blob: 961955bdd325132a627fa99cbd91444f982b9de8 [file] [log] [blame]
shannon.woods@transgaming.combdf2d802013-02-28 23:16:20 +00001#include "precompiled.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002//
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00003// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00004// Use of this source code is governed by a BSD-style license that can be
5// found in the LICENSE file.
6//
7
8// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
9
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
shannonwoods@chromium.orga2ecfcc2013-05-30 00:11:59 +000011#include "common/utilities.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000012#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000013#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000014#include "libGLESv2/Framebuffer.h"
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000015#include "libGLESv2/RenderBuffer.h"
Geoff Langd47e0fc2013-08-29 11:40:43 -040016#include "libGLESv2/renderer/d3d11/Renderer11.h"
17#include "libGLESv2/renderer/d3d11/RenderTarget11.h"
18#include "libGLESv2/renderer/d3d11/renderer11_utils.h"
19#include "libGLESv2/renderer/d3d11/formatutils11.h"
20#include "libGLESv2/renderer/d3d11/ShaderExecutable11.h"
21#include "libGLESv2/renderer/d3d11/SwapChain11.h"
22#include "libGLESv2/renderer/d3d11/Image11.h"
23#include "libGLESv2/renderer/d3d11/VertexBuffer11.h"
24#include "libGLESv2/renderer/d3d11/IndexBuffer11.h"
25#include "libGLESv2/renderer/d3d11/BufferStorage11.h"
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000026#include "libGLESv2/renderer/VertexDataManager.h"
27#include "libGLESv2/renderer/IndexDataManager.h"
Geoff Langd47e0fc2013-08-29 11:40:43 -040028#include "libGLESv2/renderer/d3d11/TextureStorage11.h"
29#include "libGLESv2/renderer/d3d11/Query11.h"
30#include "libGLESv2/renderer/d3d11/Fence11.h"
31#include "libGLESv2/renderer/d3d11/Blit11.h"
32#include "libGLESv2/renderer/d3d11/Clear11.h"
33#include "libGLESv2/renderer/d3d11/PixelTransfer11.h"
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000034#include "libEGL/Display.h"
35
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +000036#ifdef _DEBUG
37// this flag enables suppressing some spurious warnings that pop up in certain WebGL samples
38// and conformance tests. to enable all warnings, remove this define.
39#define ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS 1
40#endif
41
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000042namespace rx
43{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000044static const DXGI_FORMAT RenderTargetFormats[] =
45 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000046 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000047 DXGI_FORMAT_R8G8B8A8_UNORM
48 };
49
50static const DXGI_FORMAT DepthStencilFormats[] =
51 {
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +000052 DXGI_FORMAT_UNKNOWN,
53 DXGI_FORMAT_D24_UNORM_S8_UINT,
54 DXGI_FORMAT_D16_UNORM
daniel@transgaming.com65e65372012-11-28 19:33:50 +000055 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000056
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000057enum
58{
59 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
60};
61
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000062Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
63{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000064 mVertexDataManager = NULL;
65 mIndexDataManager = NULL;
66
daniel@transgaming.comc5114302012-12-20 21:11:36 +000067 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000068 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000069
Geoff Langb86b9792013-06-04 16:32:05 -040070 mBlit = NULL;
Jamie Madilla21eea32013-09-18 14:36:25 -040071 mPixelTransfer = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000072
Geoff Langda507fe2013-08-20 12:01:42 -040073 mClear = NULL;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000074
daniel@transgaming.combdf787f2013-02-01 03:20:36 +000075 mSyncQuery = NULL;
76
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000077 mD3d11Module = NULL;
78 mDxgiModule = NULL;
79
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000080 mDeviceLost = false;
81
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +000082 mMaxSupportedSamples = 0;
83
daniel@transgaming.com25072f62012-11-28 19:31:32 +000084 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000085 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000086 mDxgiAdapter = NULL;
87 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +000088
89 mDriverConstantBufferVS = NULL;
90 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +000091
92 mBGRATextureSupport = false;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +000093
94 mIsGeometryShaderActive = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000095}
96
97Renderer11::~Renderer11()
98{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +000099 release();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000100}
101
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000102Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
103{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000104 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000105 return static_cast<rx::Renderer11*>(renderer);
106}
107
shannon.woods%transgaming.com@gtempaccount.comf9686c22013-04-13 03:33:45 +0000108#ifndef __d3d11_1_h__
109#define D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET ((D3D11_MESSAGE_ID)3146081)
110#endif
111
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000112EGLint Renderer11::initialize()
113{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000114 if (!initializeCompiler())
115 {
116 return EGL_NOT_INITIALIZED;
117 }
118
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000119 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
120 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000121
122 if (mD3d11Module == NULL || mDxgiModule == NULL)
123 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000124 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000125 return EGL_NOT_INITIALIZED;
126 }
127
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000128 // create the D3D11 device
129 ASSERT(mDevice == NULL);
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000130 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000131
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000132 if (D3D11CreateDevice == NULL)
133 {
134 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
135 return EGL_NOT_INITIALIZED;
136 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000137
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000138 D3D_FEATURE_LEVEL featureLevels[] =
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000139 {
140 D3D_FEATURE_LEVEL_11_0,
141 D3D_FEATURE_LEVEL_10_1,
142 D3D_FEATURE_LEVEL_10_0,
143 };
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000144
shannonwoods@chromium.orgc3419c12013-05-30 00:02:01 +0000145 HRESULT result = S_OK;
146
147#ifdef _DEBUG
148 result = D3D11CreateDevice(NULL,
149 D3D_DRIVER_TYPE_HARDWARE,
150 NULL,
151 D3D11_CREATE_DEVICE_DEBUG,
152 featureLevels,
153 ArraySize(featureLevels),
154 D3D11_SDK_VERSION,
155 &mDevice,
156 &mFeatureLevel,
157 &mDeviceContext);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000158
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000159 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000160 {
shannonwoods@chromium.orgc3419c12013-05-30 00:02:01 +0000161 ERR("Failed creating Debug D3D11 device - falling back to release runtime.\n");
162 }
163
164 if (!mDevice || FAILED(result))
165#endif
166 {
167 result = D3D11CreateDevice(NULL,
168 D3D_DRIVER_TYPE_HARDWARE,
169 NULL,
170 0,
171 featureLevels,
172 ArraySize(featureLevels),
173 D3D11_SDK_VERSION,
174 &mDevice,
175 &mFeatureLevel,
176 &mDeviceContext);
177
178 if (!mDevice || FAILED(result))
179 {
180 ERR("Could not create D3D11 device - aborting!\n");
181 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
182 }
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000183 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000184
185 IDXGIDevice *dxgiDevice = NULL;
186 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
187
188 if (FAILED(result))
189 {
190 ERR("Could not query DXGI device - aborting!\n");
191 return EGL_NOT_INITIALIZED;
192 }
193
194 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
195
196 if (FAILED(result))
197 {
198 ERR("Could not retrieve DXGI adapter - aborting!\n");
199 return EGL_NOT_INITIALIZED;
200 }
201
Geoff Langea228632013-07-30 15:17:12 -0400202 SafeRelease(dxgiDevice);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000203
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000204 mDxgiAdapter->GetDesc(&mAdapterDescription);
205 memset(mDescription, 0, sizeof(mDescription));
206 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
207
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000208 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
209
210 if (!mDxgiFactory || FAILED(result))
211 {
212 ERR("Could not create DXGI factory - aborting!\n");
213 return EGL_NOT_INITIALIZED;
214 }
215
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000216 // Disable some spurious D3D11 debug warnings to prevent them from flooding the output log
217#if defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG)
218 ID3D11InfoQueue *infoQueue;
219 result = mDevice->QueryInterface(__uuidof(ID3D11InfoQueue), (void **)&infoQueue);
220
221 if (SUCCEEDED(result))
222 {
223 D3D11_MESSAGE_ID hideMessages[] =
224 {
shannon.woods%transgaming.com@gtempaccount.comf9686c22013-04-13 03:33:45 +0000225 D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000226 };
227
228 D3D11_INFO_QUEUE_FILTER filter = {0};
229 filter.DenyList.NumIDs = ArraySize(hideMessages);
230 filter.DenyList.pIDList = hideMessages;
231
232 infoQueue->AddStorageFilterEntries(&filter);
Geoff Langea228632013-07-30 15:17:12 -0400233 SafeRelease(infoQueue);
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000234 }
235#endif
236
Geoff Lang61e49a52013-05-29 10:22:58 -0400237 mMaxSupportedSamples = 0;
238
239 const d3d11::DXGIFormatSet &dxgiFormats = d3d11::GetAllUsedDXGIFormats();
240 for (d3d11::DXGIFormatSet::const_iterator i = dxgiFormats.begin(); i != dxgiFormats.end(); ++i)
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000241 {
Geoff Lang61e49a52013-05-29 10:22:58 -0400242 MultisampleSupportInfo support = getMultisampleSupportInfo(*i);
243 mMultisampleSupportMap.insert(std::make_pair(*i, support));
244 mMaxSupportedSamples = std::max(mMaxSupportedSamples, support.maxSupportedSamples);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000245 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000246
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000247 initializeDevice();
248
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000249 // BGRA texture support is optional in feature levels 10 and 10_1
250 UINT formatSupport;
251 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
252 if (FAILED(result))
253 {
254 ERR("Error checking BGRA format support: 0x%08X", result);
255 }
256 else
257 {
258 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
259 mBGRATextureSupport = (formatSupport & flags) == flags;
260 }
261
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +0000262 // Check floating point texture support
263 static const unsigned int requiredTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE;
264 static const unsigned int requiredRenderableFlags = D3D11_FORMAT_SUPPORT_RENDER_TARGET;
265 static const unsigned int requiredFilterFlags = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
266
267 DXGI_FORMAT float16Formats[] =
268 {
269 DXGI_FORMAT_R16_FLOAT,
270 DXGI_FORMAT_R16G16_FLOAT,
271 DXGI_FORMAT_R16G16B16A16_FLOAT,
272 };
273
274 DXGI_FORMAT float32Formats[] =
275 {
276 DXGI_FORMAT_R32_FLOAT,
277 DXGI_FORMAT_R32G32_FLOAT,
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +0000278 DXGI_FORMAT_R32G32B32A32_FLOAT,
279 };
280
281 mFloat16TextureSupport = true;
282 mFloat16FilterSupport = true;
283 mFloat16RenderSupport = true;
284 for (unsigned int i = 0; i < ArraySize(float16Formats); i++)
285 {
286 if (SUCCEEDED(mDevice->CheckFormatSupport(float16Formats[i], &formatSupport)))
287 {
288 mFloat16TextureSupport = mFloat16TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
289 mFloat16FilterSupport = mFloat16FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
290 mFloat16RenderSupport = mFloat16RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
291 }
292 else
293 {
294 mFloat16TextureSupport = false;
295 mFloat16RenderSupport = false;
296 mFloat16FilterSupport = false;
297 }
298 }
299
300 mFloat32TextureSupport = true;
301 mFloat32FilterSupport = true;
302 mFloat32RenderSupport = true;
303 for (unsigned int i = 0; i < ArraySize(float32Formats); i++)
304 {
305 if (SUCCEEDED(mDevice->CheckFormatSupport(float32Formats[i], &formatSupport)))
306 {
307 mFloat32TextureSupport = mFloat32TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
308 mFloat32FilterSupport = mFloat32FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
309 mFloat32RenderSupport = mFloat32RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
310 }
311 else
312 {
313 mFloat32TextureSupport = false;
314 mFloat32FilterSupport = false;
315 mFloat32RenderSupport = false;
316 }
317 }
318
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +0000319 // Check compressed texture support
320 const unsigned int requiredCompressedTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D;
321
322 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC1_UNORM, &formatSupport)))
323 {
324 mDXT1TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
325 }
326 else
327 {
328 mDXT1TextureSupport = false;
329 }
330
331 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC3_UNORM, &formatSupport)))
332 {
333 mDXT3TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
334 }
335 else
336 {
337 mDXT3TextureSupport = false;
338 }
339
340 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC5_UNORM, &formatSupport)))
341 {
342 mDXT5TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
343 }
344 else
345 {
346 mDXT5TextureSupport = false;
347 }
348
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +0000349 // Check depth texture support
350 DXGI_FORMAT depthTextureFormats[] =
351 {
352 DXGI_FORMAT_D16_UNORM,
353 DXGI_FORMAT_D24_UNORM_S8_UINT,
354 };
355
356 static const unsigned int requiredDepthTextureFlags = D3D11_FORMAT_SUPPORT_DEPTH_STENCIL |
357 D3D11_FORMAT_SUPPORT_TEXTURE2D;
358
359 mDepthTextureSupport = true;
360 for (unsigned int i = 0; i < ArraySize(depthTextureFormats); i++)
361 {
362 if (SUCCEEDED(mDevice->CheckFormatSupport(depthTextureFormats[i], &formatSupport)))
363 {
364 mDepthTextureSupport = mDepthTextureSupport && ((formatSupport & requiredDepthTextureFlags) == requiredDepthTextureFlags);
365 }
366 else
367 {
368 mDepthTextureSupport = false;
369 }
370 }
371
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000372 return EGL_SUCCESS;
373}
374
375// do any one-time device initialization
376// NOTE: this is also needed after a device lost/reset
377// to reset the scene status and ensure the default states are reset.
