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daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001//
2// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
8
9#include "common/debug.h"
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000013#include "libGLESv2/Program.h"
14#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000015#include "libGLESv2/Framebuffer.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.coma60160b2012-11-28 19:41:15 +000019#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000020
21#include "libEGL/Config.h"
22#include "libEGL/Display.h"
23
24namespace rx
25{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000026static const DXGI_FORMAT RenderTargetFormats[] =
27 {
28 DXGI_FORMAT_R8G8B8A8_UNORM
29 };
30
31static const DXGI_FORMAT DepthStencilFormats[] =
32 {
33 DXGI_FORMAT_D24_UNORM_S8_UINT
34 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000035
36Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
37{
38 mD3d11Module = NULL;
39 mDxgiModule = NULL;
40
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000041 mDeviceLost = false;
42
daniel@transgaming.com25072f62012-11-28 19:31:32 +000043 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000044 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000045 mDxgiAdapter = NULL;
46 mDxgiFactory = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000047}
48
49Renderer11::~Renderer11()
50{
51 releaseDeviceResources();
52
daniel@transgaming.com65e65372012-11-28 19:33:50 +000053 if (mDxgiFactory)
54 {
55 mDxgiFactory->Release();
56 mDxgiFactory = NULL;
57 }
58
59 if (mDxgiAdapter)
60 {
61 mDxgiAdapter->Release();
62 mDxgiAdapter = NULL;
63 }
64
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000065 if (mDeviceContext)
66 {
67 mDeviceContext->Release();
68 mDeviceContext = NULL;
69 }
70
daniel@transgaming.com25072f62012-11-28 19:31:32 +000071 if (mDevice)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000072 {
daniel@transgaming.com25072f62012-11-28 19:31:32 +000073 mDevice->Release();
74 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000075 }
76
77 if (mD3d11Module)
78 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000079 FreeLibrary(mD3d11Module);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000080 mD3d11Module = NULL;
81 }
82
83 if (mDxgiModule)
84 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000085 FreeLibrary(mDxgiModule);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000086 mDxgiModule = NULL;
87 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000088}
89
daniel@transgaming.comb64ed282012-11-28 20:54:02 +000090Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
91{
92 ASSERT(dynamic_cast<rx::Renderer11*>(renderer) != NULL);
93 return static_cast<rx::Renderer11*>(renderer);
94}
95
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000096EGLint Renderer11::initialize()
97{
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000098 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
99 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000100
101 if (mD3d11Module == NULL || mDxgiModule == NULL)
102 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000103 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000104 return EGL_NOT_INITIALIZED;
105 }
106
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000107 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000108
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000109 if (D3D11CreateDevice == NULL)
110 {
111 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
112 return EGL_NOT_INITIALIZED;
113 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000114
115 D3D_FEATURE_LEVEL featureLevel[] =
116 {
117 D3D_FEATURE_LEVEL_11_0,
118 D3D_FEATURE_LEVEL_10_1,
119 D3D_FEATURE_LEVEL_10_0,
120 };
121
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000122 HRESULT result = D3D11CreateDevice(NULL,
123 D3D_DRIVER_TYPE_HARDWARE,
124 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000125 #if defined(_DEBUG)
126 D3D11_CREATE_DEVICE_DEBUG,
127 #else
128 0,
129 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000130 featureLevel,
131 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000132 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000133 &mDevice,
134 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000135 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000136
137 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000138 {
139 ERR("Could not create D3D11 device - aborting!\n");
140 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
141 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000142
143 IDXGIDevice *dxgiDevice = NULL;
144 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
145
146 if (FAILED(result))
147 {
148 ERR("Could not query DXGI device - aborting!\n");
149 return EGL_NOT_INITIALIZED;
150 }
151
152 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
153
154 if (FAILED(result))
155 {
156 ERR("Could not retrieve DXGI adapter - aborting!\n");
157 return EGL_NOT_INITIALIZED;
158 }
159
160 dxgiDevice->Release();
161
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000162 mDxgiAdapter->GetDesc(&mAdapterDescription);
163 memset(mDescription, 0, sizeof(mDescription));
164 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
165
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000166 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
167
168 if (!mDxgiFactory || FAILED(result))
169 {
170 ERR("Could not create DXGI factory - aborting!\n");
171 return EGL_NOT_INITIALIZED;
172 }
173
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000174 initializeDevice();
175
176 return EGL_SUCCESS;
177}
178
179// do any one-time device initialization
180// NOTE: this is also needed after a device lost/reset
181// to reset the scene status and ensure the default states are reset.
