104 return 0; // Driver uniforms are stored in a separate constant buffer
2105}
2106
2107unsigned int Renderer11::getReservedFragmentUniformVectors() const
2108{
2109 return 0; // Driver uniforms are stored in a separate constant buffer
2110}
2111
2112unsigned int Renderer11::getMaxVertexUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002113{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002114 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2115 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2116 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002117}
2118
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002119unsigned int Renderer11::getMaxFragmentUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002120{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002121 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2122 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2123 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002124}
2125
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002126unsigned int Renderer11::getMaxVaryingVectors() const
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002127{
2128 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
shannonwoods@chromium.org74b86cf2013-05-30 00:02:58 +00002129 META_ASSERT(D3D11_VS_OUTPUT_REGISTER_COUNT <= D3D11_PS_INPUT_REGISTER_COUNT);
2130 META_ASSERT(D3D10_VS_OUTPUT_REGISTER_COUNT <= D3D10_PS_INPUT_REGISTER_COUNT);
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002131 switch (mFeatureLevel)
2132 {
2133 case D3D_FEATURE_LEVEL_11_0:
2134 return D3D11_VS_OUTPUT_REGISTER_COUNT;
2135 case D3D_FEATURE_LEVEL_10_1:
2136 case D3D_FEATURE_LEVEL_10_0:
2137 return D3D10_VS_OUTPUT_REGISTER_COUNT;
2138 default: UNREACHABLE();
2139 return 0;
2140 }
2141}
2142
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002143unsigned int Renderer11::getMaxVertexShaderUniformBuffers() const
2144{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002145 META_ASSERT(gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
2146 gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
2147
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002148 switch (mFeatureLevel)
2149 {
2150 case D3D_FEATURE_LEVEL_11_0:
2151 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT;
2152 case D3D_FEATURE_LEVEL_10_1:
2153 case D3D_FEATURE_LEVEL_10_0:
2154 return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT;
2155 default: UNREACHABLE();
2156 return 0;
2157 }
2158}
2159
2160unsigned int Renderer11::getMaxFragmentShaderUniformBuffers() const
2161{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002162 META_ASSERT(gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
2163 gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
2164
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002165 switch (mFeatureLevel)
2166 {
2167 case D3D_FEATURE_LEVEL_11_0:
2168 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT;
2169 case D3D_FEATURE_LEVEL_10_1:
2170 case D3D_FEATURE_LEVEL_10_0:
2171 return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT;
2172 default: UNREACHABLE();
2173 return 0;
2174 }
2175}
2176
2177unsigned int Renderer11::getMaxTransformFeedbackBuffers() const
2178{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002179 META_ASSERT(gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D11_SO_BUFFER_SLOT_COUNT &&
2180 gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D10_SO_BUFFER_SLOT_COUNT);
2181
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002182 switch (mFeatureLevel)
2183 {
2184 case D3D_FEATURE_LEVEL_11_0:
2185 return D3D11_SO_BUFFER_SLOT_COUNT;
2186 case D3D_FEATURE_LEVEL_10_1:
2187 case D3D_FEATURE_LEVEL_10_0:
2188 return D3D10_SO_BUFFER_SLOT_COUNT;
2189 default: UNREACHABLE();
2190 return 0;
2191 }
2192}
2193
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002194bool Renderer11::getNonPower2TextureSupport() const
2195{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00002196 switch (mFeatureLevel)
2197 {
2198 case D3D_FEATURE_LEVEL_11_0:
2199 case D3D_FEATURE_LEVEL_10_1:
2200 case D3D_FEATURE_LEVEL_10_0:
2201 return true;
2202 default: UNREACHABLE();
2203 return false;
2204 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002205}
2206
2207bool Renderer11::getOcclusionQuerySupport() const
2208{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002209 switch (mFeatureLevel)
2210 {
2211 case D3D_FEATURE_LEVEL_11_0:
2212 case D3D_FEATURE_LEVEL_10_1:
2213 case D3D_FEATURE_LEVEL_10_0:
2214 return true;
2215 default: UNREACHABLE();
2216 return false;
2217 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002218}
2219
2220bool Renderer11::getInstancingSupport() const
2221{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002222 switch (mFeatureLevel)
2223 {
2224 case D3D_FEATURE_LEVEL_11_0:
2225 case D3D_FEATURE_LEVEL_10_1:
2226 case D3D_FEATURE_LEVEL_10_0:
2227 return true;
2228 default: UNREACHABLE();
2229 return false;
2230 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002231}
2232
2233bool Renderer11::getShareHandleSupport() const
2234{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002235 // We only currently support share handles with BGRA surfaces, because
2236 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002237 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002238 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002239}
2240
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002241bool Renderer11::getDerivativeInstructionSupport() const
2242{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002243 switch (mFeatureLevel)
2244 {
2245 case D3D_FEATURE_LEVEL_11_0:
2246 case D3D_FEATURE_LEVEL_10_1:
2247 case D3D_FEATURE_LEVEL_10_0:
2248 return true;
2249 default: UNREACHABLE();
2250 return false;
2251 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002252}
2253
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002254bool Renderer11::getPostSubBufferSupport() const
2255{
2256 // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2.
2257 return false;
2258}
2259
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002260int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002261{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002262 switch (mFeatureLevel)
2263 {
2264 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002265 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002266 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2267 default: UNREACHABLE(); return 0;
2268 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002269}
2270
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002271int Renderer11::getMinorShaderModel() const
2272{
2273 switch (mFeatureLevel)
2274 {
2275 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2276 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2277 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2278 default: UNREACHABLE(); return 0;
2279 }
2280}
2281
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002282float Renderer11::getMaxPointSize() const
2283{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002284 // choose a reasonable maximum. we enforce this in the shader.
2285 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2286 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002287}
2288
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002289int Renderer11::getMaxViewportDimension() const
2290{
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002291 // Maximum viewport size must be at least as large as the largest render buffer (or larger).
2292 // In our case return the maximum texture size, which is the maximum render buffer size.
