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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.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.com1d6aff22012-11-28 19:30:42 +000027
28#include "libEGL/Config.h"
29#include "libEGL/Display.h"
30
31namespace rx
32{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000033static const DXGI_FORMAT RenderTargetFormats[] =
34 {
35 DXGI_FORMAT_R8G8B8A8_UNORM
36 };
37
38static const DXGI_FORMAT DepthStencilFormats[] =
39 {
40 DXGI_FORMAT_D24_UNORM_S8_UINT
41 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000042
43Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
44{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000045 mVertexDataManager = NULL;
46 mIndexDataManager = NULL;
47
daniel@transgaming.comc5114302012-12-20 21:11:36 +000048 mLineLoopIB = NULL;
49
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000050 mD3d11Module = NULL;
51 mDxgiModule = NULL;
52
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000053 mDeviceLost = false;
54
daniel@transgaming.com25072f62012-11-28 19:31:32 +000055 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000056 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000057 mDxgiAdapter = NULL;
58 mDxgiFactory = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000059}
60
61Renderer11::~Renderer11()
62{
63 releaseDeviceResources();
64
daniel@transgaming.com65e65372012-11-28 19:33:50 +000065 if (mDxgiFactory)
66 {
67 mDxgiFactory->Release();
68 mDxgiFactory = NULL;
69 }
70
71 if (mDxgiAdapter)
72 {
73 mDxgiAdapter->Release();
74 mDxgiAdapter = NULL;
75 }
76
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000077 if (mDeviceContext)
78 {
79 mDeviceContext->Release();
80 mDeviceContext = NULL;
81 }
82
daniel@transgaming.com25072f62012-11-28 19:31:32 +000083 if (mDevice)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000084 {
daniel@transgaming.com25072f62012-11-28 19:31:32 +000085 mDevice->Release();
86 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000087 }
88
89 if (mD3d11Module)
90 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000091 FreeLibrary(mD3d11Module);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000092 mD3d11Module = NULL;
93 }
94
95 if (mDxgiModule)
96 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000097 FreeLibrary(mDxgiModule);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000098 mDxgiModule = NULL;
99 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000100}
101
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000102Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
103{
104 ASSERT(dynamic_cast<rx::Renderer11*>(renderer) != NULL);
105 return static_cast<rx::Renderer11*>(renderer);
106}
107
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000108EGLint Renderer11::initialize()
109{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000110 if (!initializeCompiler())
111 {
112 return EGL_NOT_INITIALIZED;
113 }
114
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000115 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
116 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000117
118 if (mD3d11Module == NULL || mDxgiModule == NULL)
119 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000120 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000121 return EGL_NOT_INITIALIZED;
122 }
123
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000124 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000125
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000126 if (D3D11CreateDevice == NULL)
127 {
128 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
129 return EGL_NOT_INITIALIZED;
130 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000131
132 D3D_FEATURE_LEVEL featureLevel[] =
133 {
134 D3D_FEATURE_LEVEL_11_0,
135 D3D_FEATURE_LEVEL_10_1,
136 D3D_FEATURE_LEVEL_10_0,
137 };
138
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000139 HRESULT result = D3D11CreateDevice(NULL,
140 D3D_DRIVER_TYPE_HARDWARE,
141 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000142 #if defined(_DEBUG)
143 D3D11_CREATE_DEVICE_DEBUG,
144 #else
145 0,
146 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000147 featureLevel,
148 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000149 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000150 &mDevice,
151 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000152 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000153
154 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000155 {
156 ERR("Could not create D3D11 device - aborting!\n");
157 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
158 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000159
160 IDXGIDevice *dxgiDevice = NULL;
161 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
162
163 if (FAILED(result))
164 {
165 ERR("Could not query DXGI device - aborting!\n");
166 return EGL_NOT_INITIALIZED;
167 }
168
169 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
170
171 if (FAILED(result))
172 {
173 ERR("Could not retrieve DXGI adapter - aborting!\n");
174 return EGL_NOT_INITIALIZED;
175 }
176
177 dxgiDevice->Release();
178
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000179 mDxgiAdapter->GetDesc(&mAdapterDescription);
180 memset(mDescription, 0, sizeof(mDescription));
181 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
182
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000183 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
184
185 if (!mDxgiFactory || FAILED(result))
186 {
187 ERR("Could not create DXGI factory - aborting!\n");
188 return EGL_NOT_INITIALIZED;
189 }
190
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000191 initializeDevice();
192
193 return EGL_SUCCESS;
194}
195
196// do any one-time device initialization
197// NOTE: this is also needed after a device lost/reset
198// to reset the scene status and ensure the default states are reset.