182void Renderer11::initializeDevice()
183{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000184 mStateCache.initialize(mDevice);
185
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000186 markAllStateDirty();
187
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000188 // Permanent non-default states
189 // TODO
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000190 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000191}
192
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000193int Renderer11::generateConfigs(ConfigDesc **configDescList)
194{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000195 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
196 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000197 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
198 int numConfigs = 0;
199
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000200 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000201 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000202 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000203 {
204 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
205
206 UINT formatSupport = 0;
207 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
208
209 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
210 {
211 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
212
213 UINT formatSupport = 0;
214 HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
215
216 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL))
217 {
218 ConfigDesc newConfig;
219 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
220 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
221 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
222 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
223
224 (*configDescList)[numConfigs++] = newConfig;
225 }
226 }
227 }
228 }
229
230 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000231}
232
233void Renderer11::deleteConfigs(ConfigDesc *configDescList)
234{
235 delete [] (configDescList);
236}
237
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000238void Renderer11::sync(bool block)
239{
240 // TODO
241 UNIMPLEMENTED();
242}
243
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000244SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
245{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000246 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000247}
248
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000249void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
250{
251 // TODO
252 UNIMPLEMENTED();
253}
254
255void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
256{
257 // TODO
258 UNIMPLEMENTED();
259}
260
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000261void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000262{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000263 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000264 {
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000265 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000266 if (!dxRasterState)
267 {
268 ERR("NULL blend state returned by RenderStateCache::getRasterizerState, setting the "
269 "rasterizer state.");
270 }
271
272 mDeviceContext->RSSetState(dxRasterState);
273
274 if (dxRasterState)
275 {
276 dxRasterState->Release();
277 }
278 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000279 }
280
281 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000282}
283
284void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
285 unsigned int sampleMask)
286{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000287 if (mForceSetBlendState ||
288 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
289 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
290 sampleMask != mCurSampleMask)
291 {
292 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
293 if (!dxBlendState)
294 {
295 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
296 "blend state.");
297 }
298
299 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
300 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
301
302 if (dxBlendState)
303 {
304 dxBlendState->Release();
305 }
306 mCurBlendState = blendState;
307 mCurBlendColor = blendColor;
308 mCurSampleMask = sampleMask;
309 }
310
311 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000312}
313
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000314void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000315 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000316{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000317 if (mForceSetDepthStencilState ||
318 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
319 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
320 {
321 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
322 stencilRef != stencilBackRef ||
323 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
324 {
325 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
326 "invalid under WebGL.");
327 return error(GL_INVALID_OPERATION);
328 }
329
330 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
331 if (!dxDepthStencilState)
332 {
333 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
334 "setting the default depth stencil state.");
335 }
336
337 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
338
339 if (dxDepthStencilState)
340 {
341 dxDepthStencilState->Release();
342 }
343 mCurDepthStencilState = depthStencilState;
344 mCurStencilRef = stencilRef;
345 mCurStencilBackRef = stencilBackRef;
346 }
347
348 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000349}
350
daniel@transgaming.com04f1b332012-11-28 21:00:40 +0000351void Renderer11::setScissorRectangle(const gl::Rectangle &scissor)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000352{
