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daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001//
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00002// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00003// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
8
9#include "common/debug.h"
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000013#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000014#include "libGLESv2/Program.h"
15#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000016#include "libGLESv2/Framebuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000017#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000018#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000019#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +000020#include "libGLESv2/renderer/ShaderExecutable11.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000021#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.coma8aac672012-12-20 21:08:00 +000022#include "libGLESv2/renderer/Image11.h"
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +000023#include "libGLESv2/renderer/VertexBuffer11.h"
daniel@transgaming.com11c2af52012-12-20 21:10:01 +000024#include "libGLESv2/renderer/IndexBuffer11.h"
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000025#include "libGLESv2/renderer/VertexDataManager.h"
26#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +000027#include "libGLESv2/renderer/TextureStorage11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000028
29#include "libEGL/Config.h"
30#include "libEGL/Display.h"
31
32namespace rx
33{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000034static const DXGI_FORMAT RenderTargetFormats[] =
35 {
36 DXGI_FORMAT_R8G8B8A8_UNORM
37 };
38
39static const DXGI_FORMAT DepthStencilFormats[] =
40 {
41 DXGI_FORMAT_D24_UNORM_S8_UINT
42 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000043
44Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
45{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000046 mVertexDataManager = NULL;
47 mIndexDataManager = NULL;
48
daniel@transgaming.comc5114302012-12-20 21:11:36 +000049 mLineLoopIB = NULL;
50
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000051 mD3d11Module = NULL;
52 mDxgiModule = NULL;
53
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000054 mDeviceLost = false;
55
daniel@transgaming.com25072f62012-11-28 19:31:32 +000056 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000057 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000058 mDxgiAdapter = NULL;
59 mDxgiFactory = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000060}
61
62Renderer11::~Renderer11()
63{
64 releaseDeviceResources();
65
daniel@transgaming.com65e65372012-11-28 19:33:50 +000066 if (mDxgiFactory)
67 {
68 mDxgiFactory->Release();
69 mDxgiFactory = NULL;
70 }
71
72 if (mDxgiAdapter)
73 {
74 mDxgiAdapter->Release();
75 mDxgiAdapter = NULL;
76 }
77
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000078 if (mDeviceContext)
79 {
80 mDeviceContext->Release();
81 mDeviceContext = NULL;
82 }
83
daniel@transgaming.com25072f62012-11-28 19:31:32 +000084 if (mDevice)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000085 {
daniel@transgaming.com25072f62012-11-28 19:31:32 +000086 mDevice->Release();
87 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000088 }
89
90 if (mD3d11Module)
91 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000092 FreeLibrary(mD3d11Module);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000093 mD3d11Module = NULL;
94 }
95
96 if (mDxgiModule)
97 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000098 FreeLibrary(mDxgiModule);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000099 mDxgiModule = NULL;
100 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000101}
102
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000103Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
104{
105 ASSERT(dynamic_cast<rx::Renderer11*>(renderer) != NULL);
106 return static_cast<rx::Renderer11*>(renderer);
107}
108
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000109EGLint Renderer11::initialize()
110{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000111 if (!initializeCompiler())
112 {
113 return EGL_NOT_INITIALIZED;
114 }
115
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000116 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
117 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000118
119 if (mD3d11Module == NULL || mDxgiModule == NULL)
120 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000121 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000122 return EGL_NOT_INITIALIZED;
123 }
124
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000125 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000126
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000127 if (D3D11CreateDevice == NULL)
128 {
129 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
130 return EGL_NOT_INITIALIZED;
131 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000132
133 D3D_FEATURE_LEVEL featureLevel[] =
134 {
135 D3D_FEATURE_LEVEL_11_0,
136 D3D_FEATURE_LEVEL_10_1,
137 D3D_FEATURE_LEVEL_10_0,
138 };
139
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000140 HRESULT result = D3D11CreateDevice(NULL,
141 D3D_DRIVER_TYPE_HARDWARE,
142 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000143 #if defined(_DEBUG)
144 D3D11_CREATE_DEVICE_DEBUG,
145 #else
146 0,
147 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000148 featureLevel,
149 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000150 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000151 &mDevice,
152 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000153 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000154
155 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000156 {
157 ERR("Could not create D3D11 device - aborting!\n");
158 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
159 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000160
161 IDXGIDevice *dxgiDevice = NULL;
162 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
163
164 if (FAILED(result))
165 {
166 ERR("Could not query DXGI device - aborting!\n");
167 return EGL_NOT_INITIALIZED;
168 }
169
170 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
171
172 if (FAILED(result))
173 {
174 ERR("Could not retrieve DXGI adapter - aborting!\n");
175 return EGL_NOT_INITIALIZED;
176 }
177
178 dxgiDevice->Release();
179
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000180 mDxgiAdapter->GetDesc(&mAdapterDescription);
181 memset(mDescription, 0, sizeof(mDescription));
182 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
183
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000184 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
185
186 if (!mDxgiFactory || FAILED(result))
187 {
188 ERR("Could not create DXGI factory - aborting!\n");
189 return EGL_NOT_INITIALIZED;
190 }
191
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000192 initializeDevice();
193
194 return EGL_SUCCESS;
195}
196
197// do any one-time device initialization
198// NOTE: this is also needed after a device lost/reset
199// to reset the scene status and ensure the default states are reset.