199void Renderer11::initializeDevice()
200{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000201 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000202 mInputLayoutCache.initialize(mDevice, mDeviceContext);
203
204 ASSERT(!mVertexDataManager && !mIndexDataManager);
205 mVertexDataManager = new VertexDataManager(this);
206 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000207
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000208 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000209}
210
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000211int Renderer11::generateConfigs(ConfigDesc **configDescList)
212{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000213 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
214 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000215 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
216 int numConfigs = 0;
217
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000218 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000219 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000220 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000221 {
222 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
223
224 UINT formatSupport = 0;
225 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
226
227 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
228 {
229 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
230
231 UINT formatSupport = 0;
232 HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
233
234 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL))
235 {
236 ConfigDesc newConfig;
237 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
238 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
239 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
240 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
241
242 (*configDescList)[numConfigs++] = newConfig;
243 }
244 }
245 }
246 }
247
248 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000249}
250
251void Renderer11::deleteConfigs(ConfigDesc *configDescList)
252{
253 delete [] (configDescList);
254}
255
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000256void Renderer11::sync(bool block)
257{
258 // TODO
259 UNIMPLEMENTED();
260}
261
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000262SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
263{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000264 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000265}
266
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000267void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
268{
269 // TODO
270 UNIMPLEMENTED();
271}
272
273void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
274{
275 // TODO
276 UNIMPLEMENTED();
277}
278
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000279void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000280{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000281 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000282 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000283 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
284 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000285 if (!dxRasterState)
286 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000287 ERR("NULL blend state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000288 "rasterizer state.");
289 }
290
291 mDeviceContext->RSSetState(dxRasterState);
292
293 if (dxRasterState)
294 {
295 dxRasterState->Release();
296 }
297 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000298 }
299
300 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000301}
302
303void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
304 unsigned int sampleMask)
305{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000306 if (mForceSetBlendState ||
307 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
308 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
309 sampleMask != mCurSampleMask)
310 {
311 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
312 if (!dxBlendState)
313 {
314 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
315 "blend state.");
316 }
317
318 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
319 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
320
321 if (dxBlendState)
322 {
323 dxBlendState->Release();
324 }
325 mCurBlendState = blendState;
326 mCurBlendColor = blendColor;
327 mCurSampleMask = sampleMask;
328 }
329
330 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000331}
332
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000333void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000334 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000335{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000336 if (mForceSetDepthStencilState ||
337 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
338 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
339 {
340 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
341 stencilRef != stencilBackRef ||
342 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
343 {
344 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
345 "invalid under WebGL.");
346 return error(GL_INVALID_OPERATION);
347 }
348
349 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
350 if (!dxDepthStencilState)
351 {
352 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
353 "setting the default depth stencil state.");
354 }
355
356 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
357
358 if (dxDepthStencilState)
359 {
360 dxDepthStencilState->Release();
361 }
362 mCurDepthStencilState = depthStencilState;
363 mCurStencilRef = stencilRef;
364 mCurStencilBackRef = stencilBackRef;
365 }
366
367 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000368}
369
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000370void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000371{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000372 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
373 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000374 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000375 if (enabled)
376 {
377 D3D11_RECT rect;
378 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
379 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
380 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
381 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000382
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000383 mDeviceContext->RSSetScissorRects(1, &rect);
384 }
385
386 if (enabled != mScissorEnabled)
387 {
388 mForceSetRasterState = true;
389 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000390
391 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000392 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000393 }
394
395 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000396}
397
daniel@transgaming.com12985182012-12-20 20:56:31 +0000398bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
399 bool ignoreViewport, gl::ProgramBinary *currentProgram, bool forceSetUniforms)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000400{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000401 gl::Rectangle actualViewport = viewport;
402 float actualZNear = gl::clamp01(zNear);
403 float actualZFar = gl::clamp01(zFar);
404 if (ignoreViewport)
405 {
406 actualViewport.x = 0;
407 actualViewport.y = 0;
408 actualViewport.width = mRenderTargetDesc.width;
409 actualViewport.height = mRenderTargetDesc.height;
410 actualZNear = 0.0f;
411 actualZFar = 1.0f;
412 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000413
414 D3D11_VIEWPORT dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000415 dxViewport.TopLeftX = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
416 dxViewport.TopLeftY = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
417 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.TopLeftX));
418 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.TopLeftY));
419 dxViewport.MinDepth = actualZNear;
420 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000421
422 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
423 {
424 return false; // Nothing to render
425 }
426
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000427 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
428 actualZNear != mCurNear || actualZFar != mCurFar;
429
daniel@transgaming.com53670042012-11-28 20:55:51 +0000430 if (viewportChanged)
431 {
432 mDeviceContext->RSSetViewports(1, &dxViewport);
433
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000434 mCurViewport = actualViewport;
435 mCurNear = actualZNear;
436 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000437 }
438
439 if (currentProgram && (viewportChanged || forceSetUniforms))
440 {
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000441 currentProgram->applyDxHalfPixelSize(0.0f, 0.0f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000442
443 // These values are used for computing gl_FragCoord in Program::linkVaryings().