daniel@transgaming.com04f1b332012-11-28 21:00:40 +0000353 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000354 {
355 D3D11_RECT rect;
daniel@transgaming.com04f1b332012-11-28 21:00:40 +0000356 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
357 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
358 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
359 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000360
361 mDeviceContext->RSSetScissorRects(1, &rect);
362
363 mCurScissor = scissor;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000364 }
365
366 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000367}
368
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000369bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, bool ignoreViewport,
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000370 gl::ProgramBinary *currentProgram, bool forceSetUniforms)
371{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000372 gl::Rectangle actualViewport = viewport;
373 float actualZNear = gl::clamp01(zNear);
374 float actualZFar = gl::clamp01(zFar);
375 if (ignoreViewport)
376 {
377 actualViewport.x = 0;
378 actualViewport.y = 0;
379 actualViewport.width = mRenderTargetDesc.width;
380 actualViewport.height = mRenderTargetDesc.height;
381 actualZNear = 0.0f;
382 actualZFar = 1.0f;
383 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000384
385 D3D11_VIEWPORT dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000386 dxViewport.TopLeftX = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
387 dxViewport.TopLeftY = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
388 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.TopLeftX));
389 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.TopLeftY));
390 dxViewport.MinDepth = actualZNear;
391 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000392
393 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
394 {
395 return false; // Nothing to render
396 }
397
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000398 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
399 actualZNear != mCurNear || actualZFar != mCurFar;
400
daniel@transgaming.com53670042012-11-28 20:55:51 +0000401 if (viewportChanged)
402 {
403 mDeviceContext->RSSetViewports(1, &dxViewport);
404
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000405 mCurViewport = actualViewport;
406 mCurNear = actualZNear;
407 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000408 }
409
410 if (currentProgram && (viewportChanged || forceSetUniforms))
411 {
412 GLint halfPixelSize = currentProgram->getDxHalfPixelSizeLocation();
413 GLfloat xy[2] = { 0.0f, 0.0f };
414 currentProgram->setUniform2fv(halfPixelSize, 1, xy);
415
416 // These values are used for computing gl_FragCoord in Program::linkVaryings().
417 GLint coord = currentProgram->getDxCoordLocation();
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000418 GLfloat whxy[4] = { actualViewport.width * 0.5f,
419 actualViewport.height * 0.5f,
420 actualViewport.x + (actualViewport.width * 0.5f),
421 actualViewport.y + (actualViewport.height * 0.5f) };
daniel@transgaming.com53670042012-11-28 20:55:51 +0000422 currentProgram->setUniform4fv(coord, 1, whxy);
423
424 GLint depth = currentProgram->getDxDepthLocation();
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000425 GLfloat dz[2] = { (actualZFar - actualZNear) * 0.5f, (actualZNear + actualZFar) * 0.5f };
daniel@transgaming.com53670042012-11-28 20:55:51 +0000426 currentProgram->setUniform2fv(depth, 1, dz);
427
428 GLint depthRange = currentProgram->getDxDepthRangeLocation();
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000429 GLfloat nearFarDiff[3] = { actualZNear, actualZFar, actualZFar - actualZNear };
daniel@transgaming.com53670042012-11-28 20:55:51 +0000430 currentProgram->setUniform3fv(depthRange, 1, nearFarDiff);
431 }
432
433 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000434 return true;
435}
436
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000437bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
438{
439 // TODO
440 UNIMPLEMENTED();
441
442 return false;
443}
444
445bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000446{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000447 // Get the color render buffer and serial
448 gl::Renderbuffer *renderbufferObject = NULL;
449 unsigned int renderTargetSerial = 0;
450 if (framebuffer->getColorbufferType() != GL_NONE)
451 {
452 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000453
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000454 if (!renderbufferObject)
455 {
456 ERR("render target pointer unexpectedly null.");
457 return;
458 }
459
460 renderTargetSerial = renderbufferObject->getSerial();
461 }
462
463 // Get the depth stencil render buffer and serials
464 gl::Renderbuffer *depthStencil = NULL;
465 unsigned int depthbufferSerial = 0;
466 unsigned int stencilbufferSerial = 0;
467 if (framebuffer->getDepthbufferType() != GL_NONE)
468 {
469 depthStencil = framebuffer->getDepthbuffer();
470 if (!depthStencil)
471 {
472 ERR("Depth stencil pointer unexpectedly null.");
473 return false;
474 }
475
476 depthbufferSerial = depthStencil->getSerial();
477 }
478 else if (framebuffer->getStencilbufferType() != GL_NONE)
479 {
480 depthStencil = framebuffer->getStencilbuffer();
481 if (!depthStencil)
482 {
483 ERR("Depth stencil pointer unexpectedly null.");
484 return false;
485 }
486
487 stencilbufferSerial = depthStencil->getSerial();
488 }
489
490 // Extract the render target dimensions and view
491 unsigned int renderTargetWidth = 0;
492 unsigned int renderTargetHeight = 0;
493 GLenum renderTargetFormat = 0;