200void Renderer11::initializeDevice()
201{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000202 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000203 mInputLayoutCache.initialize(mDevice, mDeviceContext);
204
205 ASSERT(!mVertexDataManager && !mIndexDataManager);
206 mVertexDataManager = new VertexDataManager(this);
207 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000208
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000209 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000210}
211
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000212int Renderer11::generateConfigs(ConfigDesc **configDescList)
213{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000214 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
215 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000216 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
217 int numConfigs = 0;
218
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000219 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000220 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000221 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000222 {
223 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
224
225 UINT formatSupport = 0;
226 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
227
228 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
229 {
230 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
231
232 UINT formatSupport = 0;
233 HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
234
235 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL))
236 {
237 ConfigDesc newConfig;
238 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
239 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
240 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
241 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
242
243 (*configDescList)[numConfigs++] = newConfig;
244 }
245 }
246 }
247 }
248
249 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000250}
251
252void Renderer11::deleteConfigs(ConfigDesc *configDescList)
253{
254 delete [] (configDescList);
255}
256
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000257void Renderer11::sync(bool block)
258{
259 // TODO
260 UNIMPLEMENTED();
261}
262
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000263SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
264{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000265 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000266}
267
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000268void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
269{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000270 if (type == gl::SAMPLER_PIXEL)
271 {
272 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
273 {
274 ERR("Pixel shader sampler index %i is not valid.", index);
275 return;
276 }
277
278 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
279 {
280 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
281
282 if (!dxSamplerState)
283 {
284 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
285 "sampler state for pixel shaders at slot %i.", index);
286 }
287
288 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
289
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000290 mCurPixelSamplerStates[index] = samplerState;
291 }
292
293 mForceSetPixelSamplerStates[index] = false;
294 }
295 else if (type == gl::SAMPLER_VERTEX)
296 {
297 if (index < 0 || index >= gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF)
298 {
299 ERR("Vertex shader sampler index %i is not valid.", index);
300 return;
301 }
302
303 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
304 {
305 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
306
307 if (!dxSamplerState)
308 {
309 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
310 "sampler state for vertex shaders at slot %i.", index);
311 }
312
313 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
314
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000315 mCurVertexSamplerStates[index] = samplerState;
316 }
317
318 mForceSetVertexSamplerStates[index] = false;
319 }
320 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000321}
322
323void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
324{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000325 ID3D11ShaderResourceView *textureSRV = NULL;
326
327 if (texture)
328 {
329 TextureStorageInterface *texStorage = texture->getNativeTexture();
330 if (texStorage)
331 {
332 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
333 textureSRV = storage11->getSRV();
334 }
335
336 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
337 // missing the shader resource view
338 ASSERT(textureSRV != NULL);
339 }
340
341 if (type == gl::SAMPLER_PIXEL)
342 {
343 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
344 {
345 ERR("Pixel shader sampler index %i is not valid.", index);
346 return;
347 }
348
349 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
350 }
351 else if (type == gl::SAMPLER_VERTEX)
352 {
353 if (index < 0 || index >= gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF)
354 {
355 ERR("Vertex shader sampler index %i is not valid.", index);
356 return;
357 }
358
359 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
360 }
361 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000362}
363
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000364void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000365{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000366 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000367 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000368 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
369 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000370 if (!dxRasterState)
371 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000372 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000373 "rasterizer state.");
374 }
375
376 mDeviceContext->RSSetState(dxRasterState);
377
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000378 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000379 }
380
381 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000382}
383
384void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
385 unsigned int sampleMask)
386{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000387 if (mForceSetBlendState ||
388 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
389 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
390 sampleMask != mCurSampleMask)
391 {
392 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
393 if (!dxBlendState)
394 {
395 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
396 "blend state.");
397 }
398
399 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
400 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
401
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000402 mCurBlendState = blendState;
403 mCurBlendColor = blendColor;
404 mCurSampleMask = sampleMask;
405 }
406
407 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000408}
409
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000410void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000411 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000412{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000413 if (mForceSetDepthStencilState ||
414 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
415 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
416 {
417 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
418 stencilRef != stencilBackRef ||
419 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
420 {
421 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
422 "invalid under WebGL.");
423 return error(GL_INVALID_OPERATION);
424 }
425
426 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
427 if (!dxDepthStencilState)
428 {
429 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
430 "setting the default depth stencil state.");
431 }
432
433 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
434
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000435 mCurDepthStencilState = depthStencilState;
436 mCurStencilRef = stencilRef;
437 mCurStencilBackRef = stencilBackRef;
438 }
439
440 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000441}
442
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000443void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000444{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000445 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
446 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000447 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000448 if (enabled)
449 {
450 D3D11_RECT rect;
451 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
452 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
453 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
454 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000455
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000456 mDeviceContext->RSSetScissorRects(1, &rect);
457 }
458
459 if (enabled != mScissorEnabled)
460 {
461 mForceSetRasterState = true;
462 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000463
464 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000465 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000466 }
467
468 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000469}
470
daniel@transgaming.com12985182012-12-20 20:56:31 +0000471bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
472 bool ignoreViewport, gl::ProgramBinary *currentProgram, bool forceSetUniforms)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000473{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000474 gl::Rectangle actualViewport = viewport;
475 float actualZNear = gl::clamp01(zNear);
476 float actualZFar = gl::clamp01(zFar);
477 if (ignoreViewport)
478 {
479 actualViewport.x = 0;
480 actualViewport.y = 0;
481 actualViewport.width = mRenderTargetDesc.width;
482 actualViewport.height = mRenderTargetDesc.height;
483 actualZNear = 0.0f;
484 actualZFar = 1.0f;
485 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000486
487 D3D11_VIEWPORT dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000488 dxViewport.TopLeftX = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
489 dxViewport.TopLeftY = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
490 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.TopLeftX));
491 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.TopLeftY));
492 dxViewport.MinDepth = actualZNear;
493 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000494
495 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
496 {
497 return false; // Nothing to render
498 }
499
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000500 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
501 actualZNear != mCurNear || actualZFar != mCurFar;
502
daniel@transgaming.com53670042012-11-28 20:55:51 +0000503 if (viewportChanged)
504 {
505 mDeviceContext->RSSetViewports(1, &dxViewport);
506
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000507 mCurViewport = actualViewport;
508 mCurNear = actualZNear;
509 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000510 }
511
512 if (currentProgram && (viewportChanged || forceSetUniforms))
513 {
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000514 currentProgram->applyDxHalfPixelSize(0.0f, 0.0f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000515
516 // These values are used for computing gl_FragCoord in Program::linkVaryings().