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000444 currentProgram->applyDxCoord(actualViewport.width * 0.5f,
445 actualViewport.height * 0.5f,
446 actualViewport.x + (actualViewport.width * 0.5f),
447 actualViewport.y + (actualViewport.height * 0.5f));
daniel@transgaming.com53670042012-11-28 20:55:51 +0000448
daniel@transgaming.com12985182012-12-20 20:56:31 +0000449 GLfloat ccw = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000450 currentProgram->applyDxDepthFront((actualZFar - actualZNear) * 0.5f, (actualZNear + actualZFar) * 0.5f, ccw);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000451
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000452 currentProgram->applyDxDepthRange(actualZNear, actualZFar, actualZFar - actualZNear);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000453 }
454
455 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000456 return true;
457}
458
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000459bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
460{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000461 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000462
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000463 switch (mode)
464 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000465 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
466 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000467 case GL_LINE_LOOP: UNIMPLEMENTED(); /* TODO */ break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000468 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
469 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
470 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000471 case GL_TRIANGLE_FAN: UNIMPLEMENTED(); /* TODO */ break;
472 default:
473 return error(GL_INVALID_ENUM, false);
474 }
475
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000476 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000477
478 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000479}
480
481bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000482{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000483 // Get the color render buffer and serial
484 gl::Renderbuffer *renderbufferObject = NULL;
485 unsigned int renderTargetSerial = 0;
486 if (framebuffer->getColorbufferType() != GL_NONE)
487 {
488 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000489
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000490 if (!renderbufferObject)
491 {
492 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000493 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000494 }
495
496 renderTargetSerial = renderbufferObject->getSerial();
497 }
498
499 // Get the depth stencil render buffer and serials
500 gl::Renderbuffer *depthStencil = NULL;
501 unsigned int depthbufferSerial = 0;
502 unsigned int stencilbufferSerial = 0;
503 if (framebuffer->getDepthbufferType() != GL_NONE)
504 {
505 depthStencil = framebuffer->getDepthbuffer();
506 if (!depthStencil)
507 {
508 ERR("Depth stencil pointer unexpectedly null.");
509 return false;
510 }
511
512 depthbufferSerial = depthStencil->getSerial();
513 }
514 else if (framebuffer->getStencilbufferType() != GL_NONE)
515 {
516 depthStencil = framebuffer->getStencilbuffer();
517 if (!depthStencil)
518 {
519 ERR("Depth stencil pointer unexpectedly null.");
520 return false;
521 }
522
523 stencilbufferSerial = depthStencil->getSerial();
524 }
525
526 // Extract the render target dimensions and view
527 unsigned int renderTargetWidth = 0;
528 unsigned int renderTargetHeight = 0;
529 GLenum renderTargetFormat = 0;
530 ID3D11RenderTargetView* framebufferRTV = NULL;
531 if (renderbufferObject)
532 {
533 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
534 if (!renderTarget)
535 {
536 ERR("render target pointer unexpectedly null.");
537 return false;
538 }
539
540 framebufferRTV = renderTarget->getRenderTargetView();
541 if (!framebufferRTV)
542 {
543 ERR("render target view pointer unexpectedly null.");
544 return false;
545 }
546
547 renderTargetWidth = renderbufferObject->getWidth();
548 renderTargetHeight = renderbufferObject->getHeight();
549 renderTargetFormat = renderbufferObject->getActualFormat();
550 }
551
552 // Extract the depth stencil sizes and view
553 unsigned int depthSize = 0;
554 unsigned int stencilSize = 0;
555 ID3D11DepthStencilView* framebufferDSV = NULL;
556 if (depthStencil)
557 {
558 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
559 if (!depthStencilRenderTarget)
560 {
561 ERR("render target pointer unexpectedly null.");
562 if (framebufferRTV)
563 {
564 framebufferRTV->Release();
565 }
566 return false;
567 }
568
569 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
570 if (!framebufferDSV)
571 {
572 ERR("depth stencil view pointer unexpectedly null.");
573 if (framebufferRTV)
574 {
575 framebufferRTV->Release();
576 }
577 return false;
578 }
579
580 // If there is no render buffer, the width, height and format values come from
581 // the depth stencil
582 if (!renderbufferObject)
583 {
584 renderTargetWidth = depthStencil->getWidth();
585 renderTargetHeight = depthStencil->getHeight();
586 renderTargetFormat = depthStencil->getActualFormat();
587 }
588
589 depthSize = depthStencil->getDepthSize();
590 stencilSize = depthStencil->getStencilSize();