494 ID3D11RenderTargetView* framebufferRTV = NULL;
495 if (renderbufferObject)
496 {
497 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
498 if (!renderTarget)
499 {
500 ERR("render target pointer unexpectedly null.");
501 return false;
502 }
503
504 framebufferRTV = renderTarget->getRenderTargetView();
505 if (!framebufferRTV)
506 {
507 ERR("render target view pointer unexpectedly null.");
508 return false;
509 }
510
511 renderTargetWidth = renderbufferObject->getWidth();
512 renderTargetHeight = renderbufferObject->getHeight();
513 renderTargetFormat = renderbufferObject->getActualFormat();
514 }
515
516 // Extract the depth stencil sizes and view
517 unsigned int depthSize = 0;
518 unsigned int stencilSize = 0;
519 ID3D11DepthStencilView* framebufferDSV = NULL;
520 if (depthStencil)
521 {
522 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
523 if (!depthStencilRenderTarget)
524 {
525 ERR("render target pointer unexpectedly null.");
526 if (framebufferRTV)
527 {
528 framebufferRTV->Release();
529 }
530 return false;
531 }
532
533 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
534 if (!framebufferDSV)
535 {
536 ERR("depth stencil view pointer unexpectedly null.");
537 if (framebufferRTV)
538 {
539 framebufferRTV->Release();
540 }
541 return false;
542 }
543
544 // If there is no render buffer, the width, height and format values come from
545 // the depth stencil
546 if (!renderbufferObject)
547 {
548 renderTargetWidth = depthStencil->getWidth();
549 renderTargetHeight = depthStencil->getHeight();
550 renderTargetFormat = depthStencil->getActualFormat();
551 }
552
553 depthSize = depthStencil->getDepthSize();
554 stencilSize = depthStencil->getStencilSize();
555 }
556
557 // Apply the render target and depth stencil
558 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
559 renderTargetSerial != mAppliedRenderTargetSerial ||
560 depthbufferSerial != mAppliedDepthbufferSerial ||
561 stencilbufferSerial != mAppliedStencilbufferSerial)
562 {
563 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
564
565 mRenderTargetDesc.width = renderTargetWidth;
566 mRenderTargetDesc.height = renderTargetHeight;
567 mRenderTargetDesc.format = renderTargetFormat;
568 mForceSetViewport = true; // TODO: It may not be required to clamp the viewport in D3D11
569 mForceSetScissor = true; // TODO: It may not be required to clamp the scissor in D3D11
570
571 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
572 {
573 mCurDepthSize = depthSize;
574 mForceSetRasterState = true;
575 }
576
577 mCurStencilSize = stencilSize;
578
579 mAppliedRenderTargetSerial = renderTargetSerial;
580 mAppliedDepthbufferSerial = depthbufferSerial;
581 mAppliedStencilbufferSerial = stencilbufferSerial;
582 mRenderTargetDescInitialized = true;
583 mDepthStencilInitialized = true;
584 }
585
586 if (framebufferRTV)
587 {
588 framebufferRTV->Release();
589 }
590 if (framebufferDSV)
591 {
592 framebufferDSV->Release();
593 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000594
595 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000596}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000597
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000598GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000599{
600 // TODO
601 UNIMPLEMENTED();
602
603 return GL_OUT_OF_MEMORY;
604}
605
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000606GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, gl::TranslatedIndexData *indexInfo)
607{
608 // TODO
609 UNIMPLEMENTED();
610
611 return GL_OUT_OF_MEMORY;
612}
613
614void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
615{
616 // TODO
617 UNIMPLEMENTED();
618}
619
daniel@transgaming.com97400dd2012-11-28 20:57:00 +0000620void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const gl::TranslatedIndexData &indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000621{
622 // TODO
623 UNIMPLEMENTED();
624}
625
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +0000626void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
627{
628 // TODO
629 UNIMPLEMENTED();
630}
631
daniel@transgaming.com084a2572012-11-28 20:55:17 +0000632void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +0000633{
634 // TODO
635 UNIMPLEMENTED();
636}
637
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000638void Renderer11::markAllStateDirty()
639{
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +0000640 mDepthStencilInitialized = false;
641 mRenderTargetDescInitialized = false;
642
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000643 mForceSetBlendState = true;
644 mForceSetRasterState = true;
645 mForceSetDepthStencilState = true;
646 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000647 mForceSetViewport = true;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000648}
649
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000650void Renderer11::releaseDeviceResources()
651{
652 // TODO
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000653 // UNIMPLEMENTED();
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000654 mStateCache.clear();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000655}
656
657void Renderer11::markDeviceLost()
658{
659 mDeviceLost = true;
660}
661
662bool Renderer11::isDeviceLost()
663{
664 return mDeviceLost;
665}
666
667// set notify to true to broadcast a message to all contexts of the device loss
668bool Renderer11::testDeviceLost(bool notify)
669{
670 bool isLost = false;
671
672 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000673 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000674
675 if (isLost)
676 {
677 // ensure we note the device loss --
678 // we'll probably get this done again by markDeviceLost
679 // but best to remember it!