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000517 currentProgram->applyDxCoord(actualViewport.width * 0.5f,
518 actualViewport.height * 0.5f,
519 actualViewport.x + (actualViewport.width * 0.5f),
520 actualViewport.y + (actualViewport.height * 0.5f));
daniel@transgaming.com53670042012-11-28 20:55:51 +0000521
daniel@transgaming.com12985182012-12-20 20:56:31 +0000522 GLfloat ccw = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000523 currentProgram->applyDxDepthFront((actualZFar - actualZNear) * 0.5f, (actualZNear + actualZFar) * 0.5f, ccw);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000524
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000525 currentProgram->applyDxDepthRange(actualZNear, actualZFar, actualZFar - actualZNear);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000526 }
527
528 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000529 return true;
530}
531
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000532bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
533{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000534 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000535
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000536 switch (mode)
537 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000538 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
539 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000540 case GL_LINE_LOOP: UNIMPLEMENTED(); /* TODO */ break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000541 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
542 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
543 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000544 case GL_TRIANGLE_FAN: UNIMPLEMENTED(); /* TODO */ break;
545 default:
546 return error(GL_INVALID_ENUM, false);
547 }
548
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000549 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000550
551 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000552}
553
554bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000555{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000556 // Get the color render buffer and serial
557 gl::Renderbuffer *renderbufferObject = NULL;
558 unsigned int renderTargetSerial = 0;
559 if (framebuffer->getColorbufferType() != GL_NONE)
560 {
561 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000562
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000563 if (!renderbufferObject)
564 {
565 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000566 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000567 }
568
569 renderTargetSerial = renderbufferObject->getSerial();
570 }
571
572 // Get the depth stencil render buffer and serials
573 gl::Renderbuffer *depthStencil = NULL;
574 unsigned int depthbufferSerial = 0;
575 unsigned int stencilbufferSerial = 0;
576 if (framebuffer->getDepthbufferType() != GL_NONE)
577 {
578 depthStencil = framebuffer->getDepthbuffer();
579 if (!depthStencil)
580 {
581 ERR("Depth stencil pointer unexpectedly null.");
582 return false;
583 }
584
585 depthbufferSerial = depthStencil->getSerial();
586 }
587 else if (framebuffer->getStencilbufferType() != GL_NONE)
588 {
589 depthStencil = framebuffer->getStencilbuffer();
590 if (!depthStencil)
591 {
592 ERR("Depth stencil pointer unexpectedly null.");
593 return false;
594 }
595
596 stencilbufferSerial = depthStencil->getSerial();
597 }
598
599 // Extract the render target dimensions and view
600 unsigned int renderTargetWidth = 0;
601 unsigned int renderTargetHeight = 0;
602 GLenum renderTargetFormat = 0;
603 ID3D11RenderTargetView* framebufferRTV = NULL;
604 if (renderbufferObject)
605 {
606 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
607 if (!renderTarget)
608 {
609 ERR("render target pointer unexpectedly null.");
610 return false;
611 }
612
613 framebufferRTV = renderTarget->getRenderTargetView();
614 if (!framebufferRTV)
615 {
616 ERR("render target view pointer unexpectedly null.");
617 return false;
618 }
619
620 renderTargetWidth = renderbufferObject->getWidth();
621 renderTargetHeight = renderbufferObject->getHeight();
622 renderTargetFormat = renderbufferObject->getActualFormat();
623 }
624
625 // Extract the depth stencil sizes and view
626 unsigned int depthSize = 0;
627 unsigned int stencilSize = 0;
628 ID3D11DepthStencilView* framebufferDSV = NULL;
629 if (depthStencil)
630 {
631 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
632 if (!depthStencilRenderTarget)
633 {
634 ERR("render target pointer unexpectedly null.");
635 if (framebufferRTV)
636 {
637 framebufferRTV->Release();
638 }
639 return false;
640 }
641
642 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
643 if (!framebufferDSV)
644 {
645 ERR("depth stencil view pointer unexpectedly null.");
646 if (framebufferRTV)
647 {
648 framebufferRTV->Release();
649 }
650 return false;
651 }
652
653 // If there is no render buffer, the width, height and format values come from
654 // the depth stencil
655 if (!renderbufferObject)
656 {
657 renderTargetWidth = depthStencil->getWidth();
658 renderTargetHeight = depthStencil->getHeight();
659 renderTargetFormat = depthStencil->getActualFormat();
660 }
661
662 depthSize = depthStencil->getDepthSize();
663 stencilSize = depthStencil->getStencilSize();
664 }
665
666 // Apply the render target and depth stencil
667 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
668 renderTargetSerial != mAppliedRenderTargetSerial ||
669 depthbufferSerial != mAppliedDepthbufferSerial ||
670 stencilbufferSerial != mAppliedStencilbufferSerial)
671 {
672 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
673
674 mRenderTargetDesc.width = renderTargetWidth;
675 mRenderTargetDesc.height = renderTargetHeight;
676 mRenderTargetDesc.format = renderTargetFormat;
677 mForceSetViewport = true; // TODO: It may not be required to clamp the viewport in D3D11
678 mForceSetScissor = true; // TODO: It may not be required to clamp the scissor in D3D11
679
680 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
681 {
682 mCurDepthSize = depthSize;
683 mForceSetRasterState = true;
684 }
685
686 mCurStencilSize = stencilSize;
687
688 mAppliedRenderTargetSerial = renderTargetSerial;
689 mAppliedDepthbufferSerial = depthbufferSerial;
690 mAppliedStencilbufferSerial = stencilbufferSerial;
691 mRenderTargetDescInitialized = true;
692 mDepthStencilInitialized = true;
693 }
694
695 if (framebufferRTV)
696 {
697 framebufferRTV->Release();
698 }
699 if (framebufferDSV)
700 {
701 framebufferDSV->Release();
702 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000703
704 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000705}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000706
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000707GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000708{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000709 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
710 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
711 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000712 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000713 return err;
714 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000715
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000716 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000717}
718