378void Renderer11::initializeDevice()
379{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000380 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000381 mInputLayoutCache.initialize(mDevice, mDeviceContext);
382
383 ASSERT(!mVertexDataManager && !mIndexDataManager);
384 mVertexDataManager = new VertexDataManager(this);
385 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000386
Geoff Langb86b9792013-06-04 16:32:05 -0400387 ASSERT(!mBlit);
388 mBlit = new Blit11(this);
389
Geoff Langda507fe2013-08-20 12:01:42 -0400390 ASSERT(!mClear);
391 mClear = new Clear11(this);
392
Jamie Madilla21eea32013-09-18 14:36:25 -0400393 ASSERT(!mPixelTransfer);
394 mPixelTransfer = new PixelTransfer11(this);
395
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000396 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000397}
398
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000399int Renderer11::generateConfigs(ConfigDesc **configDescList)
400{
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000401 unsigned int numRenderFormats = ArraySize(RenderTargetFormats);
402 unsigned int numDepthFormats = ArraySize(DepthStencilFormats);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000403 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
404 int numConfigs = 0;
405
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000406 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000407 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000408 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000409 {
410 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
411
412 UINT formatSupport = 0;
413 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000414
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000415 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
416 {
417 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
418
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000419 bool depthStencilFormatOK = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000420
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000421 if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
422 {
423 UINT formatSupport = 0;
424 result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
425 depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
426 }
427
428 if (depthStencilFormatOK)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000429 {
Jamie Madilld6cb2442013-07-10 15:13:38 -0400430 // FIXME: parse types from context version
431 ASSERT(d3d11_gl::GetInternalFormat(renderTargetFormat, 2) == d3d11_gl::GetInternalFormat(renderTargetFormat, 3));
432 ASSERT(d3d11_gl::GetInternalFormat(depthStencilFormat, 2) == d3d11_gl::GetInternalFormat(depthStencilFormat, 3));
433
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000434 ConfigDesc newConfig;
Jamie Madilld6cb2442013-07-10 15:13:38 -0400435 newConfig.renderTargetFormat = d3d11_gl::GetInternalFormat(renderTargetFormat, getCurrentClientVersion());
436 newConfig.depthStencilFormat = d3d11_gl::GetInternalFormat(depthStencilFormat, getCurrentClientVersion());
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000437 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
438 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
shannon.woods%transgaming.com@gtempaccount.comdcf33d52013-04-13 03:33:11 +0000439 newConfig.es3Capable = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000440
441 (*configDescList)[numConfigs++] = newConfig;
442 }
443 }
444 }
445 }
446
447 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000448}
449
450void Renderer11::deleteConfigs(ConfigDesc *configDescList)
451{
452 delete [] (configDescList);
453}
454
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000455void Renderer11::sync(bool block)
456{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000457 if (block)
458 {
459 HRESULT result;
460
461 if (!mSyncQuery)
462 {
463 D3D11_QUERY_DESC queryDesc;
464 queryDesc.Query = D3D11_QUERY_EVENT;
465 queryDesc.MiscFlags = 0;
466
467 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
468 ASSERT(SUCCEEDED(result));
469 }
470
471 mDeviceContext->End(mSyncQuery);
472 mDeviceContext->Flush();
473
474 do
475 {
476 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
477
478 // Keep polling, but allow other threads to do something useful first
479 Sleep(0);
480
481 if (testDeviceLost(true))
482 {
483 return;
484 }
485 }
486 while (result == S_FALSE);
487 }
488 else
489 {
490 mDeviceContext->Flush();
491 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000492}
493
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000494SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
495{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000496 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000497}
498
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000499void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
500{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000501 if (type == gl::SAMPLER_PIXEL)
502 {
503 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
504 {
505 ERR("Pixel shader sampler index %i is not valid.", index);
506 return;
507 }
508
509 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
510 {
511 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
512
513 if (!dxSamplerState)
514 {
515 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
516 "sampler state for pixel shaders at slot %i.", index);
517 }
518
519 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
520
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000521 mCurPixelSamplerStates[index] = samplerState;
522 }
523
524 mForceSetPixelSamplerStates[index] = false;
525 }
526 else if (type == gl::SAMPLER_VERTEX)
527 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000528 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000529 {
530 ERR("Vertex shader sampler index %i is not valid.", index);
531 return;
532 }
533
534 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
535 {
536 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
537
538 if (!dxSamplerState)
539 {
540 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
541 "sampler state for vertex shaders at slot %i.", index);
542 }
543
544 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
545
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000546 mCurVertexSamplerStates[index] = samplerState;
547 }
548
549 mForceSetVertexSamplerStates[index] = false;
550 }
551 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000552}
553
554void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
555{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000556 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000557 unsigned int serial = 0;
558 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000559
560 if (texture)
561 {
562 TextureStorageInterface *texStorage = texture->getNativeTexture();
563 if (texStorage)
564 {
565 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
566 textureSRV = storage11->getSRV();
567 }
568
569 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
570 // missing the shader resource view
571 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000572
573 serial = texture->getTextureSerial();
574 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000575 }
576
577 if (type == gl::SAMPLER_PIXEL)
578 {
579 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
580 {
581 ERR("Pixel shader sampler index %i is not valid.", index);
582 return;
583 }
584
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000585 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
586 {
587 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
588 }
589
590 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000591 }
592 else if (type == gl::SAMPLER_VERTEX)
593 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000594 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000595 {
596 ERR("Vertex shader sampler index %i is not valid.", index);
597 return;
598 }
599
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000600 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
601 {
602 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
603 }
604
605 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000606 }
607 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000608}
609
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000610bool Renderer11::setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], const gl::Buffer *fragmentUniformBuffers[])
611{
612 // convert buffers to ID3D11Buffer*
613 ID3D11Buffer *vertexConstantBuffers[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS] = { NULL };
614 ID3D11Buffer *pixelConstantBuffers[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS] = { NULL };
615
616 for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; uniformBufferIndex++)
617 {
618 const gl::Buffer *uniformBuffer = vertexUniformBuffers[uniformBufferIndex];
619 if (uniformBuffer)
620 {
621 BufferStorage11 *bufferStorage = BufferStorage11::makeBufferStorage11(uniformBuffer->getStorage());
Jamie Madill171ca0e2013-10-10 15:10:31 -0400622 ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(true);
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000623
624 if (!constantBuffer)
625 {
626 return false;
627 }
628
Geoff Langc6354ee2013-07-22 10:40:07 -0400629 if (mCurrentConstantBufferVS[uniformBufferIndex] != bufferStorage->getSerial())
630 {
631 mDeviceContext->VSSetConstantBuffers(getReservedVertexUniformBuffers() + uniformBufferIndex,
632 1, &constantBuffer);
633 mCurrentConstantBufferVS[uniformBufferIndex] = bufferStorage->getSerial();
634 }
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000635 }
636 }
637
638 for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS; uniformBufferIndex++)
639 {
640 const gl::Buffer *uniformBuffer = fragmentUniformBuffers[uniformBufferIndex];
641 if (uniformBuffer)
642 {
643 BufferStorage11 *bufferStorage = BufferStorage11::makeBufferStorage11(uniformBuffer->getStorage());
Jamie Madill171ca0e2013-10-10 15:10:31 -0400644 ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(true);
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000645
646 if (!constantBuffer)
647 {
648 return false;
649 }
650
Geoff Langc6354ee2013-07-22 10:40:07 -0400651 if (mCurrentConstantBufferPS[uniformBufferIndex] != bufferStorage->getSerial())
652 {
653 mDeviceContext->PSSetConstantBuffers(getReservedFragmentUniformBuffers() + uniformBufferIndex,
654 1, &constantBuffer);
655 mCurrentConstantBufferPS[uniformBufferIndex] = bufferStorage->getSerial();
656 }
657
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000658 pixelConstantBuffers[uniformBufferIndex] = constantBuffer;
659 }
660 }
661
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000662 return true;
663}
664
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000665void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000666{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000667 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000668 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000669 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
670 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000671 if (!dxRasterState)
672 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000673 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000674 "rasterizer state.");