591 }
592
593 // Apply the render target and depth stencil
594 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
595 renderTargetSerial != mAppliedRenderTargetSerial ||
596 depthbufferSerial != mAppliedDepthbufferSerial ||
597 stencilbufferSerial != mAppliedStencilbufferSerial)
598 {
599 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
600
601 mRenderTargetDesc.width = renderTargetWidth;
602 mRenderTargetDesc.height = renderTargetHeight;
603 mRenderTargetDesc.format = renderTargetFormat;
604 mForceSetViewport = true; // TODO: It may not be required to clamp the viewport in D3D11
605 mForceSetScissor = true; // TODO: It may not be required to clamp the scissor in D3D11
606
607 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
608 {
609 mCurDepthSize = depthSize;
610 mForceSetRasterState = true;
611 }
612
613 mCurStencilSize = stencilSize;
614
615 mAppliedRenderTargetSerial = renderTargetSerial;
616 mAppliedDepthbufferSerial = depthbufferSerial;
617 mAppliedStencilbufferSerial = stencilbufferSerial;
618 mRenderTargetDescInitialized = true;
619 mDepthStencilInitialized = true;
620 }
621
622 if (framebufferRTV)
623 {
624 framebufferRTV->Release();
625 }
626 if (framebufferDSV)
627 {
628 framebufferDSV->Release();
629 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000630
631 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000632}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000633
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000634GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000635{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000636 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
637 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
638 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000639 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000640 return err;
641 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000642
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000643 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000644}
645
daniel@transgaming.com31240482012-11-28 21:06:41 +0000646GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000647{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000648 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000649
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000650 if (err == GL_NO_ERROR)
651 {
652 if (indexInfo->serial != mAppliedIBSerial)
653 {
654 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
655
656 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startIndex);
657 mAppliedIBSerial = indexInfo->serial;
658 }
659 }
660
661 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000662}
663
664void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
665{
daniel@transgaming.comd4cf2512012-11-28 21:05:41 +0000666 mDeviceContext->Draw(count, 0);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000667}
668
daniel@transgaming.com31240482012-11-28 21:06:41 +0000669void 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 +0000670{
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000671 if (mode == GL_LINE_LOOP)
672 {
673 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
674 }
675 else
676 {
677 mDeviceContext->DrawIndexed(indexInfo.maxIndex - indexInfo.minIndex + 1, 0, -static_cast<int>(indexInfo.minIndex));
678 }
679}
680
681void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
682{
683 // Get the raw indices for an indexed draw
684 if (type != GL_NONE && elementArrayBuffer)
685 {
686 gl::Buffer *indexBuffer = elementArrayBuffer;
687 intptr_t offset = reinterpret_cast<intptr_t>(indices);
688 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
689 }
690
691 if (!mLineLoopIB)
692 {
693 mLineLoopIB = new StreamingIndexBufferInterface(this);
694 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
695 {
696 delete mLineLoopIB;
697 mLineLoopIB = NULL;
698
699 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
700 return error(GL_OUT_OF_MEMORY);
701 }
702 }
703
704 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
705 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
706 {
707 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
708 return error(GL_OUT_OF_MEMORY);
709 }
710
711 void* mappedMemory = NULL;
712 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
713 if (offset == -1 || mappedMemory == NULL)
714 {
715 ERR("Could not map index buffer for GL_LINE_LOOP.");
716 return error(GL_OUT_OF_MEMORY);
717 }
718
719 UINT startIndex = static_cast<UINT>(offset) / 4;
720 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
721
722 switch (type)
723 {
724 case GL_NONE: // Non-indexed draw
725 for (int i = 0; i < count; i++)
726 {
727 data[i] = i;
728 }
729 data[count] = 0;
730 break;
731 case GL_UNSIGNED_BYTE:
732 for (int i = 0; i < count; i++)
733 {
734 data[i] = static_cast<const GLubyte*>(indices)[i];
735 }
736 data[count] = static_cast<const GLubyte*>(indices)[0];
737 break;
738 case GL_UNSIGNED_SHORT:
739 for (int i = 0; i < count; i++)
740 {
741 data[i] = static_cast<const GLushort*>(indices)[i];
742 }
743 data[count] = static_cast<const GLushort*>(indices)[0];
744 break;
745 case GL_UNSIGNED_INT:
746 for (int i = 0; i < count; i++)
747 {
748 data[i] = static_cast<const GLuint*>(indices)[i];
749 }