daniel@transgaming.com31240482012-11-28 21:06:41 +0000719GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000720{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000721 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000722
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000723 if (err == GL_NO_ERROR)
724 {
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000725 if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000726 {
727 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
728
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000729 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000730 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000731 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000732 }
733 }
734
735 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000736}
737
738void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
739{
daniel@transgaming.comd4cf2512012-11-28 21:05:41 +0000740 mDeviceContext->Draw(count, 0);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000741}
742
daniel@transgaming.com31240482012-11-28 21:06:41 +0000743void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000744{
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000745 if (mode == GL_LINE_LOOP)
746 {
747 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
748 }
749 else
750 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +0000751 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000752 }
753}
754
755void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
756{
757 // Get the raw indices for an indexed draw
758 if (type != GL_NONE && elementArrayBuffer)
759 {
760 gl::Buffer *indexBuffer = elementArrayBuffer;
761 intptr_t offset = reinterpret_cast<intptr_t>(indices);
762 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
763 }
764
765 if (!mLineLoopIB)
766 {
767 mLineLoopIB = new StreamingIndexBufferInterface(this);
768 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
769 {
770 delete mLineLoopIB;
771 mLineLoopIB = NULL;
772
773 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
774 return error(GL_OUT_OF_MEMORY);
775 }
776 }
777
778 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
779 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
780 {
781 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
782 return error(GL_OUT_OF_MEMORY);
783 }
784
785 void* mappedMemory = NULL;
786 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
787 if (offset == -1 || mappedMemory == NULL)
788 {
789 ERR("Could not map index buffer for GL_LINE_LOOP.");
790 return error(GL_OUT_OF_MEMORY);
791 }
792
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000793 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000794 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000795
796 switch (type)
797 {
798 case GL_NONE: // Non-indexed draw
799 for (int i = 0; i < count; i++)
800 {
801 data[i] = i;
802 }
803 data[count] = 0;
804 break;
805 case GL_UNSIGNED_BYTE:
806 for (int i = 0; i < count; i++)
807 {
808 data[i] = static_cast<const GLubyte*>(indices)[i];
809 }
810 data[count] = static_cast<const GLubyte*>(indices)[0];
811 break;
812 case GL_UNSIGNED_SHORT:
813 for (int i = 0; i < count; i++)
814 {
815 data[i] = static_cast<const GLushort*>(indices)[i];
816 }
817 data[count] = static_cast<const GLushort*>(indices)[0];
818 break;
819 case GL_UNSIGNED_INT:
820 for (int i = 0; i < count; i++)
821 {
822 data[i] = static_cast<const GLuint*>(indices)[i];
823 }
824 data[count] = static_cast<const GLuint*>(indices)[0];
825 break;
826 default: UNREACHABLE();
827 }
828
829 if (!mLineLoopIB->unmapBuffer())
830 {
831 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
832 return error(GL_OUT_OF_MEMORY);
833 }
834
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000835 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000836 {
837 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
838
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000839 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000840 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000841 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000842 }
843
844 mDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
845 mDeviceContext->DrawIndexed(count, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000846}
847
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +0000848void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
849{
daniel@transgaming.come4991412012-12-20 20:55:34 +0000850 unsigned int programBinarySerial = programBinary->getSerial();
851 if (programBinarySerial != mAppliedProgramBinarySerial)
852 {
853 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
854 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000855
daniel@transgaming.come4991412012-12-20 20:55:34 +0000856 ID3D11VertexShader *vertexShader = NULL;
857 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000858
daniel@transgaming.come4991412012-12-20 20:55:34 +0000859 ID3D11PixelShader *pixelShader = NULL;
860 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000861
daniel@transgaming.come4991412012-12-20 20:55:34 +0000862 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
863 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
864 programBinary->dirtyAllUniforms();
865
866 mAppliedProgramBinarySerial = programBinarySerial;
867 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +0000868}
869
daniel@transgaming.comab1c1462012-12-20 21:08:30 +0000870void Renderer11::applyUniforms(const gl::UniformArray *uniformArray)
871{
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000872 D3D11_BUFFER_DESC constantBufferDescription = {0};
873 constantBufferDescription.ByteWidth = D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * sizeof(float[4]);
874 constantBufferDescription.Usage = D3D11_USAGE_DYNAMIC;
875 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
876 constantBufferDescription.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
877 constantBufferDescription.MiscFlags = 0;
878 constantBufferDescription.StructureByteStride = 0;
879
880 ID3D11Buffer *constantBufferVS = NULL;
881 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &constantBufferVS);
882 ASSERT(SUCCEEDED(result));
883
884 ID3D11Buffer *constantBufferPS = NULL;
885 result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &constantBufferPS);
886 ASSERT(SUCCEEDED(result));
887
888 D3D11_MAPPED_SUBRESOURCE mapVS = {0};
889 result = mDeviceContext->Map(constantBufferVS, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapVS);
890 ASSERT(SUCCEEDED(result));
891
892 D3D11_MAPPED_SUBRESOURCE mapPS = {0};
893 result = mDeviceContext->Map(constantBufferPS, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapPS);
894 ASSERT(SUCCEEDED(result));
895
896 float (*cVS)[4] = (float(*)[4])mapVS.pData;
897 float (*cPS)[4] = (float(*)[4])mapPS.pData;
898
899 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +0000900 {
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000901 const gl::Uniform *uniform = *uniform_iterator;
902 GLfloat (*f)[4] = (GLfloat(*)[4])uniform->data;
903
904 switch (uniform->type)
905 {
daniel@transgaming.comda8d3802012-12-20 21:12:55 +0000906 case GL_SAMPLER_2D:
907 case GL_SAMPLER_CUBE:
908 break;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000909 case GL_FLOAT:
910 case GL_FLOAT_VEC2:
911 case GL_FLOAT_VEC3:
912 case GL_FLOAT_VEC4:
913 case GL_FLOAT_MAT2:
914 case GL_FLOAT_MAT3:
915 case GL_FLOAT_MAT4:
916 if (uniform->vs.registerCount)
917 {