675 }
676
677 mDeviceContext->RSSetState(dxRasterState);
678
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000679 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000680 }
681
682 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000683}
684
Geoff Lang2a64ee42013-05-31 11:22:40 -0400685void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::ColorF &blendColor,
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000686 unsigned int sampleMask)
687{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000688 if (mForceSetBlendState ||
689 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
Geoff Lang2a64ee42013-05-31 11:22:40 -0400690 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::ColorF)) != 0 ||
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000691 sampleMask != mCurSampleMask)
692 {
693 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
694 if (!dxBlendState)
695 {
696 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
697 "blend state.");
698 }
699
shannonwoods@chromium.org568c82e2013-05-30 00:13:15 +0000700 float blendColors[4] = {0.0f};
701 if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
702 blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
703 {
704 blendColors[0] = blendColor.red;
705 blendColors[1] = blendColor.green;
706 blendColors[2] = blendColor.blue;
707 blendColors[3] = blendColor.alpha;
708 }
709 else
710 {
711 blendColors[0] = blendColor.alpha;
712 blendColors[1] = blendColor.alpha;
713 blendColors[2] = blendColor.alpha;
714 blendColors[3] = blendColor.alpha;
715 }
716
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000717 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
718
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000719 mCurBlendState = blendState;
720 mCurBlendColor = blendColor;
721 mCurSampleMask = sampleMask;
722 }
723
724 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000725}
726
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000727void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000728 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000729{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000730 if (mForceSetDepthStencilState ||
731 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
732 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
733 {
734 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
735 stencilRef != stencilBackRef ||
736 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
737 {
738 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
739 "invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000740 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000741 }
742
743 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
744 if (!dxDepthStencilState)
745 {
746 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
747 "setting the default depth stencil state.");
748 }
749
750 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
751
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000752 mCurDepthStencilState = depthStencilState;
753 mCurStencilRef = stencilRef;
754 mCurStencilBackRef = stencilBackRef;
755 }
756
757 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000758}
759
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000760void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000761{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000762 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
763 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000764 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000765 if (enabled)
766 {
767 D3D11_RECT rect;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000768 rect.left = std::max(0, scissor.x);
769 rect.top = std::max(0, scissor.y);
770 rect.right = scissor.x + std::max(0, scissor.width);
771 rect.bottom = scissor.y + std::max(0, scissor.height);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000772
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000773 mDeviceContext->RSSetScissorRects(1, &rect);
774 }
775
776 if (enabled != mScissorEnabled)
777 {
778 mForceSetRasterState = true;
779 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000780
781 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000782 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000783 }
784
785 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000786}
787
daniel@transgaming.com12985182012-12-20 20:56:31 +0000788bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000789 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000790{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000791 gl::Rectangle actualViewport = viewport;
792 float actualZNear = gl::clamp01(zNear);
793 float actualZFar = gl::clamp01(zFar);
794 if (ignoreViewport)
795 {
796 actualViewport.x = 0;
797 actualViewport.y = 0;
798 actualViewport.width = mRenderTargetDesc.width;
799 actualViewport.height = mRenderTargetDesc.height;
800 actualZNear = 0.0f;
801 actualZFar = 1.0f;
802 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000803
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000804 // Get D3D viewport bounds, which depends on the feature level
805 const Range& viewportBounds = getViewportBounds();
806
807 // Clamp width and height first to the gl maximum, then clamp further if we extend past the D3D maximum bounds
daniel@transgaming.com53670042012-11-28 20:55:51 +0000808 D3D11_VIEWPORT dxViewport;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000809 dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end);
810 dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end);
811 dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension());
812 dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension());
813 dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX));
814 dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY));
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000815 dxViewport.MinDepth = actualZNear;
816 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000817
818 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
819 {
820 return false; // Nothing to render
821 }
822
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000823 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
824 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000825
daniel@transgaming.com53670042012-11-28 20:55:51 +0000826 if (viewportChanged)
827 {
828 mDeviceContext->RSSetViewports(1, &dxViewport);
829
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000830 mCurViewport = actualViewport;
831 mCurNear = actualZNear;
832 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000833
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +0000834 mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f;
835 mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f;
836 mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
837 mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000838
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000839 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
840 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000841
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000842 mVertexConstants.depthRange[0] = actualZNear;
843 mVertexConstants.depthRange[1] = actualZFar;
844 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000845
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000846 mPixelConstants.depthRange[0] = actualZNear;
847 mPixelConstants.depthRange[1] = actualZFar;
848 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000849 }
850
851 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000852 return true;
853}
854
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000855bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
856{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000857 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000858
Geoff Lang57e713e2013-07-31 17:01:58 -0400859 GLsizei minCount = 0;
860
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000861 switch (mode)
862 {
Geoff Lang57e713e2013-07-31 17:01:58 -0400863 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; minCount = 1; break;
864 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; minCount = 2; break;
865 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break;
866 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break;
867 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break;
868 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; minCount = 3; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000869 // emulate fans via rewriting index buffer
Geoff Lang57e713e2013-07-31 17:01:58 -0400870 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000871 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000872 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000873 }
874
Geoff Lang4c095862013-07-22 10:43:36 -0400875 if (primitiveTopology != mCurrentPrimitiveTopology)
876 {
877 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
878 mCurrentPrimitiveTopology = primitiveTopology;
879 }
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000880
Geoff Lang57e713e2013-07-31 17:01:58 -0400881 return count >= minCount;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000882}
883
884bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000885{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000886 // Get the color render buffer and serial
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000887 // Also extract the render target dimensions and view
888 unsigned int renderTargetWidth = 0;
889 unsigned int renderTargetHeight = 0;
890 GLenum renderTargetFormat = 0;
891 unsigned int renderTargetSerials[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {0};
892 ID3D11RenderTargetView* framebufferRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
893 bool missingColorRenderTarget = true;
894
895 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000896 {
shannon.woods%transgaming.com@gtempaccount.com4059a382013-04-13 03:31:16 +0000897 const GLenum drawBufferState = framebuffer->getDrawBufferState(colorAttachment);
898
899 if (framebuffer->getColorbufferType(colorAttachment) != GL_NONE && drawBufferState != GL_NONE)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000900 {
shannon.woods%transgaming.com@gtempaccount.com4059a382013-04-13 03:31:16 +0000901 // the draw buffer must be either "none", "back" for the default buffer or the same index as this color (in order)
902 ASSERT(drawBufferState == GL_BACK || drawBufferState == (GL_COLOR_ATTACHMENT0_EXT + colorAttachment));
903
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000904 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(colorAttachment);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000905
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000906 if (!colorbuffer)
907 {
908 ERR("render target pointer unexpectedly null.");
909 return false;
910 }
shannon.woods@transgaming.com3e3da582013-02-28 23:09:03 +0000911
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000912 // check for zero-sized default framebuffer, which is a special case.
913 // in this case we do not wish to modify any state and just silently return false.
914 // this will not report any gl error but will cause the calling method to return.
