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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.com1d6aff22012-11-28 19:30:42 +000013#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000014#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000015
16#include "libEGL/Config.h"
17#include "libEGL/Display.h"
18
19namespace rx
20{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000021static const DXGI_FORMAT RenderTargetFormats[] =
22 {
23 DXGI_FORMAT_R8G8B8A8_UNORM
24 };
25
26static const DXGI_FORMAT DepthStencilFormats[] =
27 {
28 DXGI_FORMAT_D24_UNORM_S8_UINT
29 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000030
31Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
32{
33 mD3d11Module = NULL;
34 mDxgiModule = NULL;
35
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000036 mDeviceLost = false;
37
daniel@transgaming.com25072f62012-11-28 19:31:32 +000038 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000039 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000040 mDxgiAdapter = NULL;
41 mDxgiFactory = NULL;
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +000042
43 mForceSetBlendState = true;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +000044 mForceSetRasterState = true;
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000045 mForceSetDepthStencilState = true;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +000046 mForceSetScissor = true;
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
90EGLint Renderer11::initialize()
91{
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000092 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
93 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000094
95 if (mD3d11Module == NULL || mDxgiModule == NULL)
96 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000097 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000098 return EGL_NOT_INITIALIZED;
99 }
100
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000101 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000102
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000103 if (D3D11CreateDevice == NULL)
104 {
105 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
106 return EGL_NOT_INITIALIZED;
107 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000108
109 D3D_FEATURE_LEVEL featureLevel[] =
110 {
111 D3D_FEATURE_LEVEL_11_0,
112 D3D_FEATURE_LEVEL_10_1,
113 D3D_FEATURE_LEVEL_10_0,
114 };
115
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000116 HRESULT result = D3D11CreateDevice(NULL,
117 D3D_DRIVER_TYPE_HARDWARE,
118 NULL,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000119 0, // D3D11_CREATE_DEVICE_DEBUG
120 featureLevel,
121 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000122 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000123 &mDevice,
124 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000125 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000126
127 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000128 {
129 ERR("Could not create D3D11 device - aborting!\n");
130 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
131 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000132
133 IDXGIDevice *dxgiDevice = NULL;
134 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
135
136 if (FAILED(result))
137 {
138 ERR("Could not query DXGI device - aborting!\n");
139 return EGL_NOT_INITIALIZED;
140 }
141
142 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
143
144 if (FAILED(result))
145 {
146 ERR("Could not retrieve DXGI adapter - aborting!\n");
147 return EGL_NOT_INITIALIZED;
148 }
149
150 dxgiDevice->Release();
151
152 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
153
154 if (!mDxgiFactory || FAILED(result))
155 {
156 ERR("Could not create DXGI factory - aborting!\n");
157 return EGL_NOT_INITIALIZED;
158 }
159
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000160 initializeDevice();
161
162 return EGL_SUCCESS;
163}
164
165// do any one-time device initialization
166// NOTE: this is also needed after a device lost/reset
167// to reset the scene status and ensure the default states are reset.
168void Renderer11::initializeDevice()
169{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000170 mStateCache.initialize(mDevice);
171
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000172 // Permanent non-default states
173 // TODO
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000174 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000175}
176
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000177int Renderer11::generateConfigs(ConfigDesc **configDescList)
178{
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000179 int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
180 int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
181 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
182 int numConfigs = 0;
183
184 for (int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
185 {
186 for (int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
187 {
188 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
189
190 UINT formatSupport = 0;
191 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
192
193 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
194 {
195 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
196
197 UINT formatSupport = 0;
198 HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
199
200 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL))
201 {
202 ConfigDesc newConfig;
203 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
204 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
205 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
206 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
207
208 (*configDescList)[numConfigs++] = newConfig;
209 }
210 }
211 }
212 }
213
214 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000215}
216
217void Renderer11::deleteConfigs(ConfigDesc *configDescList)
218{
219 delete [] (configDescList);
220}
221
222void Renderer11::startScene()
223{
224 // TODO: nop in d3d11?
225}
226
227void Renderer11::endScene()
228{
229 // TODO: nop in d3d11?