2293 META_ASSERT(D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D11_VIEWPORT_BOUNDS_MAX);
2294 META_ASSERT(D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D10_VIEWPORT_BOUNDS_MAX);
2295
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002296 switch (mFeatureLevel)
2297 {
2298 case D3D_FEATURE_LEVEL_11_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002299 return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002300 case D3D_FEATURE_LEVEL_10_1:
2301 case D3D_FEATURE_LEVEL_10_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002302 return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002303 default: UNREACHABLE();
2304 return 0;
2305 }
2306}
2307
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002308int Renderer11::getMaxTextureWidth() const
2309{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002310 switch (mFeatureLevel)
2311 {
2312 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2313 case D3D_FEATURE_LEVEL_10_1:
2314 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2315 default: UNREACHABLE(); return 0;
2316 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002317}
2318
2319int Renderer11::getMaxTextureHeight() const
2320{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002321 switch (mFeatureLevel)
2322 {
2323 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2324 case D3D_FEATURE_LEVEL_10_1:
2325 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2326 default: UNREACHABLE(); return 0;
2327 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002328}
2329
shannon.woods%transgaming.com@gtempaccount.comc1fdf6b2013-04-13 03:44:41 +00002330int Renderer11::getMaxTextureDepth() const
2331{
2332 switch (mFeatureLevel)
2333 {
2334 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; // 2048
2335 case D3D_FEATURE_LEVEL_10_1:
2336 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; // 2048
2337 default: UNREACHABLE(); return 0;
2338 }
2339}
2340
shannon.woods%transgaming.com@gtempaccount.coma98a8112013-04-13 03:45:57 +00002341int Renderer11::getMaxTextureArrayLayers() const
2342{
2343 switch (mFeatureLevel)
2344 {
2345 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; // 2048
2346 case D3D_FEATURE_LEVEL_10_1:
2347 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; // 512
2348 default: UNREACHABLE(); return 0;
2349 }
2350}
2351
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002352bool Renderer11::get32BitIndexSupport() const
2353{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002354 switch (mFeatureLevel)
2355 {
2356 case D3D_FEATURE_LEVEL_11_0:
2357 case D3D_FEATURE_LEVEL_10_1:
2358 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2359 default: UNREACHABLE(); return false;
2360 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002361}
2362
2363int Renderer11::getMinSwapInterval() const
2364{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002365 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002366}
2367
2368int Renderer11::getMaxSwapInterval() const
2369{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002370 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002371}
2372
2373int Renderer11::getMaxSupportedSamples() const
2374{
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +00002375 return mMaxSupportedSamples;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002376}
2377
shannon.woods@transgaming.com88fbd0f2013-02-28 23:05:46 +00002378int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
2379{
2380 if (requested == 0)
2381 {
2382 return 0;
2383 }
2384
2385 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2386 if (iter != mMultisampleSupportMap.end())
2387 {
2388 const MultisampleSupportInfo& info = iter->second;
2389 for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2390 {
2391 if (info.qualityLevels[i] > 0)
2392 {
2393 return i + 1;
2394 }
2395 }
2396 }
2397
2398 return -1;
2399}
2400
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002401unsigned int Renderer11::getMaxRenderTargets() const
2402{
shannon.woods%transgaming.com@gtempaccount.comf30ccc22013-04-13 03:28:36 +00002403 META_ASSERT(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2404 META_ASSERT(D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2405
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002406 switch (mFeatureLevel)
2407 {
2408 case D3D_FEATURE_LEVEL_11_0:
2409 return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2410 case D3D_FEATURE_LEVEL_10_1:
2411 case D3D_FEATURE_LEVEL_10_0:
2412 return D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2413 default:
2414 UNREACHABLE();
2415 return 1;
2416 }
2417}
2418
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002419bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002420{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002421 if (source && dest)
2422 {
2423 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2424 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2425
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002426 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002427 return true;
2428 }
2429
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002430 return false;
2431}
2432
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002433bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002434{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002435 if (source && dest)
2436 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002437 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2438 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002439
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002440 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002441 return true;
2442 }
2443
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002444 return false;
2445}
2446
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002447bool Renderer11::copyToRenderTarget(TextureStorageInterface3D *dest, TextureStorageInterface3D *source)
2448{
2449 if (source && dest)
2450 {
2451 TextureStorage11_3D *source11 = TextureStorage11_3D::makeTextureStorage11_3D(source->getStorageInstance());
2452 TextureStorage11_3D *dest11 = TextureStorage11_3D::makeTextureStorage11_3D(dest->getStorageInstance());
2453
2454 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
2455 return true;
2456 }
2457
2458 return false;
2459}
2460
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002461bool Renderer11::copyToRenderTarget(TextureStorageInterface2DArray *dest, TextureStorageInterface2DArray *source)
2462{
2463 if (source && dest)
2464 {
2465 TextureStorage11_2DArray *source11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(source->getStorageInstance());
2466 TextureStorage11_2DArray *dest11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(dest->getStorageInstance());
2467
2468 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
2469 return true;
2470 }
2471
2472 return false;
2473}
2474
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002475bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002476 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002477{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002478 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002479 if (!colorbuffer)
2480 {
2481 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002482 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002483 }
2484
2485 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2486 if (!sourceRenderTarget)
2487 {
2488 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002489 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002490 }
2491
2492 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2493 if (!source)
2494 {
2495 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002496 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002497 }
2498
2499 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2500 if (!storage11)
2501 {
2502 source->Release();
2503 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002504 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002505 }
2506
2507 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2508 if (!destRenderTarget)
2509 {
2510 source->Release();