915 if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0)
916 {
917 return false;
918 }
919
920 renderTargetSerials[colorAttachment] = colorbuffer->getSerial();
921
922 // Extract the render target dimensions and view
923 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
924 if (!renderTarget)
925 {
926 ERR("render target pointer unexpectedly null.");
927 return false;
928 }
929
930 framebufferRTVs[colorAttachment] = renderTarget->getRenderTargetView();
931 if (!framebufferRTVs[colorAttachment])
932 {
933 ERR("render target view pointer unexpectedly null.");
934 return false;
935 }
936
937 if (missingColorRenderTarget)
938 {
939 renderTargetWidth = colorbuffer->getWidth();
940 renderTargetHeight = colorbuffer->getHeight();
941 renderTargetFormat = colorbuffer->getActualFormat();
942 missingColorRenderTarget = false;
943 }
Jamie Madillba597af2013-10-22 13:12:15 -0400944
945#ifdef _DEBUG
946 // Workaround for Debug SETSHADERRESOURCES_HAZARD D3D11 warnings
947 for (unsigned int vertexSerialIndex = 0; vertexSerialIndex < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; vertexSerialIndex++)
948 {
949 if (colorbuffer->getTextureSerial() != 0 && mCurVertexTextureSerials[vertexSerialIndex] == colorbuffer->getTextureSerial())
950 {
951 setTexture(gl::SAMPLER_VERTEX, vertexSerialIndex, NULL);
952 }
953 }
954
955 for (unsigned int pixelSerialIndex = 0; pixelSerialIndex < gl::MAX_TEXTURE_IMAGE_UNITS; pixelSerialIndex++)
956 {
957 if (colorbuffer->getTextureSerial() != 0 && mCurPixelTextureSerials[pixelSerialIndex] == colorbuffer->getTextureSerial())
958 {
959 setTexture(gl::SAMPLER_PIXEL, pixelSerialIndex, NULL);
960 }
961 }
962#endif
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000963 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000964 }
965
966 // Get the depth stencil render buffer and serials
967 gl::Renderbuffer *depthStencil = NULL;
968 unsigned int depthbufferSerial = 0;
969 unsigned int stencilbufferSerial = 0;
970 if (framebuffer->getDepthbufferType() != GL_NONE)
971 {
972 depthStencil = framebuffer->getDepthbuffer();
973 if (!depthStencil)
974 {
975 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000976 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000977 return false;
978 }
979
980 depthbufferSerial = depthStencil->getSerial();
981 }
982 else if (framebuffer->getStencilbufferType() != GL_NONE)
983 {
984 depthStencil = framebuffer->getStencilbuffer();
985 if (!depthStencil)
986 {
987 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000988 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000989 return false;
990 }
991
992 stencilbufferSerial = depthStencil->getSerial();
993 }
994
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000995 // Extract the depth stencil sizes and view
996 unsigned int depthSize = 0;
997 unsigned int stencilSize = 0;
998 ID3D11DepthStencilView* framebufferDSV = NULL;
999 if (depthStencil)
1000 {
1001 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
1002 if (!depthStencilRenderTarget)
1003 {
1004 ERR("render target pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001005 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001006 return false;
1007 }
1008
1009 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
1010 if (!framebufferDSV)
1011 {
1012 ERR("depth stencil view pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001013 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001014 return false;
1015 }
1016
1017 // If there is no render buffer, the width, height and format values come from
1018 // the depth stencil
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001019 if (missingColorRenderTarget)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001020 {
1021 renderTargetWidth = depthStencil->getWidth();
1022 renderTargetHeight = depthStencil->getHeight();
1023 renderTargetFormat = depthStencil->getActualFormat();
1024 }
1025
1026 depthSize = depthStencil->getDepthSize();
1027 stencilSize = depthStencil->getStencilSize();
1028 }
1029
1030 // Apply the render target and depth stencil
1031 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001032 memcmp(renderTargetSerials, mAppliedRenderTargetSerials, sizeof(renderTargetSerials)) != 0 ||
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001033 depthbufferSerial != mAppliedDepthbufferSerial ||
1034 stencilbufferSerial != mAppliedStencilbufferSerial)
1035 {
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001036 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), framebufferRTVs, framebufferDSV);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001037
1038 mRenderTargetDesc.width = renderTargetWidth;
1039 mRenderTargetDesc.height = renderTargetHeight;
1040 mRenderTargetDesc.format = renderTargetFormat;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00001041 mForceSetViewport = true;
1042 mForceSetScissor = true;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001043
1044 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
1045 {
1046 mCurDepthSize = depthSize;
1047 mForceSetRasterState = true;
1048 }
1049
1050 mCurStencilSize = stencilSize;
1051
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001052 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
1053 {
1054 mAppliedRenderTargetSerials[rtIndex] = renderTargetSerials[rtIndex];
1055 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001056 mAppliedDepthbufferSerial = depthbufferSerial;
1057 mAppliedStencilbufferSerial = stencilbufferSerial;
1058 mRenderTargetDescInitialized = true;
1059 mDepthStencilInitialized = true;
1060 }
1061
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001062 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001063}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001064
Jamie Madill57a89722013-07-02 11:57:03 -04001065GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, const gl::VertexAttribute vertexAttributes[], gl::VertexAttribCurrentValueData currentValues[],
Jamie Madilla857c362013-07-02 11:57:02 -04001066 GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +00001067{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001068 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
Jamie Madilla857c362013-07-02 11:57:02 -04001069 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, currentValues, programBinary, first, count, attributes, instances);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001070 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +00001071 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001072 return err;
1073 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +00001074
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001075 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +00001076}
1077
daniel@transgaming.com31240482012-11-28 21:06:41 +00001078GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001079{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001080 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001081
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001082 if (err == GL_NO_ERROR)
1083 {
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001084 if (indexInfo->storage)
1085 {
1086 if (indexInfo->serial != mAppliedStorageIBSerial || indexInfo->startOffset != mAppliedIBOffset)
1087 {
1088 BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(indexInfo->storage);
1089 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1090
Jamie Madill171ca0e2013-10-10 15:10:31 -04001091 mDeviceContext->IASetIndexBuffer(storage->getBuffer(false), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001092
1093 mAppliedIBSerial = 0;
1094 mAppliedStorageIBSerial = storage->getSerial();
1095 mAppliedIBOffset = indexInfo->startOffset;
1096 }
1097 }
1098 else if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001099 {
1100 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1101
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +00001102 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001103
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001104 mAppliedIBSerial = indexInfo->serial;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001105 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001106 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001107 }
1108 }
1109
1110 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001111}
1112
1113void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
1114{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001115 if (mode == GL_LINE_LOOP)
1116 {
1117 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1118 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001119 else if (mode == GL_TRIANGLE_FAN)
1120 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001121 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001122 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001123 else if (instances > 0)
1124 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001125 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001126 }
1127 else
1128 {
1129 mDeviceContext->Draw(count, 0);
1130 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001131}
1132
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001133void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001134{
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001135 if (mode == GL_LINE_LOOP)
1136 {
1137 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
1138 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001139 else if (mode == GL_TRIANGLE_FAN)
1140 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001141 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
1142 }
1143 else if (instances > 0)
1144 {
1145 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001146 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001147 else
1148 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +00001149 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001150 }
1151}
1152
1153void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1154{
1155 // Get the raw indices for an indexed draw
1156 if (type != GL_NONE && elementArrayBuffer)
1157 {
1158 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001159 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001160 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001161 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001162 }
1163
1164 if (!mLineLoopIB)
1165 {
1166 mLineLoopIB = new StreamingIndexBufferInterface(this);
1167 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1168 {
1169 delete mLineLoopIB;
1170 mLineLoopIB = NULL;
1171
1172 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001173 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001174 }
1175 }
1176
Geoff Lang57e713e2013-07-31 17:01:58 -04001177 // Checked by Renderer11::applyPrimitiveType
1178 ASSERT(count >= 0);
1179
1180 if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int)))
Geoff Langeadfd572013-07-09 15:55:07 -04001181 {
1182 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP, too many indices required.");
1183 return gl::error(GL_OUT_OF_MEMORY);
1184 }
1185
Geoff Lang57e713e2013-07-31 17:01:58 -04001186 const unsigned int spaceNeeded = (static_cast<unsigned int>(count) + 1) * sizeof(unsigned int);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001187 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1188 {
1189 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001190 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001191 }
1192
1193 void* mappedMemory = NULL;
Geoff Langa36ead42013-08-02 11:54:08 -04001194 unsigned int offset;
1195 if (!mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset))
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001196 {
1197 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001198 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001199 }
1200
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001201 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
Geoff Langa36ead42013-08-02 11:54:08 -04001202 unsigned int indexBufferOffset = offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001203
1204 switch (type)
1205 {
1206 case GL_NONE: // Non-indexed draw
1207 for (int i = 0; i < count; i++)
1208 {
1209 data[i] = i;
1210 }
1211 data[count] = 0;
1212 break;
1213 case GL_UNSIGNED_BYTE:
1214 for (int i = 0; i < count; i++)
1215 {
1216 data[i] = static_cast<const GLubyte*>(indices)[i];
1217 }
1218 data[count] = static_cast<const GLubyte*>(indices)[0];
1219 break;
1220 case GL_UNSIGNED_SHORT:
1221 for (int i = 0; i < count; i++)
1222 {
1223 data[i] = static_cast<const GLushort*>(indices)[i];
1224 }
1225 data[count] = static_cast<const GLushort*>(indices)[0];
1226 break;
1227 case GL_UNSIGNED_INT:
1228 for (int i = 0; i < count; i++)
1229 {
1230 data[i] = static_cast<const GLuint*>(indices)[i];
1231 }
1232 data[count] = static_cast<const GLuint*>(indices)[0];
1233 break;
1234 default: UNREACHABLE();
1235 }
1236
1237 if (!mLineLoopIB->unmapBuffer())
1238 {
1239 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001240 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001241 }
1242
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001243 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001244 {
1245 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
1246
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001247 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001248 mAppliedIBSerial = mLineLoopIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001249 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001250 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001251 }
1252
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001253 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001254}
1255
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001256void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001257{
1258 // Get the raw indices for an indexed draw
1259 if (type != GL_NONE && elementArrayBuffer)
1260 {
1261 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001262 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001263 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001264 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001265 }
1266
1267 if (!mTriangleFanIB)
1268 {
1269 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1270 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1271 {
1272 delete mTriangleFanIB;
1273 mTriangleFanIB = NULL;
1274
1275 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001276 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001277 }
1278 }
1279
Geoff Lang57e713e2013-07-31 17:01:58 -04001280 // Checked by Renderer11::applyPrimitiveType
1281 ASSERT(count >= 3);
1282
Geoff Langeadfd572013-07-09 15:55:07 -04001283 const unsigned int numTris = count - 2;
1284
Geoff Lang57e713e2013-07-31 17:01:58 -04001285 if (numTris > (std::numeric_limits<unsigned int>::max() / (sizeof(unsigned int) * 3)))
Geoff Langeadfd572013-07-09 15:55:07 -04001286 {
1287 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN, too many indices required.");
1288 return gl::error(GL_OUT_OF_MEMORY);
1289 }
1290
1291 const unsigned int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001292 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1293 {
1294 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001295 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001296 }
1297
1298 void* mappedMemory = NULL;
Geoff Langa36ead42013-08-02 11:54:08 -04001299 unsigned int offset;
1300 if (!mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory, &offset))
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001301 {
1302 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001303 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001304 }
1305
1306 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
Geoff Langa36ead42013-08-02 11:54:08 -04001307 unsigned int indexBufferOffset = offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001308
1309 switch (type)
1310 {
1311 case GL_NONE: // Non-indexed draw
Geoff Langeadfd572013-07-09 15:55:07 -04001312 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001313 {
1314 data[i*3 + 0] = 0;
1315 data[i*3 + 1] = i + 1;
1316 data[i*3 + 2] = i + 2;
1317 }
1318 break;
1319 case GL_UNSIGNED_BYTE:
Geoff Langeadfd572013-07-09 15:55:07 -04001320 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001321 {
1322 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1323 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1324 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1325 }
1326 break;
1327 case GL_UNSIGNED_SHORT:
Geoff Langeadfd572013-07-09 15:55:07 -04001328 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001329 {