230}
231
232void Renderer11::sync(bool block)
233{
234 // TODO
235 UNIMPLEMENTED();
236}
237
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000238SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
239{
240 // TODO
241 UNIMPLEMENTED();
242
243 //return new rx::SwapChain(this, window, shareHandle, backBufferFormat, depthBufferFormat);
244
245 return NULL;
246}
247
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000248void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
249{
250 // TODO
251 UNIMPLEMENTED();
252}
253
254void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
255{
256 // TODO
257 UNIMPLEMENTED();
258}
259
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000260void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState, unsigned int depthSize)
261{
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000262 if (mForceSetRasterState ||
263 memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0 ||
264 depthSize != mCurDepthSize)
265 {
266 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, depthSize);
267 if (!dxRasterState)
268 {
269 ERR("NULL blend state returned by RenderStateCache::getRasterizerState, setting the "
270 "rasterizer state.");
271 }
272
273 mDeviceContext->RSSetState(dxRasterState);
274
275 if (dxRasterState)
276 {
277 dxRasterState->Release();
278 }
279 mCurRasterState = rasterState;
280 mCurDepthSize = depthSize;
281 }
282
283 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000284}
285
286void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
287 unsigned int sampleMask)
288{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000289 if (mForceSetBlendState ||
290 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
291 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
292 sampleMask != mCurSampleMask)
293 {
294 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
295 if (!dxBlendState)
296 {
297 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
298 "blend state.");
299 }
300
301 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
302 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
303
304 if (dxBlendState)
305 {
306 dxBlendState->Release();
307 }
308 mCurBlendState = blendState;
309 mCurBlendColor = blendColor;
310 mCurSampleMask = sampleMask;
311 }
312
313 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000314}
315
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000316void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
317 int stencilBackRef, bool frontFaceCCW, unsigned int stencilSize)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000318{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000319 if (mForceSetDepthStencilState ||
320 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
321 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
322 {
323 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
324 stencilRef != stencilBackRef ||
325 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
326 {
327 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
328 "invalid under WebGL.");
329 return error(GL_INVALID_OPERATION);
330 }
331
332 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
333 if (!dxDepthStencilState)
334 {
335 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
336 "setting the default depth stencil state.");
337 }
338
339 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
340
341 if (dxDepthStencilState)
342 {
343 dxDepthStencilState->Release();
344 }
345 mCurDepthStencilState = depthStencilState;
346 mCurStencilRef = stencilRef;
347 mCurStencilBackRef = stencilBackRef;
348 }
349
350 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000351}
352
353void Renderer11::setScissorRectangle(const gl::Rectangle& scissor, unsigned int renderTargetWidth,
354 unsigned int renderTargetHeight)
355{
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000356 if (mForceSetScissor ||
357 renderTargetWidth != mCurRenderTargetWidth ||
358 renderTargetHeight != mCurRenderTargetHeight ||
359 memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0)
360 {
361 D3D11_RECT rect;
362 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(renderTargetWidth));
363 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(renderTargetWidth));
364 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(renderTargetWidth));
365 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(renderTargetWidth));
366
367 mDeviceContext->RSSetScissorRects(1, &rect);
368
369 mCurScissor = scissor;
370 mCurRenderTargetWidth = renderTargetWidth;
371 mCurRenderTargetHeight = renderTargetHeight;
372 }
373
374 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000375}
376
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000377bool Renderer11::setViewport(const gl::Rectangle& viewport, float zNear, float zFar,
378 unsigned int renderTargetWidth, unsigned int renderTargetHeight,
379 gl::ProgramBinary *currentProgram, bool forceSetUniforms)
380{
381 // TODO
382 UNIMPLEMENTED();
383 return true;
384}
385
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000386void Renderer11::applyRenderTarget(gl::Framebuffer *frameBuffer)
387{
388 // TODO
389 UNIMPLEMENTED();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000390
391 mForceSetScissor = true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000392}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000393
daniel@transgaming.comd084c622012-11-28 19:36:05 +0000394void Renderer11::clear(GLbitfield mask, const gl::Color &colorClear, float depthClear, int stencilClear,
395 gl::Framebuffer *frameBuffer)
396{
397 // TODO
398 UNIMPLEMENTED();
399}
400
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000401void Renderer11::releaseDeviceResources()
402{
403 // TODO
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000404 // UNIMPLEMENTED();
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000405 mStateCache.clear();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000406}
407
408void Renderer11::markDeviceLost()
409{
410 mDeviceLost = true;
411}
412
413bool Renderer11::isDeviceLost()
414{
415 return mDeviceLost;
416}
417
418// set notify to true to broadcast a message to all contexts of the device loss
419bool Renderer11::testDeviceLost(bool notify)
420{
421 bool isLost = false;
422
423 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000424 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000425
426 if (isLost)
427 {
428 // ensure we note the device loss --
429 // we'll probably get this done again by markDeviceLost
430 // but best to remember it!