2511 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002512 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002513 }
2514
2515 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2516 if (!dest)
2517 {
2518 source->Release();
2519 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002520 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002521 }
2522
2523 gl::Rectangle destRect;
2524 destRect.x = xoffset;
2525 destRect.y = yoffset;
2526 destRect.width = sourceRect.width;
2527 destRect.height = sourceRect.height;
2528
2529 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2530 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2531
2532 source->Release();
2533 dest->Release();
2534
2535 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002536}
2537
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002538bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002539 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002540{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002541 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002542 if (!colorbuffer)
2543 {
2544 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002545 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002546 }
2547
2548 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2549 if (!sourceRenderTarget)
2550 {
2551 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002552 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002553 }
2554
2555 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2556 if (!source)
2557 {
2558 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002559 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002560 }
2561
2562 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2563 if (!storage11)
2564 {
2565 source->Release();
2566 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002567 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002568 }
2569
2570 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
2571 if (!destRenderTarget)
2572 {
2573 source->Release();
2574 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002575 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002576 }
2577
2578 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2579 if (!dest)
2580 {
2581 source->Release();
2582 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002583 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002584 }
2585
2586 gl::Rectangle destRect;
2587 destRect.x = xoffset;
2588 destRect.y = yoffset;
2589 destRect.width = sourceRect.width;
2590 destRect.height = sourceRect.height;
2591
2592 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2593 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2594
2595 source->Release();
2596 dest->Release();
2597
2598 return ret;
2599}
2600
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002601bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2602 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface3D *storage, GLint level)
2603{
2604 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2605 if (!colorbuffer)
2606 {
2607 ERR("Failed to retrieve the color buffer from the frame buffer.");
2608 return gl::error(GL_OUT_OF_MEMORY, false);
2609 }
2610
2611 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2612 if (!sourceRenderTarget)
2613 {
2614 ERR("Failed to retrieve the render target from the frame buffer.");
2615 return gl::error(GL_OUT_OF_MEMORY, false);
2616 }
2617
2618 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2619 if (!source)
2620 {
2621 ERR("Failed to retrieve the render target view from the render target.");
2622 return gl::error(GL_OUT_OF_MEMORY, false);
2623 }
2624
2625 TextureStorage11_3D *storage11 = TextureStorage11_3D::makeTextureStorage11_3D(storage->getStorageInstance());
2626 if (!storage11)
2627 {
2628 source->Release();
2629 ERR("Failed to retrieve the texture storage from the destination.");
2630 return gl::error(GL_OUT_OF_MEMORY, false);
2631 }
2632
2633 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
2634 if (!destRenderTarget)
2635 {
2636 source->Release();
2637 ERR("Failed to retrieve the render target from the destination storage.");
2638 return gl::error(GL_OUT_OF_MEMORY, false);
2639 }
2640
2641 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2642 if (!dest)
2643 {
2644 source->Release();
2645 ERR("Failed to retrieve the render target view from the destination render target.");
2646 return gl::error(GL_OUT_OF_MEMORY, false);
2647 }
2648
2649 gl::Rectangle destRect;
2650 destRect.x = xoffset;
2651 destRect.y = yoffset;
2652 destRect.width = sourceRect.width;
2653 destRect.height = sourceRect.height;
2654
2655 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2656 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2657
2658 source->Release();
2659 dest->Release();
2660
2661 return ret;
2662}
2663
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002664bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2665 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface2DArray *storage, GLint level)
2666{
2667 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2668 if (!colorbuffer)
2669 {
2670 ERR("Failed to retrieve the color buffer from the frame buffer.");
2671 return gl::error(GL_OUT_OF_MEMORY, false);
2672 }
2673
2674 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2675 if (!sourceRenderTarget)
2676 {
2677 ERR("Failed to retrieve the render target from the frame buffer.");
2678 return gl::error(GL_OUT_OF_MEMORY, false);
2679 }
2680
2681 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2682 if (!source)
2683 {
2684 ERR("Failed to retrieve the render target view from the render target.");
2685 return gl::error(GL_OUT_OF_MEMORY, false);
2686 }
2687
2688 TextureStorage11_2DArray *storage11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(storage->getStorageInstance());
2689 if (!storage11)
2690 {
2691 source->Release();
2692 ERR("Failed to retrieve the texture storage from the destination.");
2693 return gl::error(GL_OUT_OF_MEMORY, false);
2694 }
2695
2696 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
2697 if (!destRenderTarget)
2698 {
2699 source->Release();
2700 ERR("Failed to retrieve the render target from the destination storage.");
2701 return gl::error(GL_OUT_OF_MEMORY, false);
2702 }
2703
2704 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2705 if (!dest)
2706 {
2707 source->Release();
2708 ERR("Failed to retrieve the render target view from the destination render target.");
2709 return gl::error(GL_OUT_OF_MEMORY, false);
2710 }
2711
2712 gl::Rectangle destRect;
2713 destRect.x = xoffset;
2714 destRect.y = yoffset;
2715 destRect.width = sourceRect.width;
2716 destRect.height = sourceRect.height;
2717
2718 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2719 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2720
2721 source->Release();
2722 dest->Release();
2723
2724 return ret;
2725}
2726
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002727bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight,
2728 ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat)
2729{
2730 HRESULT result;
2731
2732 if (!mCopyResourcesInitialized)
2733 {
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002734 ASSERT(!mCopyVB && !mCopySampler && !mCopy2DIL && !mCopy2DVS && !mCopyRGBA2DPS && !mCopyRGB2DPS && !mCopyLum2DPS && !mCopyLumAlpha2DPS);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002735
2736 D3D11_BUFFER_DESC vbDesc;
2737 vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
2738 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
2739 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
2740 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2741 vbDesc.MiscFlags = 0;
2742 vbDesc.StructureByteStride = 0;
2743
2744 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
2745 ASSERT(SUCCEEDED(result));
2746 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
2747
2748 D3D11_SAMPLER_DESC samplerDesc;
2749 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
2750 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
2751 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
2752 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
2753 samplerDesc.MipLODBias = 0.0f;