1330 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1331 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1332 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1333 }
1334 break;
1335 case GL_UNSIGNED_INT:
Geoff Langeadfd572013-07-09 15:55:07 -04001336 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001337 {
1338 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1339 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1340 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1341 }
1342 break;
1343 default: UNREACHABLE();
1344 }
1345
1346 if (!mTriangleFanIB->unmapBuffer())
1347 {
1348 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001349 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001350 }
1351
1352 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1353 {
1354 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1355
1356 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1357 mAppliedIBSerial = mTriangleFanIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001358 mAppliedStorageIBSerial = 0;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001359 mAppliedIBOffset = indexBufferOffset;
1360 }
1361
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001362 if (instances > 0)
1363 {
1364 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1365 }
1366 else
1367 {
1368 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1369 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001370}
1371
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001372void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1373{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001374 unsigned int programBinarySerial = programBinary->getSerial();
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001375 const bool updateProgramState = (programBinarySerial != mAppliedProgramBinarySerial);
1376
1377 if (updateProgramState)
daniel@transgaming.come4991412012-12-20 20:55:34 +00001378 {
1379 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1380 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001381
daniel@transgaming.come4991412012-12-20 20:55:34 +00001382 ID3D11VertexShader *vertexShader = NULL;
1383 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001384
daniel@transgaming.come4991412012-12-20 20:55:34 +00001385 ID3D11PixelShader *pixelShader = NULL;
1386 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001387
daniel@transgaming.come4991412012-12-20 20:55:34 +00001388 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1389 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001390
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001391 programBinary->dirtyAllUniforms();
1392
1393 mAppliedProgramBinarySerial = programBinarySerial;
1394 }
1395
1396 // Only use the geometry shader currently for point sprite drawing
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001397 const bool usesGeometryShader = (programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode);
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001398
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001399 if (updateProgramState || usesGeometryShader != mIsGeometryShaderActive)
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001400 {
1401 if (usesGeometryShader)
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001402 {
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001403 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
1404 ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001405 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1406 }
1407 else
1408 {
1409 mDeviceContext->GSSetShader(NULL, NULL, 0);
1410 }
1411
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001412 mIsGeometryShaderActive = usesGeometryShader;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001413 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001414}
1415
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001416void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001417{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001418 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1419 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001420
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001421 unsigned int totalRegisterCountVS = 0;
1422 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001423
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001424 bool vertexUniformsDirty = false;
1425 bool pixelUniformsDirty = false;
1426
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001427 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1428 {
1429 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001430
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001431 if (uniform->isReferencedByVertexShader())
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001432 {
1433 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001434 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001435 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001436
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001437 if (uniform->isReferencedByFragmentShader())
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001438 {
1439 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001440 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001441 }
1442 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001443
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001444 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1445 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1446
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001447 float (*mapVS)[4] = NULL;
1448 float (*mapPS)[4] = NULL;
1449
Shannon Woods5ab33c82013-06-26 15:31:09 -04001450 if (totalRegisterCountVS > 0 && vertexUniformsDirty)
1451 {
1452 D3D11_MAPPED_SUBRESOURCE map = {0};
1453 HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1454 ASSERT(SUCCEEDED(result));
1455 mapVS = (float(*)[4])map.pData;
1456 }
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001457
Shannon Woods5ab33c82013-06-26 15:31:09 -04001458 if (totalRegisterCountPS > 0 && pixelUniformsDirty)
1459 {
1460 D3D11_MAPPED_SUBRESOURCE map = {0};
1461 HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1462 ASSERT(SUCCEEDED(result));
1463 mapPS = (float(*)[4])map.pData;
1464 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001465
Jamie Madill5b085dc2013-08-30 13:21:11 -04001466 for (size_t uniformIndex = 0; uniformIndex < uniformArray->size(); uniformIndex++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001467 {
Jamie Madill5b085dc2013-08-30 13:21:11 -04001468 gl::Uniform *uniform = (*uniformArray)[uniformIndex];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001469
Nicolas Capense6050882013-07-08 10:43:10 -04001470 if (!gl::IsSampler(uniform->type))
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001471 {
Jamie Madill5b085dc2013-08-30 13:21:11 -04001472 unsigned int componentCount = (4 - uniform->registerElement);
1473
Jamie Madill71cc91f2013-09-18 12:51:22 -04001474 // we assume that uniforms from structs are arranged in struct order in our uniforms list. otherwise we would
Jamie Madill5b085dc2013-08-30 13:21:11 -04001475 // overwrite previously written regions of memory.
Jamie Madill5b085dc2013-08-30 13:21:11 -04001476
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001477 if (uniform->isReferencedByVertexShader() && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001478 {
Jamie Madill5b085dc2013-08-30 13:21:11 -04001479 memcpy(&mapVS[uniform->vsRegisterIndex][uniform->registerElement], uniform->data, uniform->registerCount * sizeof(float) * componentCount);
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001480 }
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001481
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001482 if (uniform->isReferencedByFragmentShader() && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001483 {
Jamie Madill5b085dc2013-08-30 13:21:11 -04001484 memcpy(&mapPS[uniform->psRegisterIndex][uniform->registerElement], uniform->data, uniform->registerCount * sizeof(float) * componentCount);
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001485 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001486 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001487
1488 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001489 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001490
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001491 if (mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001492 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001493 mDeviceContext->Unmap(vertexConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001494 }
1495
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001496 if (mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001497 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001498 mDeviceContext->Unmap(pixelConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001499 }
Geoff Langc6354ee2013-07-22 10:40:07 -04001500
1501 if (mCurrentVertexConstantBuffer != vertexConstantBuffer)
1502 {
1503 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1504 mCurrentVertexConstantBuffer = vertexConstantBuffer;
1505 }
1506
1507 if (mCurrentPixelConstantBuffer != pixelConstantBuffer)
1508 {
1509 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
1510 mCurrentPixelConstantBuffer = pixelConstantBuffer;
1511 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001512
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001513 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001514 if (!mDriverConstantBufferVS)
1515 {
1516 D3D11_BUFFER_DESC constantBufferDescription = {0};
1517 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1518 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1519 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1520 constantBufferDescription.CPUAccessFlags = 0;
1521 constantBufferDescription.MiscFlags = 0;
1522 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001523
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001524 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001525 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001526
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001527 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1528 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001529
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001530 if (!mDriverConstantBufferPS)
1531 {
1532 D3D11_BUFFER_DESC constantBufferDescription = {0};
1533 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1534 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1535 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1536 constantBufferDescription.CPUAccessFlags = 0;
1537 constantBufferDescription.MiscFlags = 0;
1538 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001539
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001540 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001541 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001542
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001543 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1544 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001545
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001546 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1547 {
1548 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1549 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1550 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001551
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001552 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1553 {
1554 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1555 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1556 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001557
1558 // needed for the point sprite geometry shader
Geoff Langc6354ee2013-07-22 10:40:07 -04001559 if (mCurrentGeometryConstantBuffer != mDriverConstantBufferPS)
1560 {
1561 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
1562 mCurrentGeometryConstantBuffer = mDriverConstantBufferPS;
1563 }
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001564}
1565
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001566void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001567{
Geoff Langda507fe2013-08-20 12:01:42 -04001568 mClear->clearFramebuffer(clearParams, frameBuffer);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001569}
1570
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001571void Renderer11::markAllStateDirty()
1572{
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001573 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
1574 {
1575 mAppliedRenderTargetSerials[rtIndex] = 0;
1576 }
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001577 mAppliedDepthbufferSerial = 0;
1578 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001579 mDepthStencilInitialized = false;
1580 mRenderTargetDescInitialized = false;
1581
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001582 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001583 {
1584 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001585 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001586 }
1587 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1588 {
1589 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001590 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001591 }
1592
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001593 mForceSetBlendState = true;
1594 mForceSetRasterState = true;
1595 mForceSetDepthStencilState = true;
1596 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001597 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001598
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001599 mAppliedIBSerial = 0;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001600 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001601 mAppliedIBOffset = 0;
1602
daniel@transgaming.come4991412012-12-20 20:55:34 +00001603 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001604 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1605 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
Geoff Lang1f53cab2013-07-22 10:37:22 -04001606
1607 mInputLayoutCache.markDirty();
Geoff Langc6354ee2013-07-22 10:40:07 -04001608
1609 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; i++)
1610 {
1611 mCurrentConstantBufferVS[i] = -1;
1612 mCurrentConstantBufferPS[i] = -1;
1613 }
1614
1615 mCurrentVertexConstantBuffer = NULL;
1616 mCurrentPixelConstantBuffer = NULL;
1617 mCurrentGeometryConstantBuffer = NULL;
Geoff Lang4c095862013-07-22 10:43:36 -04001618
1619 mCurrentPrimitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001620}
1621
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001622void Renderer11::releaseDeviceResources()
1623{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001624 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001625 mInputLayoutCache.clear();
1626
Geoff Langea228632013-07-30 15:17:12 -04001627 SafeDelete(mVertexDataManager);
1628 SafeDelete(mIndexDataManager);
1629 SafeDelete(mLineLoopIB);
1630 SafeDelete(mTriangleFanIB);
1631 SafeDelete(mBlit);
Geoff Langda507fe2013-08-20 12:01:42 -04001632 SafeDelete(mClear);
Jamie Madilla21eea32013-09-18 14:36:25 -04001633 SafeDelete(mPixelTransfer);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001634
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001635 SafeRelease(mDriverConstantBufferVS);
1636 SafeRelease(mDriverConstantBufferPS);
1637 SafeRelease(mSyncQuery);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001638}
1639
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001640void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001641{
1642 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001643 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001644}
1645
1646bool Renderer11::isDeviceLost()
1647{
1648 return mDeviceLost;
1649}
1650
1651// set notify to true to broadcast a message to all contexts of the device loss
1652bool Renderer11::testDeviceLost(bool notify)
1653{
1654 bool isLost = false;
1655
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001656 // GetRemovedReason is used to test if the device is removed
1657 HRESULT result = mDevice->GetDeviceRemovedReason();
1658 isLost = d3d11::isDeviceLostError(result);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001659
1660 if (isLost)
1661 {
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001662 // Log error if this is a new device lost event
1663 if (mDeviceLost == false)
1664 {
1665 ERR("The D3D11 device was removed: 0x%08X", result);
1666 }
1667
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001668 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001669 // we'll probably get this done again by notifyDeviceLost
1670 // but best to remember it!