daniel@transgaming.come6d12e92012-12-20 21:12:47 +0000918 for (unsigned int i = 0; i < uniform->vs.registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000919 {
920 cVS[uniform->vs.registerIndex + i][0] = f[i][0];
921 cVS[uniform->vs.registerIndex + i][1] = f[i][1];
922 cVS[uniform->vs.registerIndex + i][2] = f[i][2];
923 cVS[uniform->vs.registerIndex + i][3] = f[i][3];
924 }
925 }
926 if (uniform->ps.registerCount)
927 {
daniel@transgaming.come6d12e92012-12-20 21:12:47 +0000928 for (unsigned int i = 0; i < uniform->ps.registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000929 {
930 cPS[uniform->ps.registerIndex + i][0] = f[i][0];
931 cPS[uniform->ps.registerIndex + i][1] = f[i][1];
932 cPS[uniform->ps.registerIndex + i][2] = f[i][2];
933 cPS[uniform->ps.registerIndex + i][3] = f[i][3];
934 }
935 }
936 break;
937 default:
938 UNIMPLEMENTED(); // FIXME
939 UNREACHABLE();
940 }
daniel@transgaming.comab1c1462012-12-20 21:08:30 +0000941 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000942
943 mDeviceContext->Unmap(constantBufferVS, 0);
944 mDeviceContext->VSSetConstantBuffers(0, 1, &constantBufferVS);
945 constantBufferVS->Release();
946
947 mDeviceContext->Unmap(constantBufferPS, 0);
948 mDeviceContext->PSSetConstantBuffers(0, 1, &constantBufferPS);
949 constantBufferPS->Release();
daniel@transgaming.comab1c1462012-12-20 21:08:30 +0000950}
951
daniel@transgaming.com084a2572012-11-28 20:55:17 +0000952void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +0000953{
daniel@transgaming.com54e67542012-11-28 21:02:31 +0000954 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
955 {
956 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
957 if (renderbufferObject)
958 {
959 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
960 if (!renderTarget)
961 {
962 ERR("render target pointer unexpectedly null.");
963 return;
964 }
965
966 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
967 if (!framebufferRTV)
968 {
969 ERR("render target view pointer unexpectedly null.");
970 return;
971 }
972
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000973 if (mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
974 mCurScissor.x + mCurScissor.width < renderTarget->getWidth() ||
975 mCurScissor.y + mCurScissor.height < renderTarget->getHeight()))
daniel@transgaming.com54e67542012-11-28 21:02:31 +0000976 {
977 // TODO: clearing of subregion of render target
978 UNIMPLEMENTED();
979 }
980
981 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
982 const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
983 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
984 clearParams.colorMaskBlue && alphaUnmasked);
985
986 if (needMaskedColorClear)
987 {
988 // TODO: masked color clearing
989 UNIMPLEMENTED();
990 }
991 else
992 {
993 const float clearValues[4] = { clearParams.colorClearValue.red,
994 clearParams.colorClearValue.green,
995 clearParams.colorClearValue.blue,
996 clearParams.colorClearValue.alpha };
997 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
998 }
999
1000 framebufferRTV->Release();
1001 }
1002 }
1003 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
1004 {
1005 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1006 if (renderbufferObject)
1007 {
daniel@transgaming.comd0f82bc2012-12-20 21:11:42 +00001008 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001009 if (!renderTarget)
1010 {
1011 ERR("render target pointer unexpectedly null.");
1012 return;
1013 }
1014
1015 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1016 if (!framebufferDSV)
1017 {
1018 ERR("depth stencil view pointer unexpectedly null.");
1019 return;
1020 }
1021
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001022 if (mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1023 mCurScissor.x + mCurScissor.width < renderTarget->getWidth() ||
1024 mCurScissor.y + mCurScissor.height < renderTarget->getHeight()))
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001025 {
1026 // TODO: clearing of subregion of depth stencil view
1027 UNIMPLEMENTED();
1028 }
1029
1030 unsigned int stencilUnmasked = 0x0;
1031 if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
1032 {
1033 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1034 stencilUnmasked = (0x1 << stencilSize) - 1;
1035 }
1036
1037 const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1038 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
1039
1040 if (needMaskedStencilClear)
1041 {
1042 // TODO: masked clearing of depth stencil
1043 UNIMPLEMENTED();
1044 }
1045 else
1046 {
1047 UINT clearFlags = 0;
1048 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1049 {
1050 clearFlags |= D3D11_CLEAR_DEPTH;
1051 }
1052 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1053 {
1054 clearFlags |= D3D11_CLEAR_STENCIL;
1055 }
1056
1057 float depthClear = clearParams.depthClearValue;
1058 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1059
1060 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
1061 }
1062
1063 framebufferDSV->Release();
1064 }
1065 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001066}
1067
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001068void Renderer11::markAllStateDirty()
1069{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001070 mAppliedRenderTargetSerial = 0;
1071 mAppliedDepthbufferSerial = 0;
1072 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001073 mDepthStencilInitialized = false;
1074 mRenderTargetDescInitialized = false;
1075
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001076 for (int i = 0; i < gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; i++)
1077 {
1078 mForceSetVertexSamplerStates[i] = true;
1079 }
1080 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1081 {
1082 mForceSetPixelSamplerStates[i] = true;
1083 }
1084
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001085 mForceSetBlendState = true;
1086 mForceSetRasterState = true;
1087 mForceSetDepthStencilState = true;
1088 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001089 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001090
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001091 mAppliedIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001092 mAppliedIBOffset = 0;
1093
daniel@transgaming.come4991412012-12-20 20:55:34 +00001094 mAppliedProgramBinarySerial = 0;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001095}
1096
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001097void Renderer11::releaseDeviceResources()
1098{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001099 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001100 mInputLayoutCache.clear();
1101
1102 delete mVertexDataManager;
1103 mVertexDataManager = NULL;
1104
1105 delete mIndexDataManager;
1106 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001107
1108 delete mLineLoopIB;
1109 mLineLoopIB = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001110}
1111
1112void Renderer11::markDeviceLost()
1113{
1114 mDeviceLost = true;
1115}
1116
1117bool Renderer11::isDeviceLost()
1118{
1119 return mDeviceLost;
1120}
1121
1122// set notify to true to broadcast a message to all contexts of the device loss
1123bool Renderer11::testDeviceLost(bool notify)
1124{
1125 bool isLost = false;
1126
1127 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +00001128 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001129
1130 if (isLost)
1131 {
1132 // ensure we note the device loss --
1133 // we'll probably get this done again by markDeviceLost
1134 // but best to remember it!