2754 samplerDesc.MaxAnisotropy = 0;
2755 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
2756 samplerDesc.BorderColor[0] = 0.0f;
2757 samplerDesc.BorderColor[1] = 0.0f;
2758 samplerDesc.BorderColor[2] = 0.0f;
2759 samplerDesc.BorderColor[3] = 0.0f;
2760 samplerDesc.MinLOD = 0.0f;
2761 samplerDesc.MaxLOD = 0.0f;
2762
2763 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
2764 ASSERT(SUCCEEDED(result));
2765 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
2766
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002767 // Create 2D copy resources
2768 D3D11_INPUT_ELEMENT_DESC quad2DLayout[] =
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002769 {
2770 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2771 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2772 };
2773
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002774 result = mDevice->CreateInputLayout(quad2DLayout, 2, g_VS_Passthrough2D, sizeof(g_VS_Passthrough2D), &mCopy2DIL);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002775 ASSERT(SUCCEEDED(result));
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002776 d3d11::SetDebugName(mCopy2DIL, "Renderer11 copy 2D texture input layout");
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002777
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002778 result = mDevice->CreateVertexShader(g_VS_Passthrough2D, sizeof(g_VS_Passthrough2D), NULL, &mCopy2DVS);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002779 ASSERT(SUCCEEDED(result));
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002780 d3d11::SetDebugName(mCopy2DVS, "Renderer11 copy 2D texture vertex shader");
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002781
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002782 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA2D, sizeof(g_PS_PassthroughRGBA2D), NULL, &mCopyRGBA2DPS);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002783 ASSERT(SUCCEEDED(result));
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002784 d3d11::SetDebugName(mCopyRGBA2DPS, "Renderer11 copy 2D texture RGBA pixel shader");
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002785
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002786 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB2D, sizeof(g_PS_PassthroughRGB2D), NULL, &mCopyRGB2DPS);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002787 ASSERT(SUCCEEDED(result));
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002788 d3d11::SetDebugName(mCopyRGB2DPS, "Renderer11 copy 2D texture RGB pixel shader");
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002789
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002790 result = mDevice->CreatePixelShader(g_PS_PassthroughLum2D, sizeof(g_PS_PassthroughLum2D), NULL, &mCopyLum2DPS);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002791 ASSERT(SUCCEEDED(result));
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002792 d3d11::SetDebugName(mCopyLum2DPS, "Renderer11 copy 2D texture luminance pixel shader");
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002793
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002794 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha2D, sizeof(g_PS_PassthroughLumAlpha2D), NULL, &mCopyLumAlpha2DPS);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002795 ASSERT(SUCCEEDED(result));
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002796 d3d11::SetDebugName(mCopyLumAlpha2DPS, "Renderer11 2D copy texture luminance alpha pixel shader");
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002797
2798 mCopyResourcesInitialized = true;
2799 }
2800
2801 // Verify the source and destination area sizes
2802 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
2803 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
2804 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
2805 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight))
2806 {
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002807 return gl::error(GL_INVALID_VALUE, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002808 }
2809
2810 // Set vertices
2811 D3D11_MAPPED_SUBRESOURCE mappedResource;
2812 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
2813 if (FAILED(result))
2814 {
2815 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002816 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002817 }
2818
2819 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
2820
2821 // Create a quad in homogeneous coordinates
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002822 float x1 = (destArea.x / float(destWidth)) * 2.0f - 1.0f;
shannon.woods@transgaming.comcfdfd462013-02-28 23:13:01 +00002823 float y1 = ((destHeight - destArea.y - destArea.height) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002824 float x2 = ((destArea.x + destArea.width) / float(destWidth)) * 2.0f - 1.0f;
shannon.woods@transgaming.comcfdfd462013-02-28 23:13:01 +00002825 float y2 = ((destHeight - destArea.y) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002826
2827 float u1 = sourceArea.x / float(sourceWidth);
2828 float v1 = sourceArea.y / float(sourceHeight);
2829 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
2830 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
2831
2832 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
2833 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
2834 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
2835 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
2836
2837 mDeviceContext->Unmap(mCopyVB, 0);
2838
2839 static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
2840 static UINT startIdx = 0;
2841 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
2842
2843 // Apply state
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002844 mDeviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002845 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
2846 mDeviceContext->RSSetState(NULL);
2847
2848 // Apply shaders
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002849 mDeviceContext->IASetInputLayout(mCopy2DIL);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002850 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002851 mDeviceContext->VSSetShader(mCopy2DVS, NULL, 0);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002852
2853 ID3D11PixelShader *ps = NULL;
2854 switch(destFormat)
2855 {
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002856 case GL_RGBA: ps = mCopyRGBA2DPS; break;
2857 case GL_RGB: ps = mCopyRGB2DPS; break;
2858 case GL_ALPHA: ps = mCopyRGBA2DPS; break;
2859 case GL_BGRA_EXT: ps = mCopyRGBA2DPS; break;
2860 case GL_LUMINANCE: ps = mCopyLum2DPS; break;
2861 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlpha2DPS; break;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002862 default: UNREACHABLE(); ps = NULL; break;
2863 }
2864
2865 mDeviceContext->PSSetShader(ps, NULL, 0);
shannon.woods@transgaming.com28e7ba02013-02-28 23:09:28 +00002866 mDeviceContext->GSSetShader(NULL, NULL, 0);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002867
2868 // Unset the currently bound shader resource to avoid conflicts
2869 static ID3D11ShaderResourceView *const nullSRV = NULL;
2870 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2871
shannon.woods%transgaming.com@gtempaccount.comba2744f2013-04-13 03:33:38 +00002872 // Apply render target
2873 setOneTimeRenderTarget(dest);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002874
2875 // Set the viewport
2876 D3D11_VIEWPORT viewport;
2877 viewport.TopLeftX = 0;
2878 viewport.TopLeftY = 0;
2879 viewport.Width = destWidth;
2880 viewport.Height = destHeight;
2881 viewport.MinDepth = 0.0f;
2882 viewport.MaxDepth = 1.0f;
2883 mDeviceContext->RSSetViewports(1, &viewport);
2884
2885 // Apply textures
2886 mDeviceContext->PSSetShaderResources(0, 1, &source);
2887 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
2888
2889 // Draw the quad
2890 mDeviceContext->Draw(4, 0);
2891
2892 // Unbind textures and render targets and vertex buffer
2893 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2894
shannon.woods%transgaming.com@gtempaccount.comba2744f2013-04-13 03:33:38 +00002895 unapplyRenderTargets();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002896