750 data[count] = static_cast<const GLuint*>(indices)[0];
751 break;
752 default: UNREACHABLE();
753 }
754
755 if (!mLineLoopIB->unmapBuffer())
756 {
757 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
758 return error(GL_OUT_OF_MEMORY);
759 }
760
761 if (mAppliedIBSerial != mLineLoopIB->getSerial())
762 {
763 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
764
765 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), startIndex);
766 mAppliedIBSerial = mLineLoopIB->getSerial();
767 }
768
769 mDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
770 mDeviceContext->DrawIndexed(count, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000771}
772
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +0000773void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
774{
daniel@transgaming.come4991412012-12-20 20:55:34 +0000775 unsigned int programBinarySerial = programBinary->getSerial();
776 if (programBinarySerial != mAppliedProgramBinarySerial)
777 {
778 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
779 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000780
daniel@transgaming.come4991412012-12-20 20:55:34 +0000781 ID3D11VertexShader *vertexShader = NULL;
782 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000783
daniel@transgaming.come4991412012-12-20 20:55:34 +0000784 ID3D11PixelShader *pixelShader = NULL;
785 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000786
daniel@transgaming.come4991412012-12-20 20:55:34 +0000787 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
788 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
789 programBinary->dirtyAllUniforms();
790
791 mAppliedProgramBinarySerial = programBinarySerial;
792 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +0000793}
794
daniel@transgaming.comab1c1462012-12-20 21:08:30 +0000795void Renderer11::applyUniforms(const gl::UniformArray *uniformArray)
796{
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000797 D3D11_BUFFER_DESC constantBufferDescription = {0};
798 constantBufferDescription.ByteWidth = D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * sizeof(float[4]);
799 constantBufferDescription.Usage = D3D11_USAGE_DYNAMIC;
800 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
801 constantBufferDescription.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
802 constantBufferDescription.MiscFlags = 0;
803 constantBufferDescription.StructureByteStride = 0;
804
805 ID3D11Buffer *constantBufferVS = NULL;
806 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &constantBufferVS);
807 ASSERT(SUCCEEDED(result));
808
809 ID3D11Buffer *constantBufferPS = NULL;
810 result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &constantBufferPS);
811 ASSERT(SUCCEEDED(result));
812
813 D3D11_MAPPED_SUBRESOURCE mapVS = {0};
814 result = mDeviceContext->Map(constantBufferVS, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapVS);
815 ASSERT(SUCCEEDED(result));
816
817 D3D11_MAPPED_SUBRESOURCE mapPS = {0};
818 result = mDeviceContext->Map(constantBufferPS, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapPS);
819 ASSERT(SUCCEEDED(result));
820
821 float (*cVS)[4] = (float(*)[4])mapVS.pData;
822 float (*cPS)[4] = (float(*)[4])mapPS.pData;
823
824 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +0000825 {
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000826 const gl::Uniform *uniform = *uniform_iterator;
827 GLfloat (*f)[4] = (GLfloat(*)[4])uniform->data;
828
829 switch (uniform->type)
830 {
831 case GL_FLOAT:
832 case GL_FLOAT_VEC2:
833 case GL_FLOAT_VEC3:
834 case GL_FLOAT_VEC4:
835 case GL_FLOAT_MAT2:
836 case GL_FLOAT_MAT3:
837 case GL_FLOAT_MAT4:
838 if (uniform->vs.registerCount)
839 {
840 for (int i = 0; i < uniform->vs.registerCount; i++)
841 {
842 cVS[uniform->vs.registerIndex + i][0] = f[i][0];
843 cVS[uniform->vs.registerIndex + i][1] = f[i][1];
844 cVS[uniform->vs.registerIndex + i][2] = f[i][2];
845 cVS[uniform->vs.registerIndex + i][3] = f[i][3];
846 }
847 }
848 if (uniform->ps.registerCount)
849 {
850 for (int i = 0; i < uniform->ps.registerCount; i++)
851 {
852 cPS[uniform->ps.registerIndex + i][0] = f[i][0];
853 cPS[uniform->ps.registerIndex + i][1] = f[i][1];
854 cPS[uniform->ps.registerIndex + i][2] = f[i][2];
855 cPS[uniform->ps.registerIndex + i][3] = f[i][3];
856 }
857 }
858 break;
859 default:
860 UNIMPLEMENTED(); // FIXME
861 UNREACHABLE();
862 }
daniel@transgaming.comab1c1462012-12-20 21:08:30 +0000863 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000864
865 mDeviceContext->Unmap(constantBufferVS, 0);
866 mDeviceContext->VSSetConstantBuffers(0, 1, &constantBufferVS);
867 constantBufferVS->Release();
868
869 mDeviceContext->Unmap(constantBufferPS, 0);
870 mDeviceContext->PSSetConstantBuffers(0, 1, &constantBufferPS);
871 constantBufferPS->Release();
daniel@transgaming.comab1c1462012-12-20 21:08:30 +0000872}
873
daniel@transgaming.com084a2572012-11-28 20:55:17 +0000874void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +0000875{
daniel@transgaming.com54e67542012-11-28 21:02:31 +0000876 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
877 {
878 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
879 if (renderbufferObject)
880 {
881 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
882 if (!renderTarget)
883 {
884 ERR("render target pointer unexpectedly null.");