680 // Note that we don't want to clear the device loss status here
681 // -- this needs to be done by resetDevice
682 mDeviceLost = true;
683 if (notify)
684 {
685 mDisplay->notifyDeviceLost();
686 }
687 }
688
689 return isLost;
690}
691
692bool Renderer11::testDeviceResettable()
693{
694 HRESULT status = D3D_OK;
695
696 // TODO
697 UNIMPLEMENTED();
698
699 switch (status)
700 {
701 case D3DERR_DEVICENOTRESET:
702 case D3DERR_DEVICEHUNG:
703 return true;
704 default:
705 return false;
706 }
707}
708
709bool Renderer11::resetDevice()
710{
711 releaseDeviceResources();
712
713 // TODO
714 UNIMPLEMENTED();
715
716 // reset device defaults
717 initializeDevice();
718 mDeviceLost = false;
719
720 return true;
721}
722
723DWORD Renderer11::getAdapterVendor() const
724{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000725 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000726}
727
728const char *Renderer11::getAdapterDescription() const
729{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000730 return mDescription;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000731}
732
733GUID Renderer11::getAdapterIdentifier() const
734{
735 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000736 // UNIMPLEMENTED();
737 GUID foo = {0};
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000738 return foo;
739}
740
741bool Renderer11::getDXT1TextureSupport()
742{
743 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000744 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000745 return false;
746}
747
748bool Renderer11::getDXT3TextureSupport()
749{
750 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000751 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000752 return false;
753}
754
755bool Renderer11::getDXT5TextureSupport()
756{
757 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000758 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000759 return false;
760}
761
762bool Renderer11::getDepthTextureSupport() const
763{
764 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000765 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000766 return false;
767}
768
769bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
770{
771 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000772 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000773
774 *filtering = false;
775 *renderable = false;
776 return false;
777}
778
779bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
780{
781 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000782 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000783
784 *filtering = false;
785 *renderable = false;
786 return false;
787}
788
789bool Renderer11::getLuminanceTextureSupport()
790{
791 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000792 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000793 return false;
794}
795
796bool Renderer11::getLuminanceAlphaTextureSupport()
797{
798 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000799 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000800 return false;
801}
802
803bool Renderer11::getTextureFilterAnisotropySupport() const
804{
805 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000806 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000807 return false;
808}
809
810float Renderer11::getTextureMaxAnisotropy() const
811{
812 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000813 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000814 return 1.0f;
815}
816
817bool Renderer11::getEventQuerySupport()
818{
819 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000820 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000821 return false;
822}
823
824bool Renderer11::getVertexTextureSupport() const
825{
826 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000827 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000828 return false;
829}
830
831bool Renderer11::getNonPower2TextureSupport() const
832{
833 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000834 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000835 return false;
836}
837
838bool Renderer11::getOcclusionQuerySupport() const
839{
840 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000841 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000842 return false;
843}
844
845bool Renderer11::getInstancingSupport() const
846{
847 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000848 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000849 return false;
850}
851
852bool Renderer11::getShareHandleSupport() const
853{
854 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000855 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000856
857 // PIX doesn't seem to support using share handles, so disable them.