1135 // Note that we don't want to clear the device loss status here
1136 // -- this needs to be done by resetDevice
1137 mDeviceLost = true;
1138 if (notify)
1139 {
1140 mDisplay->notifyDeviceLost();
1141 }
1142 }
1143
1144 return isLost;
1145}
1146
1147bool Renderer11::testDeviceResettable()
1148{
1149 HRESULT status = D3D_OK;
1150
1151 // TODO
1152 UNIMPLEMENTED();
1153
1154 switch (status)
1155 {
1156 case D3DERR_DEVICENOTRESET:
1157 case D3DERR_DEVICEHUNG:
1158 return true;
1159 default:
1160 return false;
1161 }
1162}
1163
1164bool Renderer11::resetDevice()
1165{
1166 releaseDeviceResources();
1167
1168 // TODO
1169 UNIMPLEMENTED();
1170
1171 // reset device defaults
1172 initializeDevice();
1173 mDeviceLost = false;
1174
1175 return true;
1176}
1177
1178DWORD Renderer11::getAdapterVendor() const
1179{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001180 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001181}
1182
1183const char *Renderer11::getAdapterDescription() const
1184{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001185 return mDescription;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001186}
1187
1188GUID Renderer11::getAdapterIdentifier() const
1189{
1190 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001191 // UNIMPLEMENTED();
1192 GUID foo = {0};
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001193 return foo;
1194}
1195
1196bool Renderer11::getDXT1TextureSupport()
1197{
1198 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001199 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001200 return false;
1201}
1202
1203bool Renderer11::getDXT3TextureSupport()
1204{
1205 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001206 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001207 return false;
1208}
1209
1210bool Renderer11::getDXT5TextureSupport()
1211{
1212 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001213 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001214 return false;
1215}
1216
1217bool Renderer11::getDepthTextureSupport() const
1218{
1219 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001220 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001221 return false;
1222}
1223
1224bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
1225{
1226 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001227 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001228
1229 *filtering = false;
1230 *renderable = false;
1231 return false;
1232}
1233
1234bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
1235{
1236 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001237 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001238
1239 *filtering = false;
1240 *renderable = false;
1241 return false;
1242}
1243
1244bool Renderer11::getLuminanceTextureSupport()
1245{
1246 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001247 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001248 return false;
1249}
1250
1251bool Renderer11::getLuminanceAlphaTextureSupport()
1252{
1253 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001254 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001255 return false;
1256}
1257
1258bool Renderer11::getTextureFilterAnisotropySupport() const
1259{
1260 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001261 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001262 return false;
1263}
1264
1265float Renderer11::getTextureMaxAnisotropy() const
1266{
1267 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001268 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001269 return 1.0f;
1270}
1271
1272bool Renderer11::getEventQuerySupport()
1273{
1274 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001275 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001276 return false;
1277}
1278
1279bool Renderer11::getVertexTextureSupport() const
1280{
1281 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001282 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001283 return false;
1284}
1285
1286bool Renderer11::getNonPower2TextureSupport() const
1287{
1288 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001289 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001290 return false;
1291}
1292
1293bool Renderer11::getOcclusionQuerySupport() const
1294{
1295 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001296 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001297 return false;
1298}
1299
1300bool Renderer11::getInstancingSupport() const
1301{
1302 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001303 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001304 return false;
1305}
1306
1307bool Renderer11::getShareHandleSupport() const
1308{
1309 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001310 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001311
1312 // PIX doesn't seem to support using share handles, so disable them.
1313 return false && !gl::perfActive();
1314}
1315
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001316int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001317{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001318 switch (mFeatureLevel)
1319 {
1320 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
1321 case D3D_FEATURE_LEVEL_10_1:
1322 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
1323 default: UNREACHABLE(); return 0;
1324 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001325}
1326
1327float Renderer11::getMaxPointSize() const
1328{
1329 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001330 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001331 return 1.0f;
1332}
1333
1334int Renderer11::getMaxTextureWidth() const
1335{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001336 switch (mFeatureLevel)
1337 {
1338 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1339 case D3D_FEATURE_LEVEL_10_1:
1340 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1341 default: UNREACHABLE(); return 0;
1342 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001343}
1344
1345int Renderer11::getMaxTextureHeight() const
1346{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001347 switch (mFeatureLevel)
1348 {
1349 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1350 case D3D_FEATURE_LEVEL_10_1:
1351 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1352 default: UNREACHABLE(); return 0;
1353 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001354}
1355
1356bool Renderer11::get32BitIndexSupport() const
1357{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001358 switch (mFeatureLevel)
1359 {
1360 case D3D_FEATURE_LEVEL_11_0:
1361 case D3D_FEATURE_LEVEL_10_1:
1362 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
1363 default: UNREACHABLE(); return false;
1364 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001365}
1366
1367int Renderer11::getMinSwapInterval() const
1368{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001369 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001370}
1371
1372int Renderer11::getMaxSwapInterval() const
1373{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001374 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001375}
1376
1377int Renderer11::getMaxSupportedSamples() const
1378{
1379 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001380 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001381 return 1;
1382}
1383
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001384bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001385{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001386 if (source && dest)
1387 {
1388 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
1389 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
1390
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001391 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001392 return true;
1393 }
1394
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001395 return false;
1396}
1397
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001398bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001399{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001400 if (source && dest)
1401 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001402 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
1403 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001404
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001405 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001406 return true;
1407 }
1408
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001409 return false;
1410}
1411
daniel@transgaming.com38380882012-11-28 19:36:39 +00001412bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001413 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00001414{
1415 // TODO
1416 UNIMPLEMENTED();