shannon.woods%transgaming.com@gtempaccount.comba2744f2013-04-13 03:33:38 +00002897 UINT zero = 0;
2898 ID3D11Buffer *const nullBuffer = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002899 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
2900
2901 markAllStateDirty();
2902
2903 return true;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002904}
2905
shannon.woods%transgaming.com@gtempaccount.comba2744f2013-04-13 03:33:38 +00002906void Renderer11::unapplyRenderTargets()
2907{
2908 setOneTimeRenderTarget(NULL);
2909}
2910
2911void Renderer11::setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView)
2912{
2913 ID3D11RenderTargetView *rtvArray[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
2914
2915 rtvArray[0] = renderTargetView;
2916
2917 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), rtvArray, NULL);
2918
2919 // Do not preserve the serial for this one-time-use render target
2920 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
2921 {
2922 mAppliedRenderTargetSerials[rtIndex] = 0;
2923 }
2924}
2925
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002926RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2927{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002928 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002929 RenderTarget11 *renderTarget = NULL;
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002930
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002931 if (depth)
2932 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002933 // Note: depth stencil may be NULL for 0 sized surfaces
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002934 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
2935 swapChain11->getDepthStencilTexture(), NULL,
shannonwoods@chromium.org7faf3ec2013-05-30 00:03:45 +00002936 swapChain11->getWidth(), swapChain11->getHeight(), 1);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002937 }
2938 else
2939 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002940 // Note: render target may be NULL for 0 sized surfaces
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002941 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002942 swapChain11->getOffscreenTexture(),
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002943 swapChain11->getRenderTargetShaderResource(),
shannonwoods@chromium.org7faf3ec2013-05-30 00:03:45 +00002944 swapChain11->getWidth(), swapChain11->getHeight(), 1);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002945 }
2946 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002947}
2948
2949RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2950{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002951 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
2952 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002953}
2954
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002955ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002956{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002957 ShaderExecutable11 *executable = NULL;
2958
2959 switch (type)
2960 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002961 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002962 {
2963 ID3D11VertexShader *vshader = NULL;
2964 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2965 ASSERT(SUCCEEDED(result));
2966
2967 if (vshader)
2968 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002969 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002970 }
2971 }
2972 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002973 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002974 {
2975 ID3D11PixelShader *pshader = NULL;
2976 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2977 ASSERT(SUCCEEDED(result));
2978
2979 if (pshader)
2980 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002981 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002982 }
2983 }
2984 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002985 case rx::SHADER_GEOMETRY:
2986 {
2987 ID3D11GeometryShader *gshader = NULL;
2988 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
2989 ASSERT(SUCCEEDED(result));
2990
2991 if (gshader)
2992 {
2993 executable = new ShaderExecutable11(function, length, gshader);
2994 }
2995 }
2996 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002997 default:
2998 UNREACHABLE();
2999 break;
3000 }
3001
3002 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00003003}
3004
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003005ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003006{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003007 const char *profile = NULL;
3008
3009 switch (type)
3010 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003011 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003012 profile = "vs_4_0";
3013 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003014 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003015 profile = "ps_4_0";
3016 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00003017 case rx::SHADER_GEOMETRY:
3018 profile = "gs_4_0";
3019 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003020 default:
3021 UNREACHABLE();
3022 return NULL;
3023 }
3024
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +00003025 ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, D3DCOMPILE_OPTIMIZATION_LEVEL0, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003026 if (!binary)
3027 return NULL;
3028
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003029 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003030 binary->Release();
3031
3032 return executable;
3033}
3034
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00003035VertexBuffer *Renderer11::createVertexBuffer()
3036{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00003037 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00003038}
3039
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00003040IndexBuffer *Renderer11::createIndexBuffer()
3041{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00003042 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003043}
3044
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +00003045BufferStorage *Renderer11::createBufferStorage()
3046{
3047 return new BufferStorage11(this);
3048}
3049
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003050QueryImpl *Renderer11::createQuery(GLenum type)
3051{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00003052 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003053}
3054
3055FenceImpl *Renderer11::createFence()
3056{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00003057 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00003058}
3059
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003060bool Renderer11::getRenderTargetResource(gl::Renderbuffer *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003061{
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003062 ASSERT(colorbuffer != NULL);
3063
3064 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
3065 if (renderTarget)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003066 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003067 *subresourceIndex = renderTarget->getSubresourceIndex();
3068
3069 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
3070 if (colorBufferRTV)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003071 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003072 ID3D11Resource *textureResource = NULL;
3073 colorBufferRTV->GetResource(&textureResource);
3074 colorBufferRTV->Release();
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003075
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003076 if (textureResource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003077 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003078 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
3079 textureResource->Release();
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003080
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003081 if (SUCCEEDED(result))
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003082 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003083 return true;
3084 }
3085 else
3086 {