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001671 // Note that we don't want to clear the device loss status here
1672 // -- this needs to be done by resetDevice
1673 mDeviceLost = true;
1674 if (notify)
1675 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001676 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001677 }
1678 }
1679
1680 return isLost;
1681}
1682
1683bool Renderer11::testDeviceResettable()
1684{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001685 // determine if the device is resettable by creating a dummy device
1686 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001687
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001688 if (D3D11CreateDevice == NULL)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001689 {
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001690 return false;
1691 }
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001692
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001693 D3D_FEATURE_LEVEL featureLevels[] =
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001694 {
1695 D3D_FEATURE_LEVEL_11_0,
1696 D3D_FEATURE_LEVEL_10_1,
1697 D3D_FEATURE_LEVEL_10_0,
1698 };
1699
1700 ID3D11Device* dummyDevice;
1701 D3D_FEATURE_LEVEL dummyFeatureLevel;
1702 ID3D11DeviceContext* dummyContext;
1703
1704 HRESULT result = D3D11CreateDevice(NULL,
1705 D3D_DRIVER_TYPE_HARDWARE,
1706 NULL,
1707 #if defined(_DEBUG)
1708 D3D11_CREATE_DEVICE_DEBUG,
1709 #else
1710 0,
1711 #endif
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001712 featureLevels,
1713 ArraySize(featureLevels),
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001714 D3D11_SDK_VERSION,
1715 &dummyDevice,
1716 &dummyFeatureLevel,
1717 &dummyContext);
1718
1719 if (!mDevice || FAILED(result))
1720 {
1721 return false;
1722 }
1723
Geoff Langea228632013-07-30 15:17:12 -04001724 SafeRelease(dummyContext);
1725 SafeRelease(dummyDevice);
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001726
1727 return true;
1728}
1729
1730void Renderer11::release()
1731{
1732 releaseDeviceResources();
1733
Geoff Langea228632013-07-30 15:17:12 -04001734 SafeRelease(mDxgiFactory);
1735 SafeRelease(mDxgiAdapter);
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001736
1737 if (mDeviceContext)
1738 {
1739 mDeviceContext->ClearState();
1740 mDeviceContext->Flush();
Geoff Langea228632013-07-30 15:17:12 -04001741 SafeRelease(mDeviceContext);
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001742 }
1743
Geoff Langea228632013-07-30 15:17:12 -04001744 SafeRelease(mDevice);
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001745
1746 if (mD3d11Module)
1747 {
1748 FreeLibrary(mD3d11Module);
1749 mD3d11Module = NULL;
1750 }
1751
1752 if (mDxgiModule)
1753 {
1754 FreeLibrary(mDxgiModule);
1755 mDxgiModule = NULL;
1756 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001757}
1758
1759bool Renderer11::resetDevice()
1760{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001761 // recreate everything
1762 release();
1763 EGLint result = initialize();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001764
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001765 if (result != EGL_SUCCESS)
1766 {
1767 ERR("Could not reinitialize D3D11 device: %08X", result);
1768 return false;
1769 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001770
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001771 mDeviceLost = false;
1772
1773 return true;
1774}
1775
1776DWORD Renderer11::getAdapterVendor() const
1777{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001778 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001779}
1780
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001781std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001782{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001783 std::ostringstream rendererString;
1784
1785 rendererString << mDescription;
1786 rendererString << " Direct3D11";
1787
1788 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1789 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1790
1791 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001792}
1793
1794GUID Renderer11::getAdapterIdentifier() const
1795{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00001796 // Use the adapter LUID as our adapter ID
1797 // This number is local to a machine is only guaranteed to be unique between restarts
1798 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
1799 GUID adapterId = {0};
1800 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
1801 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001802}
1803
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00001804bool Renderer11::getBGRATextureSupport() const
1805{
1806 return mBGRATextureSupport;
1807}
1808
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001809bool Renderer11::getDXT1TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001810{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00001811 return mDXT1TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001812}
1813
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001814bool Renderer11::getDXT3TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001815{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00001816 return mDXT3TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001817}
1818
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001819bool Renderer11::getDXT5TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001820{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00001821 return mDXT5TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001822}
1823
1824bool Renderer11::getDepthTextureSupport() const
1825{
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +00001826 return mDepthTextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001827}
1828
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001829bool Renderer11::getFloat32TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001830{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00001831 return mFloat32TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001832}
1833
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001834bool Renderer11::getFloat32TextureFilteringSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001835{
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001836 return mFloat32FilterSupport;
1837}
1838
1839bool Renderer11::getFloat32TextureRenderingSupport() const
1840{
1841 return mFloat32RenderSupport;
1842}
1843
1844bool Renderer11::getFloat16TextureSupport() const
1845{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00001846 return mFloat16TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001847}
1848
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001849bool Renderer11::getFloat16TextureFilteringSupport() const
1850{
1851 return mFloat16FilterSupport;
1852}
1853
1854bool Renderer11::getFloat16TextureRenderingSupport() const
1855{
1856 return mFloat16RenderSupport;
1857}
1858
Geoff Langd42cf4e2013-06-05 16:09:17 -04001859bool Renderer11::getRGB565TextureSupport() const
1860{
1861 return false;
1862}
1863
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001864bool Renderer11::getLuminanceTextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001865{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001866 return false;
1867}
1868
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001869bool Renderer11::getLuminanceAlphaTextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001870{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001871 return false;
1872}
1873
1874bool Renderer11::getTextureFilterAnisotropySupport() const
1875{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00001876 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001877}
1878
1879float Renderer11::getTextureMaxAnisotropy() const
1880{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00001881 switch (mFeatureLevel)
1882 {
1883 case D3D_FEATURE_LEVEL_11_0:
1884 return D3D11_MAX_MAXANISOTROPY;
1885 case D3D_FEATURE_LEVEL_10_1:
1886 case D3D_FEATURE_LEVEL_10_0:
1887 return D3D10_MAX_MAXANISOTROPY;
1888 default: UNREACHABLE();
1889 return 0;
1890 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001891}
1892
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001893bool Renderer11::getEventQuerySupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001894{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00001895 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001896}
1897
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00001898Range Renderer11::getViewportBounds() const
1899{
1900 switch (mFeatureLevel)
1901 {
1902 case D3D_FEATURE_LEVEL_11_0:
1903 return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
1904 case D3D_FEATURE_LEVEL_10_1:
1905 case D3D_FEATURE_LEVEL_10_0:
1906 return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
1907 default: UNREACHABLE();
1908 return Range(0, 0);
1909 }
1910}
1911
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001912unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001913{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001914 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
1915 switch (mFeatureLevel)
1916 {
1917 case D3D_FEATURE_LEVEL_11_0:
1918 case D3D_FEATURE_LEVEL_10_1:
1919 case D3D_FEATURE_LEVEL_10_0:
1920 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
1921 default: UNREACHABLE();
1922 return 0;
1923 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001924}
1925
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00001926unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
1927{
1928 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
1929}
1930
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00001931unsigned int Renderer11::getReservedVertexUniformVectors() const
1932{
Shannon Woods5ab33c82013-06-26 15:31:09 -04001933 return 0; // Driver uniforms are stored in a separate constant buffer
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00001934}
1935
1936unsigned int Renderer11::getReservedFragmentUniformVectors() const
1937{
Shannon Woods5ab33c82013-06-26 15:31:09 -04001938 return 0; // Driver uniforms are stored in a separate constant buffer
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00001939}
1940
1941unsigned int Renderer11::getMaxVertexUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00001942{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00001943 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
1944 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
1945 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00001946}
1947
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00001948unsigned int Renderer11::getMaxFragmentUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00001949{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00001950 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
1951 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
1952 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00001953}
1954
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00001955unsigned int Renderer11::getMaxVaryingVectors() const
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00001956{
1957 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
shannonwoods@chromium.org74b86cf2013-05-30 00:02:58 +00001958 META_ASSERT(D3D11_VS_OUTPUT_REGISTER_COUNT <= D3D11_PS_INPUT_REGISTER_COUNT);
1959 META_ASSERT(D3D10_VS_OUTPUT_REGISTER_COUNT <= D3D10_PS_INPUT_REGISTER_COUNT);
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00001960 switch (mFeatureLevel)
1961 {
1962 case D3D_FEATURE_LEVEL_11_0:
1963 return D3D11_VS_OUTPUT_REGISTER_COUNT;
1964 case D3D_FEATURE_LEVEL_10_1:
1965 case D3D_FEATURE_LEVEL_10_0:
1966 return D3D10_VS_OUTPUT_REGISTER_COUNT;
1967 default: UNREACHABLE();
1968 return 0;
1969 }
1970}
1971
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00001972unsigned int Renderer11::getMaxVertexShaderUniformBuffers() const
1973{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00001974 META_ASSERT(gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
1975 gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
1976
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00001977 switch (mFeatureLevel)
1978 {
1979 case D3D_FEATURE_LEVEL_11_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00001980 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedVertexUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00001981 case D3D_FEATURE_LEVEL_10_1:
1982 case D3D_FEATURE_LEVEL_10_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00001983 return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedVertexUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00001984 default: UNREACHABLE();
1985 return 0;
1986 }
1987}
1988
1989unsigned int Renderer11::getMaxFragmentShaderUniformBuffers() const
1990{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00001991 META_ASSERT(gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
1992 gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
1993
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00001994 switch (mFeatureLevel)
1995 {
1996 case D3D_FEATURE_LEVEL_11_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00001997 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedFragmentUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00001998 case D3D_FEATURE_LEVEL_10_1:
1999 case D3D_FEATURE_LEVEL_10_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002000 return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedFragmentUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002001 default: UNREACHABLE();
2002 return 0;
2003 }
2004}
2005
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002006unsigned int Renderer11::getReservedVertexUniformBuffers() const
2007{
2008 // we reserve one buffer for the application uniforms, and one for driver uniforms
2009 return 2;
2010}
2011
2012unsigned int Renderer11::getReservedFragmentUniformBuffers() const
2013{
2014 // we reserve one buffer for the application uniforms, and one for driver uniforms
2015 return 2;
2016}
2017
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002018unsigned int Renderer11::getMaxTransformFeedbackBuffers() const
2019{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002020 META_ASSERT(gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D11_SO_BUFFER_SLOT_COUNT &&
2021 gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D10_SO_BUFFER_SLOT_COUNT);
2022
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002023 switch (mFeatureLevel)
2024 {
2025 case D3D_FEATURE_LEVEL_11_0:
2026 return D3D11_SO_BUFFER_SLOT_COUNT;
2027 case D3D_FEATURE_LEVEL_10_1:
2028 case D3D_FEATURE_LEVEL_10_0:
2029 return D3D10_SO_BUFFER_SLOT_COUNT;
2030 default: UNREACHABLE();
2031 return 0;
2032 }
2033}
2034
shannonwoods@chromium.org33e798f2013-05-30 00:05:05 +00002035unsigned int Renderer11::getMaxUniformBufferSize() const
2036{
2037 // Each component is a 4-element vector of 4-byte units (floats)
2038 const unsigned int bytesPerComponent = 4 * sizeof(float);
2039
2040 switch (mFeatureLevel)
2041 {
2042 case D3D_FEATURE_LEVEL_11_0:
2043 return D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
2044 case D3D_FEATURE_LEVEL_10_1:
2045 case D3D_FEATURE_LEVEL_10_0:
2046 return D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
2047 default: UNREACHABLE();
2048 return 0;
2049 }
2050}
2051
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002052bool Renderer11::getNonPower2TextureSupport() const
2053{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00002054 switch (mFeatureLevel)
2055 {
2056 case D3D_FEATURE_LEVEL_11_0:
2057 case D3D_FEATURE_LEVEL_10_1:
2058 case D3D_FEATURE_LEVEL_10_0:
2059 return true;
2060 default: UNREACHABLE();
2061 return false;
2062 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002063}
2064
2065bool Renderer11::getOcclusionQuerySupport() const
2066{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002067 switch (mFeatureLevel)
2068 {
2069 case D3D_FEATURE_LEVEL_11_0:
2070 case D3D_FEATURE_LEVEL_10_1:
2071 case D3D_FEATURE_LEVEL_10_0:
2072 return true;
2073 default: UNREACHABLE();
2074 return false;
2075 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002076}
2077
2078bool Renderer11::getInstancingSupport() const
2079{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002080 switch (mFeatureLevel)
2081 {
2082 case D3D_FEATURE_LEVEL_11_0:
2083 case D3D_FEATURE_LEVEL_10_1:
2084 case D3D_FEATURE_LEVEL_10_0:
2085 return true;
2086 default: UNREACHABLE();
2087 return false;
2088 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002089}
2090
2091bool Renderer11::getShareHandleSupport() const
2092{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002093 // We only currently support share handles with BGRA surfaces, because
2094 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002095 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002096 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002097}
2098
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002099bool Renderer11::getDerivativeInstructionSupport() const
2100{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002101 switch (mFeatureLevel)
2102 {
2103 case D3D_FEATURE_LEVEL_11_0:
2104 case D3D_FEATURE_LEVEL_10_1:
2105 case D3D_FEATURE_LEVEL_10_0:
2106 return true;
2107 default: UNREACHABLE();
2108 return false;
2109 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002110}
2111
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002112bool Renderer11::getPostSubBufferSupport() const
2113{
2114 // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2.