1417 return false;
1418}
1419
1420bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001421 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00001422{
1423 // TODO
1424 UNIMPLEMENTED();
1425 return false;
1426}
1427
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001428RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
1429{
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00001430 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
1431 RenderTarget11 *renderTarget = NULL;
1432 if (depth)
1433 {
1434 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), swapChain11->getWidth(), swapChain11->getHeight());
1435 }
1436 else
1437 {
1438 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(), swapChain11->getWidth(), swapChain11->getHeight());
1439 }
1440 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001441}
1442
1443RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
1444{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00001445 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
1446 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001447}
1448
daniel@transgaming.com2275f912012-12-20 21:13:22 +00001449ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, GLenum type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00001450{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001451 ShaderExecutable11 *executable = NULL;
1452
1453 switch (type)
1454 {
1455 case GL_VERTEX_SHADER:
1456 {
1457 ID3D11VertexShader *vshader = NULL;
1458 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
1459 ASSERT(SUCCEEDED(result));
1460
1461 if (vshader)
1462 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00001463 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001464 }
1465 }
1466 break;
1467 case GL_FRAGMENT_SHADER:
1468 {
1469 ID3D11PixelShader *pshader = NULL;
1470 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
1471 ASSERT(SUCCEEDED(result));
1472
1473 if (pshader)
1474 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00001475 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001476 }
1477 }
1478 break;
1479 default:
1480 UNREACHABLE();
1481 break;
1482 }
1483
1484 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00001485}
1486
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00001487ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type)
1488{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001489 const char *profile = NULL;
1490
1491 switch (type)
1492 {
1493 case GL_VERTEX_SHADER:
1494 profile = "vs_4_0";
1495 break;
1496 case GL_FRAGMENT_SHADER:
1497 profile = "ps_4_0";
1498 break;
1499 default:
1500 UNREACHABLE();
1501 return NULL;
1502 }
1503
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00001504 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001505 if (!binary)
1506 return NULL;
1507
daniel@transgaming.com2275f912012-12-20 21:13:22 +00001508 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001509 binary->Release();
1510
1511 return executable;
1512}
1513
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00001514VertexBuffer *Renderer11::createVertexBuffer()
1515{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00001516 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00001517}
1518
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00001519IndexBuffer *Renderer11::createIndexBuffer()
1520{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00001521 return new IndexBuffer11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00001522}
1523
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001524bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
1525 bool blitRenderTarget, bool blitDepthStencil)
1526{
1527 // TODO
1528 UNIMPLEMENTED();
1529 return false;
1530}
1531
1532void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
1533 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
1534{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00001535 ID3D11Texture2D *colorBufferTexture = NULL;
1536
1537 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
1538 if (colorbuffer)
1539 {
1540 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
1541 if (renderTarget)
1542 {
1543 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
1544 if (colorBufferRTV)
1545 {
1546 ID3D11Resource *textureResource = NULL;
1547 colorBufferRTV->GetResource(&textureResource);
1548
1549 if (textureResource)
1550 {
1551 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)&colorBufferTexture);
1552 textureResource->Release();
1553
1554 if (FAILED(result))
1555 {
1556 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
1557 "HRESULT: 0x%X.", result);
1558 return;
1559 }
1560 }
1561 }
1562 }
1563 }
1564
1565 if (colorBufferTexture)
1566 {
1567 gl::Rectangle area;
1568 area.x = x;
1569 area.y = y;
1570 area.width = width;
1571 area.height = height;
1572
1573 readTextureData(colorBufferTexture, 0, area, format, type, outputPitch, packReverseRowOrder,
1574 packAlignment, pixels);
1575
1576 colorBufferTexture->Release();
1577 colorBufferTexture = NULL;
1578 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001579}
1580
daniel@transgaming.com244e1832012-12-20 20:52:35 +00001581Image *Renderer11::createImage()
1582{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00001583 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00001584}
1585
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00001586void Renderer11::generateMipmap(Image *dest, Image *src)
1587{
1588 // TODO
1589 UNIMPLEMENTED();
1590 return;
1591}
1592
daniel@transgaming.com413d2712012-12-20 21:11:04 +00001593TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
1594{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00001595 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
1596 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00001597}
1598
1599TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
1600{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00001601 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00001602}
1603
1604TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
1605{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00001606 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00001607}
1608
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00001609static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
1610{
1611 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
1612 destFormat == GL_ALPHA &&
1613 destType == GL_UNSIGNED_BYTE)
1614 {
1615 return 1;
1616 }
1617 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
1618 destFormat == GL_RGBA &&
1619 destType == GL_UNSIGNED_BYTE)
1620 {
1621 return 4;
1622 }
1623 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
1624 destFormat == GL_BGRA_EXT &&
1625 destType == GL_UNSIGNED_BYTE)
1626 {
1627 return 4;
1628 }
1629 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
1630 destFormat == GL_RGBA &&
1631 destType == GL_HALF_FLOAT_OES)
1632 {
1633 return 8;
1634 }
1635 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
1636 destFormat == GL_RGB &&
1637 destType == GL_FLOAT)
1638 {
1639 return 12;
1640 }
1641 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
1642 destFormat == GL_RGBA &&
1643 destType == GL_FLOAT)
1644 {
1645 return 16;
1646 }
1647 else
1648 {
1649 return 0;
1650 }
1651}
1652
1653static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
1654 unsigned int y, int inputPitch, gl::Color *outColor)
1655{
1656 switch (format)
1657 {
1658 case DXGI_FORMAT_R8G8B8A8_UNORM:
1659 {
1660 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
1661 outColor->red = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
1662 outColor->green = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
1663 outColor->blue = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
1664 outColor->alpha = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
1665 }
1666 break;
1667
1668 case DXGI_FORMAT_A8_UNORM:
1669 {
1670 outColor->red = 0.0f;
1671 outColor->green = 0.0f;
1672 outColor->blue = 0.0f;
1673 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
1674 }
1675 break;
1676
1677 case DXGI_FORMAT_R32G32B32A32_FLOAT:
1678 {
1679 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
1680 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
1681 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
1682 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
1683 }
1684 break;
1685
1686 case DXGI_FORMAT_R32G32B32_FLOAT:
1687 {
1688 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
1689 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
1690 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
1691 outColor->alpha = 1.0f;
1692 }
1693 break;
1694
1695 case DXGI_FORMAT_R16G16B16A16_FLOAT:
1696 {
1697 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