3087 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
3088 "HRESULT: 0x%X.", result);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003089 }
3090 }
3091 }
3092 }
3093
3094 return false;
3095}
3096
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003097bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003098 bool blitRenderTarget, bool blitDepthStencil)
3099{
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003100 if (blitRenderTarget)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003101 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003102 gl::Renderbuffer *readBuffer = readTarget->getReadColorbuffer();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003103
3104 if (!readBuffer)
3105 {
3106 ERR("Failed to retrieve the read buffer from the read framebuffer.");
3107 return gl::error(GL_OUT_OF_MEMORY, false);
3108 }
3109
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003110 RenderTarget *readRenderTarget = readBuffer->getRenderTarget();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003111
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003112 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003113 {
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003114 if (drawTarget->isEnabledColorAttachment(colorAttachment))
3115 {
3116 gl::Renderbuffer *drawBuffer = drawTarget->getColorbuffer(colorAttachment);
3117
3118 if (!drawBuffer)
3119 {
3120 ERR("Failed to retrieve the draw buffer from the draw framebuffer.");
3121 return gl::error(GL_OUT_OF_MEMORY, false);
3122 }
3123
3124 RenderTarget *drawRenderTarget = drawBuffer->getRenderTarget();
3125
shannon.woods%transgaming.com@gtempaccount.com86df5a42013-04-13 03:34:07 +00003126 if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, false))
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003127 {
3128 return false;
3129 }
3130 }
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003131 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003132 }
3133
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003134 if (blitDepthStencil)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003135 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003136 gl::Renderbuffer *readBuffer = readTarget->getDepthOrStencilbuffer();
3137 gl::Renderbuffer *drawBuffer = drawTarget->getDepthOrStencilbuffer();
3138
3139 if (!readBuffer)
3140 {
3141 ERR("Failed to retrieve the read depth-stencil buffer from the read framebuffer.");
3142 return gl::error(GL_OUT_OF_MEMORY, false);
3143 }
3144
3145 if (!drawBuffer)
3146 {
3147 ERR("Failed to retrieve the draw depth-stencil buffer from the draw framebuffer.");
3148 return gl::error(GL_OUT_OF_MEMORY, false);
3149 }
3150
3151 RenderTarget *readRenderTarget = readBuffer->getDepthStencil();
3152 RenderTarget *drawRenderTarget = drawBuffer->getDepthStencil();
3153
shannon.woods%transgaming.com@gtempaccount.com86df5a42013-04-13 03:34:07 +00003154 if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, true))
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003155 {
3156 return false;
3157 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003158 }
3159
3160 return true;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003161}
3162
3163void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
3164 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
3165{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003166 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00003167 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003168
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003169 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
3170
3171 if (colorbuffer && getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003172 {
3173 gl::Rectangle area;
3174 area.x = x;
3175 area.y = y;
3176 area.width = width;
3177 area.height = height;
3178
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00003179 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
3180 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003181
3182 colorBufferTexture->Release();
3183 colorBufferTexture = NULL;
3184 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003185}
3186
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003187Image *Renderer11::createImage()
3188{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00003189 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003190}
3191
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003192void Renderer11::generateMipmap(Image *dest, Image *src)
3193{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00003194 Image11 *dest11 = Image11::makeImage11(dest);
3195 Image11 *src11 = Image11::makeImage11(src);
3196 Image11::generateMipmap(dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003197}
3198
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003199TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
3200{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00003201 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
3202 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003203}
3204
3205TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
3206{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00003207 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003208}
3209
3210TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
3211{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00003212 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003213}
3214
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +00003215TextureStorage *Renderer11::createTextureStorage3D(int levels, GLenum internalformat, GLenum usage, GLsizei width, GLsizei height, GLsizei depth)
3216{
3217 return new TextureStorage11_3D(this, levels, internalformat, usage, width, height, depth);
3218}
3219
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00003220TextureStorage *Renderer11::createTextureStorage2DArray(int levels, GLenum internalformat, GLenum usage, GLsizei width, GLsizei height, GLsizei depth)
3221{
3222 return new TextureStorage11_2DArray(this, levels, internalformat, usage, width, height, depth);
3223}
3224
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003225static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
3226{
3227 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
3228 destFormat == GL_ALPHA &&
3229 destType == GL_UNSIGNED_BYTE)
3230 {
3231 return 1;
3232 }
3233 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
3234 destFormat == GL_RGBA &&
3235 destType == GL_UNSIGNED_BYTE)
3236 {
3237 return 4;
3238 }
3239 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
3240 destFormat == GL_BGRA_EXT &&
3241 destType == GL_UNSIGNED_BYTE)
3242 {
3243 return 4;
3244 }
3245 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
3246 destFormat == GL_RGBA &&
3247 destType == GL_HALF_FLOAT_OES)
3248 {
3249 return 8;
3250 }
3251 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
3252 destFormat == GL_RGB &&
3253 destType == GL_FLOAT)
3254 {
3255 return 12;
3256 }
3257 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
3258 destFormat == GL_RGBA &&
3259 destType == GL_FLOAT)
3260 {
3261 return 16;
3262 }
3263 else
3264 {
3265 return 0;
3266 }
3267}
3268
3269static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
3270 unsigned int y, int inputPitch, gl::Color *outColor)
3271{
3272 switch (format)
3273 {
3274 case DXGI_FORMAT_R8G8B8A8_UNORM:
shannon.woods%transgaming.com@gtempaccount.com8dce6512013-04-13 03:42:19 +00003275 case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB:
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003276 {
3277 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00003278 outColor->red = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
3279 outColor->green = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
3280 outColor->blue = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
3281 outColor->alpha = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003282 }
3283 break;
3284
3285 case DXGI_FORMAT_A8_UNORM:
3286 {
3287 outColor->red = 0.0f;
3288 outColor->green = 0.0f;
3289 outColor->blue = 0.0f;
3290 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
3291 }
3292 break;
3293