858 return false && !gl::perfActive();
859}
860
daniel@transgaming.com9549bea2012-11-28 20:57:23 +0000861int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000862{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +0000863 switch (mFeatureLevel)
864 {
865 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
866 case D3D_FEATURE_LEVEL_10_1:
867 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
868 default: UNREACHABLE(); return 0;
869 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000870}
871
872float Renderer11::getMaxPointSize() const
873{
874 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000875 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000876 return 1.0f;
877}
878
879int Renderer11::getMaxTextureWidth() const
880{
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000881 switch (mFeatureLevel)
882 {
883 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
884 case D3D_FEATURE_LEVEL_10_1:
885 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
886 default: UNREACHABLE(); return 0;
887 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000888}
889
890int Renderer11::getMaxTextureHeight() const
891{
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000892 switch (mFeatureLevel)
893 {
894 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
895 case D3D_FEATURE_LEVEL_10_1:
896 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
897 default: UNREACHABLE(); return 0;
898 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000899}
900
901bool Renderer11::get32BitIndexSupport() const
902{
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000903 switch (mFeatureLevel)
904 {
905 case D3D_FEATURE_LEVEL_11_0:
906 case D3D_FEATURE_LEVEL_10_1:
907 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
908 default: UNREACHABLE(); return false;
909 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000910}
911
912int Renderer11::getMinSwapInterval() const
913{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +0000914 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000915}
916
917int Renderer11::getMaxSwapInterval() const
918{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +0000919 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000920}
921
922int Renderer11::getMaxSupportedSamples() const
923{
924 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000925 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000926 return 1;
927}
928
daniel@transgaming.com31b13e12012-11-28 19:34:30 +0000929bool Renderer11::copyToRenderTarget(TextureStorage2D *dest, TextureStorage2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +0000930{
931 // TODO
932 UNIMPLEMENTED();
933 return false;
934}
935
daniel@transgaming.com31b13e12012-11-28 19:34:30 +0000936bool Renderer11::copyToRenderTarget(TextureStorageCubeMap *dest, TextureStorageCubeMap *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +0000937{
938 // TODO
939 UNIMPLEMENTED();
940 return false;
941}
942
daniel@transgaming.com38380882012-11-28 19:36:39 +0000943bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
944 GLint xoffset, GLint yoffset, TextureStorage2D *storage, GLint level)
945{
946 // TODO
947 UNIMPLEMENTED();
948 return false;
949}
950
951bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
952 GLint xoffset, GLint yoffset, TextureStorageCubeMap *storage, GLenum target, GLint level)
953{
954 // TODO
955 UNIMPLEMENTED();
956 return false;
957}
958
daniel@transgaming.comf2423652012-11-28 20:53:50 +0000959RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
960{
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +0000961 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
962 RenderTarget11 *renderTarget = NULL;
963 if (depth)
964 {
965 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), swapChain11->getWidth(), swapChain11->getHeight());
966 }
967 else
968 {
969 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(), swapChain11->getWidth(), swapChain11->getHeight());
970 }
971 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +0000972}
973
974RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
975{
976 // TODO
977 UNIMPLEMENTED();
978 return NULL;
979}
980
daniel@transgaming.com55318902012-11-28 20:58:58 +0000981ShaderExecutable *Renderer11::loadExecutable(const DWORD *function, size_t length, GLenum type, void *data)
982{
983 // TODO
984 UNIMPLEMENTED();
985 return NULL;
986}
987
daniel@transgaming.coma9c71422012-11-28 20:58:45 +0000988ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type)
989{
990 // TODO
991 UNIMPLEMENTED();
992 return NULL;
993}
994
daniel@transgaming.com6c872172012-11-28 19:39:33 +0000995bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
996 bool blitRenderTarget, bool blitDepthStencil)
997{
998 // TODO
999 UNIMPLEMENTED();
1000 return false;
1001}
1002
1003void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
1004 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
1005{
1006 // TODO
1007 UNIMPLEMENTED();
1008 return;
1009}
1010
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001011}