431 // Note that we don't want to clear the device loss status here
432 // -- this needs to be done by resetDevice
433 mDeviceLost = true;
434 if (notify)
435 {
436 mDisplay->notifyDeviceLost();
437 }
438 }
439
440 return isLost;
441}
442
443bool Renderer11::testDeviceResettable()
444{
445 HRESULT status = D3D_OK;
446
447 // TODO
448 UNIMPLEMENTED();
449
450 switch (status)
451 {
452 case D3DERR_DEVICENOTRESET:
453 case D3DERR_DEVICEHUNG:
454 return true;
455 default:
456 return false;
457 }
458}
459
460bool Renderer11::resetDevice()
461{
462 releaseDeviceResources();
463
464 // TODO
465 UNIMPLEMENTED();
466
467 // reset device defaults
468 initializeDevice();
469 mDeviceLost = false;
470
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000471 mForceSetBlendState = true;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000472 mForceSetRasterState = true;
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000473 mForceSetDepthStencilState = true;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000474 mForceSetScissor = true;
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000475
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000476 return true;
477}
478
479DWORD Renderer11::getAdapterVendor() const
480{
481 // TODO
482 UNIMPLEMENTED();
483 return 0;
484}
485
486const char *Renderer11::getAdapterDescription() const
487{
488 // TODO
489 UNIMPLEMENTED();
490 return "UNIMPLEMENTED";
491}
492
493GUID Renderer11::getAdapterIdentifier() const
494{
495 // TODO
496 UNIMPLEMENTED();
497 GUID foo = {};
498 return foo;
499}
500
501bool Renderer11::getDXT1TextureSupport()
502{
503 // TODO
504 UNIMPLEMENTED();
505 return false;
506}
507
508bool Renderer11::getDXT3TextureSupport()
509{
510 // TODO
511 UNIMPLEMENTED();
512 return false;
513}
514
515bool Renderer11::getDXT5TextureSupport()
516{
517 // TODO
518 UNIMPLEMENTED();
519 return false;
520}
521
522bool Renderer11::getDepthTextureSupport() const
523{
524 // TODO
525 UNIMPLEMENTED();
526 return false;
527}
528
529bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
530{
531 // TODO
532 UNIMPLEMENTED();
533
534 *filtering = false;
535 *renderable = false;
536 return false;
537}
538
539bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
540{
541 // TODO
542 UNIMPLEMENTED();
543
544 *filtering = false;
545 *renderable = false;
546 return false;
547}
548
549bool Renderer11::getLuminanceTextureSupport()
550{
551 // TODO
552 UNIMPLEMENTED();
553 return false;
554}
555
556bool Renderer11::getLuminanceAlphaTextureSupport()
557{
558 // TODO
559 UNIMPLEMENTED();
560 return false;
561}
562
563bool Renderer11::getTextureFilterAnisotropySupport() const
564{
565 // TODO
566 UNIMPLEMENTED();
567 return false;
568}
569
570float Renderer11::getTextureMaxAnisotropy() const
571{
572 // TODO
573 UNIMPLEMENTED();
574 return 1.0f;
575}
576
577bool Renderer11::getEventQuerySupport()
578{
579 // TODO
580 UNIMPLEMENTED();
581 return false;
582}
583
584bool Renderer11::getVertexTextureSupport() const
585{
586 // TODO
587 UNIMPLEMENTED();
588 return false;
589}
590
591bool Renderer11::getNonPower2TextureSupport() const
592{
593 // TODO
594 UNIMPLEMENTED();
595 return false;
596}
597
598bool Renderer11::getOcclusionQuerySupport() const
599{
600 // TODO
601 UNIMPLEMENTED();
602 return false;
603}
604
605bool Renderer11::getInstancingSupport() const
606{
607 // TODO
608 UNIMPLEMENTED();
609 return false;
610}
611
612bool Renderer11::getShareHandleSupport() const
613{
614 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000615 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000616
617 // PIX doesn't seem to support using share handles, so disable them.