2115 return false;
2116}
2117
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002118int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002119{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002120 switch (mFeatureLevel)
2121 {
2122 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002123 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002124 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2125 default: UNREACHABLE(); return 0;
2126 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002127}
2128
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002129int Renderer11::getMinorShaderModel() const
2130{
2131 switch (mFeatureLevel)
2132 {
2133 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2134 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2135 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2136 default: UNREACHABLE(); return 0;
2137 }
2138}
2139
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002140float Renderer11::getMaxPointSize() const
2141{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002142 // choose a reasonable maximum. we enforce this in the shader.
2143 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2144 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002145}
2146
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002147int Renderer11::getMaxViewportDimension() const
2148{
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002149 // Maximum viewport size must be at least as large as the largest render buffer (or larger).
2150 // In our case return the maximum texture size, which is the maximum render buffer size.
2151 META_ASSERT(D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D11_VIEWPORT_BOUNDS_MAX);
2152 META_ASSERT(D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D10_VIEWPORT_BOUNDS_MAX);
2153
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002154 switch (mFeatureLevel)
2155 {
2156 case D3D_FEATURE_LEVEL_11_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002157 return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002158 case D3D_FEATURE_LEVEL_10_1:
2159 case D3D_FEATURE_LEVEL_10_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002160 return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002161 default: UNREACHABLE();
2162 return 0;
2163 }
2164}
2165
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002166int Renderer11::getMaxTextureWidth() const
2167{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002168 switch (mFeatureLevel)
2169 {
2170 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2171 case D3D_FEATURE_LEVEL_10_1:
2172 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2173 default: UNREACHABLE(); return 0;
2174 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002175}
2176
2177int Renderer11::getMaxTextureHeight() const
2178{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002179 switch (mFeatureLevel)
2180 {
2181 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2182 case D3D_FEATURE_LEVEL_10_1:
2183 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2184 default: UNREACHABLE(); return 0;
2185 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002186}
2187
shannon.woods%transgaming.com@gtempaccount.comc1fdf6b2013-04-13 03:44:41 +00002188int Renderer11::getMaxTextureDepth() const
2189{
2190 switch (mFeatureLevel)
2191 {
2192 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; // 2048
2193 case D3D_FEATURE_LEVEL_10_1:
2194 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; // 2048
2195 default: UNREACHABLE(); return 0;
2196 }
2197}
2198
shannon.woods%transgaming.com@gtempaccount.coma98a8112013-04-13 03:45:57 +00002199int Renderer11::getMaxTextureArrayLayers() const
2200{
2201 switch (mFeatureLevel)
2202 {
2203 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; // 2048
2204 case D3D_FEATURE_LEVEL_10_1:
2205 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; // 512
2206 default: UNREACHABLE(); return 0;
2207 }
2208}
2209
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002210bool Renderer11::get32BitIndexSupport() const
2211{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002212 switch (mFeatureLevel)
2213 {
2214 case D3D_FEATURE_LEVEL_11_0:
2215 case D3D_FEATURE_LEVEL_10_1:
2216 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2217 default: UNREACHABLE(); return false;
2218 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002219}
2220
2221int Renderer11::getMinSwapInterval() const
2222{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002223 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002224}
2225
2226int Renderer11::getMaxSwapInterval() const
2227{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002228 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002229}
2230
2231int Renderer11::getMaxSupportedSamples() const
2232{
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +00002233 return mMaxSupportedSamples;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002234}
2235
Geoff Lang005df412013-10-16 14:12:50 -04002236GLsizei Renderer11::getMaxSupportedFormatSamples(GLenum internalFormat) const
Geoff Lang0e120e32013-05-29 10:23:55 -04002237{
Shannon Woodsdd4674f2013-07-08 10:32:15 -04002238 DXGI_FORMAT format = gl_d3d11::GetRenderableFormat(internalFormat, getCurrentClientVersion());
Geoff Lang0e120e32013-05-29 10:23:55 -04002239 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2240 return (iter != mMultisampleSupportMap.end()) ? iter->second.maxSupportedSamples : 0;
2241}
2242
Geoff Lang005df412013-10-16 14:12:50 -04002243GLsizei Renderer11::getNumSampleCounts(GLenum internalFormat) const
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002244{
2245 unsigned int numCounts = 0;
2246
2247 // D3D11 supports multisampling for signed and unsigned format, but ES 3.0 does not
Geoff Langb2f3d052013-08-13 12:49:27 -04002248 GLenum componentType = gl::GetComponentType(internalFormat, getCurrentClientVersion());
2249 if (componentType != GL_INT && componentType != GL_UNSIGNED_INT)
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002250 {
2251 DXGI_FORMAT format = gl_d3d11::GetRenderableFormat(internalFormat, getCurrentClientVersion());
2252 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2253
2254 if (iter != mMultisampleSupportMap.end())
2255 {
2256 const MultisampleSupportInfo& info = iter->second;
2257 for (int i = 0; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2258 {
2259 if (info.qualityLevels[i] > 0)
2260 {
2261 numCounts++;
2262 }
2263 }
2264 }
2265 }
2266
2267 return numCounts;
2268}
2269
Geoff Lang005df412013-10-16 14:12:50 -04002270void Renderer11::getSampleCounts(GLenum internalFormat, GLsizei bufSize, GLint *params) const
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002271{
2272 // D3D11 supports multisampling for signed and unsigned format, but ES 3.0 does not
Geoff Langb2f3d052013-08-13 12:49:27 -04002273 GLenum componentType = gl::GetComponentType(internalFormat, getCurrentClientVersion());
2274 if (componentType == GL_INT || componentType == GL_UNSIGNED_INT)
2275 {
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002276 return;
Geoff Langb2f3d052013-08-13 12:49:27 -04002277 }
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002278
2279 DXGI_FORMAT format = gl_d3d11::GetRenderableFormat(internalFormat, getCurrentClientVersion());
2280 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2281
2282 if (iter != mMultisampleSupportMap.end())
2283 {
2284 const MultisampleSupportInfo& info = iter->second;
2285 int bufPos = 0;
2286 for (int i = D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT - 1; i >= 0 && bufPos < bufSize; i--)
2287 {
2288 if (info.qualityLevels[i] > 0)
2289 {
2290 params[bufPos++] = i + 1;
2291 }
2292 }
2293 }
2294}
2295
shannon.woods@transgaming.com88fbd0f2013-02-28 23:05:46 +00002296int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
2297{
2298 if (requested == 0)
2299 {
2300 return 0;
2301 }
2302
2303 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2304 if (iter != mMultisampleSupportMap.end())
2305 {
2306 const MultisampleSupportInfo& info = iter->second;
2307 for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2308 {
2309 if (info.qualityLevels[i] > 0)
2310 {
2311 return i + 1;
2312 }
2313 }
2314 }
2315
2316 return -1;
2317}
2318
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002319unsigned int Renderer11::getMaxRenderTargets() const
2320{
shannon.woods%transgaming.com@gtempaccount.comf30ccc22013-04-13 03:28:36 +00002321 META_ASSERT(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2322 META_ASSERT(D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2323
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002324 switch (mFeatureLevel)
2325 {
2326 case D3D_FEATURE_LEVEL_11_0:
2327 return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2328 case D3D_FEATURE_LEVEL_10_1:
2329 case D3D_FEATURE_LEVEL_10_0:
2330 return D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2331 default:
2332 UNREACHABLE();
2333 return 1;
2334 }
2335}
2336
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002337bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002338{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002339 if (source && dest)
2340 {
2341 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2342 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2343
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002344 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002345 return true;
2346 }
2347
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002348 return false;
2349}
2350
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002351bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002352{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002353 if (source && dest)
2354 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002355 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2356 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002357
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002358 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002359 return true;
2360 }
2361
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002362 return false;
2363}
2364
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002365bool Renderer11::copyToRenderTarget(TextureStorageInterface3D *dest, TextureStorageInterface3D *source)
2366{
2367 if (source && dest)
2368 {
2369 TextureStorage11_3D *source11 = TextureStorage11_3D::makeTextureStorage11_3D(source->getStorageInstance());
2370 TextureStorage11_3D *dest11 = TextureStorage11_3D::makeTextureStorage11_3D(dest->getStorageInstance());
2371
2372 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
2373 return true;
2374 }
2375
2376 return false;
2377}
2378
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002379bool Renderer11::copyToRenderTarget(TextureStorageInterface2DArray *dest, TextureStorageInterface2DArray *source)
2380{
2381 if (source && dest)
2382 {
2383 TextureStorage11_2DArray *source11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(source->getStorageInstance());
2384 TextureStorage11_2DArray *dest11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(dest->getStorageInstance());
2385
2386 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
2387 return true;
2388 }
2389
2390 return false;
2391}
2392
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002393bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002394 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002395{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002396 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002397 if (!colorbuffer)
2398 {
2399 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002400 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002401 }
2402
2403 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2404 if (!sourceRenderTarget)
2405 {
2406 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002407 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002408 }
2409
2410 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2411 if (!source)
2412 {
2413 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002414 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002415 }
2416
2417 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2418 if (!storage11)
2419 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002420 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002421 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002422 }
2423
2424 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2425 if (!destRenderTarget)
2426 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002427 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002428 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002429 }
2430
2431 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2432 if (!dest)
2433 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002434 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002435 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002436 }
2437
Geoff Langb86b9792013-06-04 16:32:05 -04002438 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2439 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002440
Geoff Langb86b9792013-06-04 16:32:05 -04002441 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2442 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002443
Geoff Langb86b9792013-06-04 16:32:05 -04002444 // Use nearest filtering because source and destination are the same size for the direct
2445 // copy
Geoff Lang125deab2013-08-09 13:34:16 -04002446 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
Geoff Langb86b9792013-06-04 16:32:05 -04002447 destFormat, GL_NEAREST);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002448