885 return;
886 }
887
888 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
889 if (!framebufferRTV)
890 {
891 ERR("render target view pointer unexpectedly null.");
892 return;
893 }
894
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000895 if (mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
896 mCurScissor.x + mCurScissor.width < renderTarget->getWidth() ||
897 mCurScissor.y + mCurScissor.height < renderTarget->getHeight()))
daniel@transgaming.com54e67542012-11-28 21:02:31 +0000898 {
899 // TODO: clearing of subregion of render target
900 UNIMPLEMENTED();
901 }
902
903 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
904 const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
905 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
906 clearParams.colorMaskBlue && alphaUnmasked);
907
908 if (needMaskedColorClear)
909 {
910 // TODO: masked color clearing
911 UNIMPLEMENTED();
912 }
913 else
914 {
915 const float clearValues[4] = { clearParams.colorClearValue.red,
916 clearParams.colorClearValue.green,
917 clearParams.colorClearValue.blue,
918 clearParams.colorClearValue.alpha };
919 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
920 }
921
922 framebufferRTV->Release();
923 }
924 }
925 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
926 {
927 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
928 if (renderbufferObject)
929 {
daniel@transgaming.comd0f82bc2012-12-20 21:11:42 +0000930 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
daniel@transgaming.com54e67542012-11-28 21:02:31 +0000931 if (!renderTarget)
932 {
933 ERR("render target pointer unexpectedly null.");
934 return;
935 }
936
937 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
938 if (!framebufferDSV)
939 {
940 ERR("depth stencil view pointer unexpectedly null.");
941 return;
942 }
943
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000944 if (mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
945 mCurScissor.x + mCurScissor.width < renderTarget->getWidth() ||
946 mCurScissor.y + mCurScissor.height < renderTarget->getHeight()))
daniel@transgaming.com54e67542012-11-28 21:02:31 +0000947 {
948 // TODO: clearing of subregion of depth stencil view
949 UNIMPLEMENTED();
950 }
951
952 unsigned int stencilUnmasked = 0x0;
953 if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
954 {
955 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
956 stencilUnmasked = (0x1 << stencilSize) - 1;
957 }
958
959 const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
960 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
961
962 if (needMaskedStencilClear)
963 {
964 // TODO: masked clearing of depth stencil
965 UNIMPLEMENTED();
966 }
967 else
968 {
969 UINT clearFlags = 0;
970 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
971 {
972 clearFlags |= D3D11_CLEAR_DEPTH;
973 }
974 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
975 {
976 clearFlags |= D3D11_CLEAR_STENCIL;
977 }
978
979 float depthClear = clearParams.depthClearValue;
980 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
981
982 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
983 }
984
985 framebufferDSV->Release();
986 }
987 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +0000988}
989
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000990void Renderer11::markAllStateDirty()
991{
daniel@transgaming.com9a067372012-12-20 20:55:24 +0000992 mAppliedRenderTargetSerial = 0;
993 mAppliedDepthbufferSerial = 0;
994 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +0000995 mDepthStencilInitialized = false;
996 mRenderTargetDescInitialized = false;
997
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000998 mForceSetBlendState = true;
999 mForceSetRasterState = true;
1000 mForceSetDepthStencilState = true;
1001 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001002 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001003
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001004 mAppliedIBSerial = 0;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001005 mAppliedProgramBinarySerial = 0;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001006}
1007
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001008void Renderer11::releaseDeviceResources()
1009{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001010 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001011 mInputLayoutCache.clear();
1012
1013 delete mVertexDataManager;
1014 mVertexDataManager = NULL;
1015
1016 delete mIndexDataManager;
1017 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001018
1019 delete mLineLoopIB;
1020 mLineLoopIB = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001021}
1022
1023void Renderer11::markDeviceLost()
1024{
1025 mDeviceLost = true;
1026}
1027
1028bool Renderer11::isDeviceLost()
1029{
1030 return mDeviceLost;
1031}
1032
1033// set notify to true to broadcast a message to all contexts of the device loss
1034bool Renderer11::testDeviceLost(bool notify)
1035{
1036 bool isLost = false;
1037
1038 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +00001039 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001040
1041 if (isLost)
1042 {
1043 // ensure we note the device loss --
1044 // we'll probably get this done again by markDeviceLost
1045 // but best to remember it!