1698 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
1699 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
1700 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
1701 }
1702 break;
1703
1704 case DXGI_FORMAT_B8G8R8A8_UNORM:
1705 {
1706 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
1707 outColor->red = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
1708 outColor->blue = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
1709 outColor->green = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
1710 outColor->alpha = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
1711 }
1712 break;
1713
1714 case DXGI_FORMAT_R8_UNORM:
1715 {
1716 outColor->red = *(data + x + y * inputPitch) / 255.0f;
1717 outColor->green = 0.0f;
1718 outColor->blue = 0.0f;
1719 outColor->alpha = 1.0f;
1720 }
1721 break;
1722
1723 case DXGI_FORMAT_R8G8_UNORM:
1724 {
1725 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
1726
1727 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
1728 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
1729 outColor->blue = 0.0f;
1730 outColor->alpha = 1.0f;
1731 }
1732 break;
1733
1734 case DXGI_FORMAT_R16_FLOAT:
1735 {
1736 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
1737 outColor->green = 0.0f;
1738 outColor->blue = 0.0f;
1739 outColor->alpha = 1.0f;
1740 }
1741 break;
1742
1743 case DXGI_FORMAT_R16G16_FLOAT:
1744 {
1745 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
1746 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
1747 outColor->blue = 0.0f;
1748 outColor->alpha = 1.0f;
1749 }
1750 break;
1751
1752 default:
1753 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
1754 UNIMPLEMENTED();
1755 break;
1756 }
1757}
1758
1759static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
1760 unsigned int y, int outputPitch, void *outData)
1761{
1762 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
1763 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
1764
1765 switch (format)
1766 {
1767 case GL_RGBA:
1768 switch (type)
1769 {
1770 case GL_UNSIGNED_BYTE:
1771 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
1772 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
1773 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
1774 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
1775 break;
1776
1777 default:
1778 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
1779 UNIMPLEMENTED();
1780 break;
1781 }
1782 break;
1783
1784 case GL_BGRA_EXT:
1785 switch (type)
1786 {
1787 case GL_UNSIGNED_BYTE:
1788 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
1789 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
1790 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
1791 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
1792 break;
1793
1794 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
1795 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
1796 // this type is packed as follows:
1797 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
1798 // --------------------------------------------------------------------------------
1799 // | 4th | 3rd | 2nd | 1st component |
1800 // --------------------------------------------------------------------------------
1801 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
1802 shortData[x + y * outputPitch / sizeof(unsigned short)] =
1803 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
1804 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
1805 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
1806 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
1807 break;
1808
1809 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
1810 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
1811 // this type is packed as follows:
1812 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
1813 // --------------------------------------------------------------------------------
1814 // | 4th | 3rd | 2nd | 1st component |
1815 // --------------------------------------------------------------------------------
1816 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
1817 shortData[x + y * outputPitch / sizeof(unsigned short)] =
1818 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
1819 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
1820 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
1821 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
1822 break;
1823
1824 default:
1825 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
1826 UNIMPLEMENTED();
1827 break;
1828 }
1829 break;
1830
1831 case GL_RGB:
1832 switch (type)
1833 {
1834 case GL_UNSIGNED_SHORT_5_6_5:
1835 shortData[x + y * outputPitch / sizeof(unsigned short)] =
1836 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
1837 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
1838 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
1839 break;
1840
1841 case GL_UNSIGNED_BYTE:
1842 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
1843 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
1844 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
1845 break;
1846
1847 default:
1848 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
1849 UNIMPLEMENTED();
1850 break;
1851 }
1852 break;
1853
1854 default:
1855 ERR("WritePixelColor not implemented for format 0x%X.", format);
1856 UNIMPLEMENTED();
1857 break;
1858 }
1859}
1860
1861void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
1862 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
1863 GLint packAlignment, void *pixels)
1864{
1865 D3D11_TEXTURE2D_DESC textureDesc;
1866 texture->GetDesc(&textureDesc);
1867
1868 D3D11_TEXTURE2D_DESC stagingDesc;
1869 stagingDesc.Width = area.width;
1870 stagingDesc.Height = area.height;
1871 stagingDesc.MipLevels = 1;
1872 stagingDesc.ArraySize = 1;
1873 stagingDesc.Format = textureDesc.Format;
1874 stagingDesc.SampleDesc.Count = 1;
1875 stagingDesc.SampleDesc.Quality = 0;
1876 stagingDesc.Usage = D3D11_USAGE_STAGING;
1877 stagingDesc.BindFlags = 0;
1878 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
1879 stagingDesc.MiscFlags = 0;
1880
1881 ID3D11Texture2D* stagingTex = NULL;
1882 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
1883 if (FAILED(result))
1884 {
1885 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
1886 return;
1887 }
1888
1889 ID3D11Texture2D* srcTex = NULL;
1890 if (textureDesc.SampleDesc.Count > 1)
1891 {
1892 D3D11_TEXTURE2D_DESC resolveDesc;
1893 resolveDesc.Width = textureDesc.Width;
1894 resolveDesc.Height = textureDesc.Height;
1895 resolveDesc.MipLevels = 1;
1896 resolveDesc.ArraySize = 1;
1897 resolveDesc.Format = textureDesc.Format;
1898 resolveDesc.SampleDesc.Count = 1;
1899 resolveDesc.SampleDesc.Quality = 0;
1900 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
1901 resolveDesc.BindFlags = 0;
1902 resolveDesc.CPUAccessFlags = 0;
1903 resolveDesc.MiscFlags = 0;
1904
1905 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
1906 if (FAILED(result))
1907 {
1908 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
1909 stagingTex->Release();
1910 return;
1911 }
1912
1913 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
1914 subResource = 0;
1915 }
1916 else
1917 {
1918 srcTex = texture;
1919 srcTex->AddRef();
1920 }
1921
1922 D3D11_BOX srcBox;
1923 srcBox.left = area.x;
1924 srcBox.right = area.x + area.width;
1925 srcBox.top = area.y;
1926 srcBox.bottom = area.y + area.height;
1927 srcBox.front = 0;
1928 srcBox.back = 1;
1929
1930 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
1931
1932 srcTex->Release();
1933 srcTex = NULL;
1934
1935 D3D11_MAPPED_SUBRESOURCE mapping;
1936 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
1937
1938 unsigned char *source;
1939 int inputPitch;
1940 if (packReverseRowOrder)
1941 {
1942 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
1943 inputPitch = -static_cast<int>(mapping.RowPitch);
1944 }
1945 else
1946 {
1947 source = static_cast<unsigned char*>(mapping.pData);
1948 inputPitch = static_cast<int>(mapping.RowPitch);
1949 }
1950
1951 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
1952 if (fastPixelSize != 0)
1953 {
1954 unsigned char *dest = static_cast<unsigned char*>(pixels);
1955 for (int j = 0; j < area.height; j++)
1956 {
1957 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
1958 }
1959 }
1960 else
1961 {
1962 gl::Color pixelColor;
1963 for (int j = 0; j < area.height; j++)
1964 {
1965 for (int i = 0; i < area.width; i++)
1966 {
1967 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
1968 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
1969 }
1970 }
1971 }
1972
1973 mDeviceContext->Unmap(stagingTex, 0);
1974
1975 stagingTex->Release();
1976 stagingTex = NULL;
1977}
1978
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001979}