618 return false && !gl::perfActive();
619}
620
621bool Renderer11::getShaderModel3Support() const
622{
623 // TODO
624 UNIMPLEMENTED();
625 return true;
626}
627
628float Renderer11::getMaxPointSize() const
629{
630 // TODO
631 UNIMPLEMENTED();
632 return 1.0f;
633}
634
635int Renderer11::getMaxTextureWidth() const
636{
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000637 switch (mFeatureLevel)
638 {
639 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
640 case D3D_FEATURE_LEVEL_10_1:
641 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
642 default: UNREACHABLE(); return 0;
643 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000644}
645
646int Renderer11::getMaxTextureHeight() const
647{
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000648 switch (mFeatureLevel)
649 {
650 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
651 case D3D_FEATURE_LEVEL_10_1:
652 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
653 default: UNREACHABLE(); return 0;
654 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000655}
656
657bool Renderer11::get32BitIndexSupport() const
658{
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000659 switch (mFeatureLevel)
660 {
661 case D3D_FEATURE_LEVEL_11_0:
662 case D3D_FEATURE_LEVEL_10_1:
663 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
664 default: UNREACHABLE(); return false;
665 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000666}
667
668int Renderer11::getMinSwapInterval() const
669{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +0000670 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000671}
672
673int Renderer11::getMaxSwapInterval() const
674{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +0000675 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000676}
677
678int Renderer11::getMaxSupportedSamples() const
679{
680 // TODO
681 UNIMPLEMENTED();
682 return 1;
683}
684
daniel@transgaming.com31b13e12012-11-28 19:34:30 +0000685bool Renderer11::copyToRenderTarget(TextureStorage2D *dest, TextureStorage2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +0000686{
687 // TODO
688 UNIMPLEMENTED();
689 return false;
690}
691
daniel@transgaming.com31b13e12012-11-28 19:34:30 +0000692bool Renderer11::copyToRenderTarget(TextureStorageCubeMap *dest, TextureStorageCubeMap *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +0000693{
694 // TODO
695 UNIMPLEMENTED();
696 return false;
697}
698
daniel@transgaming.com38380882012-11-28 19:36:39 +0000699bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
700 GLint xoffset, GLint yoffset, TextureStorage2D *storage, GLint level)
701{
702 // TODO
703 UNIMPLEMENTED();
704 return false;
705}
706
707bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
708 GLint xoffset, GLint yoffset, TextureStorageCubeMap *storage, GLenum target, GLint level)
709{
710 // TODO
711 UNIMPLEMENTED();
712 return false;
713}
714
daniel@transgaming.com6c872172012-11-28 19:39:33 +0000715bool Renderer11::setRenderTarget(gl::Renderbuffer *renderbuffer)
716{
717 // TODO
718 UNIMPLEMENTED();
719 return false;
720}
721
722bool Renderer11::setDepthStencil(gl::Renderbuffer *renderbuffer)
723{
724 // TODO
725 UNIMPLEMENTED();
726 return false;
727}
728
729bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
730 bool blitRenderTarget, bool blitDepthStencil)
731{
732 // TODO
733 UNIMPLEMENTED();
734 return false;
735}
736
737void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
738 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
739{
740 // TODO
741 UNIMPLEMENTED();
742 return;
743}
744
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000745}