1046 // Note that we don't want to clear the device loss status here
1047 // -- this needs to be done by resetDevice
1048 mDeviceLost = true;
1049 if (notify)
1050 {
1051 mDisplay->notifyDeviceLost();
1052 }
1053 }
1054
1055 return isLost;
1056}
1057
1058bool Renderer11::testDeviceResettable()
1059{
1060 HRESULT status = D3D_OK;
1061
1062 // TODO
1063 UNIMPLEMENTED();
1064
1065 switch (status)
1066 {
1067 case D3DERR_DEVICENOTRESET:
1068 case D3DERR_DEVICEHUNG:
1069 return true;
1070 default:
1071 return false;
1072 }
1073}
1074
1075bool Renderer11::resetDevice()
1076{
1077 releaseDeviceResources();
1078
1079 // TODO
1080 UNIMPLEMENTED();
1081
1082 // reset device defaults
1083 initializeDevice();
1084 mDeviceLost = false;
1085
1086 return true;
1087}
1088
1089DWORD Renderer11::getAdapterVendor() const
1090{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001091 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001092}
1093
1094const char *Renderer11::getAdapterDescription() const
1095{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001096 return mDescription;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001097}
1098
1099GUID Renderer11::getAdapterIdentifier() const
1100{
1101 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001102 // UNIMPLEMENTED();
1103 GUID foo = {0};
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001104 return foo;
1105}
1106
1107bool Renderer11::getDXT1TextureSupport()
1108{
1109 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001110 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001111 return false;
1112}
1113
1114bool Renderer11::getDXT3TextureSupport()
1115{
1116 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001117 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001118 return false;
1119}
1120
1121bool Renderer11::getDXT5TextureSupport()
1122{
1123 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001124 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001125 return false;
1126}
1127
1128bool Renderer11::getDepthTextureSupport() const
1129{
1130 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001131 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001132 return false;
1133}
1134
1135bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
1136{
1137 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001138 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001139
1140 *filtering = false;
1141 *renderable = false;
1142 return false;
1143}
1144
1145bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
1146{
1147 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001148 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001149
1150 *filtering = false;
1151 *renderable = false;
1152 return false;
1153}
1154
1155bool Renderer11::getLuminanceTextureSupport()
1156{
1157 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001158 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001159 return false;
1160}
1161
1162bool Renderer11::getLuminanceAlphaTextureSupport()
1163{
1164 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001165 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001166 return false;
1167}
1168
1169bool Renderer11::getTextureFilterAnisotropySupport() const
1170{
1171 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001172 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001173 return false;
1174}
1175
1176float Renderer11::getTextureMaxAnisotropy() const
1177{
1178 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001179 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001180 return 1.0f;
1181}
1182
1183bool Renderer11::getEventQuerySupport()
1184{
1185 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001186 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001187 return false;
1188}
1189
1190bool Renderer11::getVertexTextureSupport() const
1191{
1192 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001193 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001194 return false;
1195}
1196
1197bool Renderer11::getNonPower2TextureSupport() const
1198{
1199 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001200 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001201 return false;
1202}
1203
1204bool Renderer11::getOcclusionQuerySupport() const
1205{
1206 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001207 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001208 return false;
1209}
1210
1211bool Renderer11::getInstancingSupport() const
1212{
1213 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001214 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001215 return false;
1216}
1217
1218bool Renderer11::getShareHandleSupport() const
1219{
1220 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001221 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001222
1223 // PIX doesn't seem to support using share handles, so disable them.