3294 case DXGI_FORMAT_R32G32B32A32_FLOAT:
3295 {
3296 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
3297 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
3298 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
3299 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
3300 }
3301 break;
3302
3303 case DXGI_FORMAT_R32G32B32_FLOAT:
3304 {
3305 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
3306 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
3307 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
3308 outColor->alpha = 1.0f;
3309 }
3310 break;
3311
3312 case DXGI_FORMAT_R16G16B16A16_FLOAT:
3313 {
3314 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
3315 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
3316 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
3317 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
3318 }
3319 break;
3320
3321 case DXGI_FORMAT_B8G8R8A8_UNORM:
3322 {
3323 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00003324 outColor->red = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
3325 outColor->blue = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
3326 outColor->green = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
3327 outColor->alpha = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003328 }
3329 break;
3330
3331 case DXGI_FORMAT_R8_UNORM:
3332 {
3333 outColor->red = *(data + x + y * inputPitch) / 255.0f;
3334 outColor->green = 0.0f;
3335 outColor->blue = 0.0f;
3336 outColor->alpha = 1.0f;
3337 }
3338 break;
3339
3340 case DXGI_FORMAT_R8G8_UNORM:
3341 {
3342 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
3343
3344 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
3345 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
3346 outColor->blue = 0.0f;
3347 outColor->alpha = 1.0f;
3348 }
3349 break;
3350
3351 case DXGI_FORMAT_R16_FLOAT:
3352 {
3353 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
3354 outColor->green = 0.0f;
3355 outColor->blue = 0.0f;
3356 outColor->alpha = 1.0f;
3357 }
3358 break;
3359
3360 case DXGI_FORMAT_R16G16_FLOAT:
3361 {
3362 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
3363 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
3364 outColor->blue = 0.0f;
3365 outColor->alpha = 1.0f;
3366 }
3367 break;
3368
shannon.woods%transgaming.com@gtempaccount.com8dce6512013-04-13 03:42:19 +00003369 case DXGI_FORMAT_R10G10B10A2_UNORM:
3370 {
3371 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
3372 outColor->red = (rgba & 0x000003FF) * (1.0f / 0x000003FF);
3373 outColor->green = (rgba & 0x000FFC00) * (1.0f / 0x000FFC00);
3374 outColor->blue = (rgba & 0x3FF00000) * (1.0f / 0x3FF00000);
3375 outColor->alpha = (rgba & 0xC0000000) * (1.0f / 0xC0000000);
3376 }
3377 break;
3378
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003379 default:
3380 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
3381 UNIMPLEMENTED();
3382 break;
3383 }
3384}
3385
3386static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
3387 unsigned int y, int outputPitch, void *outData)
3388{
3389 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
3390 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
3391
3392 switch (format)
3393 {
3394 case GL_RGBA:
3395 switch (type)
3396 {
3397 case GL_UNSIGNED_BYTE:
3398 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3399 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3400 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3401 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3402 break;
3403
3404 default:
3405 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
3406 UNIMPLEMENTED();
3407 break;
3408 }
3409 break;
3410
3411 case GL_BGRA_EXT:
3412 switch (type)
3413 {
3414 case GL_UNSIGNED_BYTE:
3415 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3416 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3417 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
3418 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3419 break;
3420
3421 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
3422 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3423 // this type is packed as follows:
3424 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3425 // --------------------------------------------------------------------------------
3426 // | 4th | 3rd | 2nd | 1st component |
3427 // --------------------------------------------------------------------------------
3428 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3429 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3430 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
3431 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
3432 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
3433 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
3434 break;
3435
3436 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
3437 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3438 // this type is packed as follows:
3439 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3440 // --------------------------------------------------------------------------------
3441 // | 4th | 3rd | 2nd | 1st component |
3442 // --------------------------------------------------------------------------------
3443 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3444 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3445 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
3446 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
3447 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
3448 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
3449 break;
3450
3451 default:
3452 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
3453 UNIMPLEMENTED();
3454 break;
3455 }
3456 break;
3457
3458 case GL_RGB:
3459 switch (type)
3460 {
3461 case GL_UNSIGNED_SHORT_5_6_5:
3462 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3463 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
3464 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
3465 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
3466 break;
3467
3468 case GL_UNSIGNED_BYTE:
3469 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3470 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3471 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3472 break;
3473
3474 default:
3475 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
3476 UNIMPLEMENTED();
3477 break;
3478 }
3479 break;
3480
3481 default:
3482 ERR("WritePixelColor not implemented for format 0x%X.", format);
3483 UNIMPLEMENTED();
3484 break;
3485 }
3486}
3487
3488void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
3489 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
3490 GLint packAlignment, void *pixels)
3491{
3492 D3D11_TEXTURE2D_DESC textureDesc;
3493 texture->GetDesc(&textureDesc);
3494
3495 D3D11_TEXTURE2D_DESC stagingDesc;
3496 stagingDesc.Width = area.width;
3497 stagingDesc.Height = area.height;
3498 stagingDesc.MipLevels = 1;
3499 stagingDesc.ArraySize = 1;
3500 stagingDesc.Format = textureDesc.Format;
3501 stagingDesc.SampleDesc.Count = 1;
3502 stagingDesc.SampleDesc.Quality = 0;
3503 stagingDesc.Usage = D3D11_USAGE_STAGING;
3504 stagingDesc.BindFlags = 0;
3505 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
3506 stagingDesc.MiscFlags = 0;
3507
3508 ID3D11Texture2D* stagingTex = NULL;
3509 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
3510 if (FAILED(result))
3511 {
3512 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
3513 return;
3514 }
3515
3516 ID3D11Texture2D* srcTex = NULL;
3517 if (textureDesc.SampleDesc.Count > 1)
3518 {
3519 D3D11_TEXTURE2D_DESC resolveDesc;
3520 resolveDesc.Width = textureDesc.Width;
3521 resolveDesc.Height = textureDesc.Height;
3522 resolveDesc.MipLevels = 1;
3523 resolveDesc.ArraySize = 1;
3524 resolveDesc.Format = textureDesc.Format;
3525 resolveDesc.SampleDesc.Count = 1;
3526 resolveDesc.SampleDesc.Quality = 0;
3527 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
3528 resolveDesc.BindFlags = 0;
3529 resolveDesc.CPUAccessFlags = 0;
3530 resolveDesc.MiscFlags = 0;
3531
3532 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
3533 if (FAILED(result))
3534 {
3535 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