1224 return false && !gl::perfActive();
1225}
1226
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001227int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001228{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001229 switch (mFeatureLevel)
1230 {
1231 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
1232 case D3D_FEATURE_LEVEL_10_1:
1233 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
1234 default: UNREACHABLE(); return 0;
1235 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001236}
1237
1238float Renderer11::getMaxPointSize() const
1239{
1240 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001241 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001242 return 1.0f;
1243}
1244
1245int Renderer11::getMaxTextureWidth() const
1246{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001247 switch (mFeatureLevel)
1248 {
1249 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1250 case D3D_FEATURE_LEVEL_10_1:
1251 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1252 default: UNREACHABLE(); return 0;
1253 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001254}
1255
1256int Renderer11::getMaxTextureHeight() const
1257{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001258 switch (mFeatureLevel)
1259 {
1260 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1261 case D3D_FEATURE_LEVEL_10_1:
1262 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1263 default: UNREACHABLE(); return 0;
1264 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001265}
1266
1267bool Renderer11::get32BitIndexSupport() const
1268{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001269 switch (mFeatureLevel)
1270 {
1271 case D3D_FEATURE_LEVEL_11_0:
1272 case D3D_FEATURE_LEVEL_10_1:
1273 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
1274 default: UNREACHABLE(); return false;
1275 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001276}
1277
1278int Renderer11::getMinSwapInterval() const
1279{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001280 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001281}
1282
1283int Renderer11::getMaxSwapInterval() const
1284{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001285 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001286}
1287
1288int Renderer11::getMaxSupportedSamples() const
1289{
1290 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001291 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001292 return 1;
1293}
1294
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001295bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001296{
1297 // TODO
1298 UNIMPLEMENTED();
1299 return false;
1300}
1301
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001302bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001303{
1304 // TODO
1305 UNIMPLEMENTED();
1306 return false;
1307}
1308
daniel@transgaming.com38380882012-11-28 19:36:39 +00001309bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001310 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00001311{
1312 // TODO
1313 UNIMPLEMENTED();
1314 return false;
1315}
1316
1317bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001318 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00001319{
1320 // TODO
1321 UNIMPLEMENTED();
1322 return false;
1323}
1324
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001325RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
1326{
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00001327 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
1328 RenderTarget11 *renderTarget = NULL;
1329 if (depth)
1330 {
1331 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), swapChain11->getWidth(), swapChain11->getHeight());
1332 }
1333 else
1334 {
1335 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(), swapChain11->getWidth(), swapChain11->getHeight());
1336 }
1337 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001338}
1339
1340RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
1341{
1342 // TODO
1343 UNIMPLEMENTED();
1344 return NULL;
1345}
1346
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00001347ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, GLenum type, void *data)
daniel@transgaming.com55318902012-11-28 20:58:58 +00001348{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001349 ShaderExecutable11 *executable = NULL;
1350
1351 switch (type)
1352 {
1353 case GL_VERTEX_SHADER:
1354 {
1355 ID3D11VertexShader *vshader = NULL;
1356 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
1357 ASSERT(SUCCEEDED(result));
1358
1359 if (vshader)
1360 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00001361 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001362 }
1363 }
1364 break;
1365 case GL_FRAGMENT_SHADER:
1366 {
1367 ID3D11PixelShader *pshader = NULL;
1368 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
1369 ASSERT(SUCCEEDED(result));
1370
1371 if (pshader)
1372 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00001373 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001374 }
1375 }
1376 break;
1377 default:
1378 UNREACHABLE();
1379 break;
1380 }
1381
1382 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00001383}
1384
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00001385ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type)
1386{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001387 const char *profile = NULL;
1388
1389 switch (type)
1390 {
1391 case GL_VERTEX_SHADER:
1392 profile = "vs_4_0";
1393 break;
1394 case GL_FRAGMENT_SHADER:
1395 profile = "ps_4_0";
1396 break;
1397 default:
1398 UNREACHABLE();
1399 return NULL;
1400 }
1401
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00001402 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001403 if (!binary)
1404 return NULL;
1405
1406 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type, NULL);
1407 binary->Release();
1408
1409 return executable;
1410}
1411
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00001412VertexBuffer *Renderer11::createVertexBuffer()
1413{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00001414 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00001415}
1416
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00001417IndexBuffer *Renderer11::createIndexBuffer()
1418{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00001419 return new IndexBuffer11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00001420}
1421
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001422bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
1423 bool blitRenderTarget, bool blitDepthStencil)
1424{
1425 // TODO
1426 UNIMPLEMENTED();
1427 return false;
1428}
1429
1430void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
1431 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
1432{
1433 // TODO
1434 UNIMPLEMENTED();
1435 return;
1436}
1437
daniel@transgaming.com244e1832012-12-20 20:52:35 +00001438Image *Renderer11::createImage()
1439{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00001440 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00001441}
1442
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00001443void Renderer11::generateMipmap(Image *dest, Image *src)
1444{
1445 // TODO
1446 UNIMPLEMENTED();
1447 return;
1448}
1449
daniel@transgaming.com413d2712012-12-20 21:11:04 +00001450TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
1451{
1452 // TODO
1453 UNIMPLEMENTED();
1454 return NULL;
1455}
1456
1457TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
1458{
1459 // TODO
1460 UNIMPLEMENTED();
1461 return NULL;
1462}
1463
1464TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
1465{
1466 // TODO
1467 UNIMPLEMENTED();
1468 return NULL;
1469}
1470
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001471}