3536 stagingTex->Release();
3537 return;
3538 }
3539
3540 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
3541 subResource = 0;
3542 }
3543 else
3544 {
3545 srcTex = texture;
3546 srcTex->AddRef();
3547 }
3548
3549 D3D11_BOX srcBox;
3550 srcBox.left = area.x;
3551 srcBox.right = area.x + area.width;
3552 srcBox.top = area.y;
3553 srcBox.bottom = area.y + area.height;
3554 srcBox.front = 0;
3555 srcBox.back = 1;
3556
3557 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
3558
3559 srcTex->Release();
3560 srcTex = NULL;
3561
3562 D3D11_MAPPED_SUBRESOURCE mapping;
3563 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
3564
3565 unsigned char *source;
3566 int inputPitch;
3567 if (packReverseRowOrder)
3568 {
3569 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
3570 inputPitch = -static_cast<int>(mapping.RowPitch);
3571 }
3572 else
3573 {
3574 source = static_cast<unsigned char*>(mapping.pData);
3575 inputPitch = static_cast<int>(mapping.RowPitch);
3576 }
3577
3578 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
3579 if (fastPixelSize != 0)
3580 {
3581 unsigned char *dest = static_cast<unsigned char*>(pixels);
3582 for (int j = 0; j < area.height; j++)
3583 {
3584 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
3585 }
3586 }
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003587 else if (textureDesc.Format == DXGI_FORMAT_B8G8R8A8_UNORM &&
3588 format == GL_RGBA &&
3589 type == GL_UNSIGNED_BYTE)
3590 {
3591 // Fast path for swapping red with blue
3592 unsigned char *dest = static_cast<unsigned char*>(pixels);
3593
3594 for (int j = 0; j < area.height; j++)
3595 {
3596 for (int i = 0; i < area.width; i++)
3597 {
3598 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
3599 *(unsigned int*)(dest + 4 * i + j * outputPitch) =
3600 (argb & 0xFF00FF00) | // Keep alpha and green
3601 (argb & 0x00FF0000) >> 16 | // Move red to blue
3602 (argb & 0x000000FF) << 16; // Move blue to red
3603 }
3604 }
3605 }
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003606 else
3607 {
3608 gl::Color pixelColor;
3609 for (int j = 0; j < area.height; j++)
3610 {
3611 for (int i = 0; i < area.width; i++)
3612 {
3613 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
3614 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
3615 }
3616 }
3617 }
3618
3619 mDeviceContext->Unmap(stagingTex, 0);
3620
3621 stagingTex->Release();
3622 stagingTex = NULL;
3623}
3624
shannon.woods%transgaming.com@gtempaccount.com86df5a42013-04-13 03:34:07 +00003625bool Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget,
3626 RenderTarget *drawRenderTarget, bool wholeBufferCopy)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003627{
3628 ASSERT(readRect.width == drawRect.width && readRect.height == drawRect.height);
3629
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003630 RenderTarget11 *readRenderTarget11 = RenderTarget11::makeRenderTarget11(readRenderTarget);
3631 if (!readRenderTarget)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003632 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003633 ERR("Failed to retrieve the read render target from the read framebuffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003634 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003635 }
3636
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003637 ID3D11Resource *readTexture = NULL;
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003638 unsigned int readSubresource = 0;
3639 if (readRenderTarget->getSamples() > 0)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003640 {
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003641 ID3D11Resource *unresolvedResource = readRenderTarget11->getTexture();
3642 ID3D11Texture2D *unresolvedTexture = d3d11::DynamicCastComObject<ID3D11Texture2D>(unresolvedResource);
3643 unresolvedResource->Release();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003644
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003645 if (unresolvedTexture)
3646 {
3647 readTexture = resolveMultisampledTexture(unresolvedTexture, readRenderTarget11->getSubresourceIndex());
3648 readSubresource = 0;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003649
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003650 unresolvedTexture->Release();
3651 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003652 }
3653 else
3654 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003655 readTexture = readRenderTarget11->getTexture();
3656 readSubresource = readRenderTarget11->getSubresourceIndex();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003657 }
3658
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003659 if (!readTexture)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003660 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003661 ERR("Failed to retrieve the read render target view from the read render target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003662 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003663 }
3664
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003665 RenderTarget11 *drawRenderTarget11 = RenderTarget11::makeRenderTarget11(drawRenderTarget);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003666 if (!drawRenderTarget)
3667 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003668 readTexture->Release();
3669 ERR("Failed to retrieve the draw render target from the draw framebuffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003670 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003671 }
3672
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003673 ID3D11Resource *drawTexture = drawRenderTarget11->getTexture();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003674 unsigned int drawSubresource = drawRenderTarget11->getSubresourceIndex();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003675
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003676 D3D11_BOX readBox;
3677 readBox.left = readRect.x;
3678 readBox.right = readRect.x + readRect.width;
3679 readBox.top = readRect.y;
3680 readBox.bottom = readRect.y + readRect.height;
3681 readBox.front = 0;
3682 readBox.back = 1;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003683
shannon.woods%transgaming.com@gtempaccount.com86df5a42013-04-13 03:34:07 +00003684 // D3D11 needs depth-stencil CopySubresourceRegions to have a NULL pSrcBox
3685 // We also require complete framebuffer copies for depth-stencil blit.
3686 D3D11_BOX *pSrcBox = wholeBufferCopy ? NULL : &readBox;
3687
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003688 mDeviceContext->CopySubresourceRegion(drawTexture, drawSubresource, drawRect.x, drawRect.y, 0,
shannon.woods%transgaming.com@gtempaccount.com86df5a42013-04-13 03:34:07 +00003689 readTexture, readSubresource, pSrcBox);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003690
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003691 readTexture->Release();
3692 drawTexture->Release();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003693
3694 return true;
3695}
3696
shannon.woods@transgaming.comd67f9ce2013-02-28 23:06:09 +00003697ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
3698{
3699 D3D11_TEXTURE2D_DESC textureDesc;
3700 source->GetDesc(&textureDesc);
3701
3702 if (textureDesc.SampleDesc.Count > 1)
3703 {
3704 D3D11_TEXTURE2D_DESC resolveDesc;
3705 resolveDesc.Width = textureDesc.Width;
3706 resolveDesc.Height = textureDesc.Height;
3707 resolveDesc.MipLevels = 1;
3708 resolveDesc.ArraySize = 1;
3709 resolveDesc.Format = textureDesc.Format;
3710 resolveDesc.SampleDesc.Count = 1;
3711 resolveDesc.SampleDesc.Quality = 0;
3712 resolveDesc.Usage = textureDesc.Usage;
3713 resolveDesc.BindFlags = textureDesc.BindFlags;
3714 resolveDesc.CPUAccessFlags = 0;
3715 resolveDesc.MiscFlags = 0;
3716
3717 ID3D11Texture2D *resolveTexture = NULL;
3718 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
3719 if (FAILED(result))
3720 {
3721 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
3722 return NULL;
3723 }
3724
3725 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
3726 return resolveTexture;
3727 }
3728 else
3729 {
3730 source->AddRef();
3731 return source;
3732 }
3733}
3734
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003735}