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002449 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002450}
2451
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002452bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002453 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002454{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002455 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002456 if (!colorbuffer)
2457 {
2458 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002459 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002460 }
2461
2462 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2463 if (!sourceRenderTarget)
2464 {
2465 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002466 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002467 }
2468
2469 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2470 if (!source)
2471 {
2472 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002473 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002474 }
2475
2476 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2477 if (!storage11)
2478 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002479 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002480 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002481 }
2482
Nicolas Capensb13f8662013-06-04 13:30:19 -04002483 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetFace(target, level));
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002484 if (!destRenderTarget)
2485 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002486 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002487 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002488 }
2489
2490 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2491 if (!dest)
2492 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002493 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002494 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002495 }
2496
Geoff Langb86b9792013-06-04 16:32:05 -04002497 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2498 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002499
Geoff Langb86b9792013-06-04 16:32:05 -04002500 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2501 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002502
Geoff Langb86b9792013-06-04 16:32:05 -04002503 // Use nearest filtering because source and destination are the same size for the direct
2504 // copy
Geoff Lang125deab2013-08-09 13:34:16 -04002505 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
Geoff Langb86b9792013-06-04 16:32:05 -04002506 destFormat, GL_NEAREST);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002507
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002508 return ret;
2509}
2510
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002511bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2512 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface3D *storage, GLint level)
2513{
2514 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2515 if (!colorbuffer)
2516 {
2517 ERR("Failed to retrieve the color buffer from the frame buffer.");
2518 return gl::error(GL_OUT_OF_MEMORY, false);
2519 }
2520
2521 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2522 if (!sourceRenderTarget)
2523 {
2524 ERR("Failed to retrieve the render target from the frame buffer.");
2525 return gl::error(GL_OUT_OF_MEMORY, false);
2526 }
2527
2528 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2529 if (!source)
2530 {
2531 ERR("Failed to retrieve the render target view from the render target.");
2532 return gl::error(GL_OUT_OF_MEMORY, false);
2533 }
2534
2535 TextureStorage11_3D *storage11 = TextureStorage11_3D::makeTextureStorage11_3D(storage->getStorageInstance());
2536 if (!storage11)
2537 {
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002538 ERR("Failed to retrieve the texture storage from the destination.");
2539 return gl::error(GL_OUT_OF_MEMORY, false);
2540 }
2541
2542 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
2543 if (!destRenderTarget)
2544 {
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002545 ERR("Failed to retrieve the render target from the destination storage.");
2546 return gl::error(GL_OUT_OF_MEMORY, false);
2547 }
2548
2549 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2550 if (!dest)
2551 {
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002552 ERR("Failed to retrieve the render target view from the destination render target.");
2553 return gl::error(GL_OUT_OF_MEMORY, false);
2554 }
2555
Geoff Langb86b9792013-06-04 16:32:05 -04002556 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2557 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002558
Geoff Langb86b9792013-06-04 16:32:05 -04002559 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2560 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002561
Geoff Langb86b9792013-06-04 16:32:05 -04002562 // Use nearest filtering because source and destination are the same size for the direct
2563 // copy
Geoff Lang125deab2013-08-09 13:34:16 -04002564 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
Geoff Langb86b9792013-06-04 16:32:05 -04002565 destFormat, GL_NEAREST);
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002566
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002567 return ret;
2568}
2569
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002570bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2571 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface2DArray *storage, GLint level)
2572{
2573 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2574 if (!colorbuffer)
2575 {
2576 ERR("Failed to retrieve the color buffer from the frame buffer.");
2577 return gl::error(GL_OUT_OF_MEMORY, false);
2578 }
2579
2580 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2581 if (!sourceRenderTarget)
2582 {
2583 ERR("Failed to retrieve the render target from the frame buffer.");
2584 return gl::error(GL_OUT_OF_MEMORY, false);
2585 }
2586
2587 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2588 if (!source)
2589 {
2590 ERR("Failed to retrieve the render target view from the render target.");
2591 return gl::error(GL_OUT_OF_MEMORY, false);
2592 }
2593
2594 TextureStorage11_2DArray *storage11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(storage->getStorageInstance());
2595 if (!storage11)
2596 {
Geoff Langea228632013-07-30 15:17:12 -04002597 SafeRelease(source);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002598 ERR("Failed to retrieve the texture storage from the destination.");
2599 return gl::error(GL_OUT_OF_MEMORY, false);
2600 }
2601
2602 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
2603 if (!destRenderTarget)
2604 {
Geoff Langea228632013-07-30 15:17:12 -04002605 SafeRelease(source);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002606 ERR("Failed to retrieve the render target from the destination storage.");
2607 return gl::error(GL_OUT_OF_MEMORY, false);
2608 }
2609
2610 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2611 if (!dest)
2612 {
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002613 ERR("Failed to retrieve the render target view from the destination render target.");
2614 return gl::error(GL_OUT_OF_MEMORY, false);
2615 }
2616
Geoff Langb86b9792013-06-04 16:32:05 -04002617 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2618 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002619
Geoff Langb86b9792013-06-04 16:32:05 -04002620 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2621 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002622
Geoff Langb86b9792013-06-04 16:32:05 -04002623 // Use nearest filtering because source and destination are the same size for the direct
2624 // copy
Geoff Lang125deab2013-08-09 13:34:16 -04002625 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
Geoff Langb86b9792013-06-04 16:32:05 -04002626 destFormat, GL_NEAREST);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002627
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002628 return ret;
2629}
2630
shannon.woods%transgaming.com@gtempaccount.comba2744f2013-04-13 03:33:38 +00002631void Renderer11::unapplyRenderTargets()
2632{
2633 setOneTimeRenderTarget(NULL);
2634}
2635
2636void Renderer11::setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView)
2637{
2638 ID3D11RenderTargetView *rtvArray[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
2639
2640 rtvArray[0] = renderTargetView;
2641
2642 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), rtvArray, NULL);
2643
2644 // Do not preserve the serial for this one-time-use render target
2645 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
2646 {
2647 mAppliedRenderTargetSerials[rtIndex] = 0;
2648 }
2649}
2650
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002651RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2652{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002653 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002654 RenderTarget11 *renderTarget = NULL;
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002655
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002656 if (depth)
2657 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002658 // Note: depth stencil may be NULL for 0 sized surfaces
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002659 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
2660 swapChain11->getDepthStencilTexture(), NULL,
shannonwoods@chromium.org7faf3ec2013-05-30 00:03:45 +00002661 swapChain11->getWidth(), swapChain11->getHeight(), 1);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002662 }
2663 else
2664 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002665 // Note: render target may be NULL for 0 sized surfaces
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002666 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002667 swapChain11->getOffscreenTexture(),
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002668 swapChain11->getRenderTargetShaderResource(),
shannonwoods@chromium.org7faf3ec2013-05-30 00:03:45 +00002669 swapChain11->getWidth(), swapChain11->getHeight(), 1);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002670 }
2671 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002672}
2673
Geoff Langa2d97f12013-06-11 11:44:02 -04002674RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples)
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002675{
Geoff Langa2d97f12013-06-11 11:44:02 -04002676 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples);
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002677 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002678}
2679
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002680ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002681{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002682 ShaderExecutable11 *executable = NULL;
2683
2684 switch (type)
2685 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002686 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002687 {
2688 ID3D11VertexShader *vshader = NULL;
2689 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2690 ASSERT(SUCCEEDED(result));
2691
2692 if (vshader)
2693 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002694 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002695 }
2696 }
2697 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002698 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002699 {
2700 ID3D11PixelShader *pshader = NULL;
2701 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2702 ASSERT(SUCCEEDED(result));
2703
2704 if (pshader)
2705 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002706 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002707 }
2708 }
2709 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002710 case rx::SHADER_GEOMETRY:
2711 {
2712 ID3D11GeometryShader *gshader = NULL;
2713 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
2714 ASSERT(SUCCEEDED(result));
2715
2716 if (gshader)
2717 {
2718 executable = new ShaderExecutable11(function, length, gshader);
2719 }
2720 }
2721 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002722 default:
2723 UNREACHABLE();
2724 break;
2725 }
2726
2727 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002728}
2729
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002730ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002731{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002732 const char *profile = NULL;
2733
2734 switch (type)
2735 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002736 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002737 profile = "vs_4_0";
2738 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002739 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002740 profile = "ps_4_0";
2741 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002742 case rx::SHADER_GEOMETRY:
2743 profile = "gs_4_0";
2744 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002745 default:
2746 UNREACHABLE();
2747 return NULL;
2748 }
2749
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +00002750 ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, D3DCOMPILE_OPTIMIZATION_LEVEL0, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002751 if (!binary)
Geoff Langea228632013-07-30 15:17:12 -04002752 {
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002753 return NULL;
Geoff Langea228632013-07-30 15:17:12 -04002754 }
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002755
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002756 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
Geoff Langea228632013-07-30 15:17:12 -04002757 SafeRelease(binary);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002758
2759 return executable;
2760}
2761
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002762VertexBuffer *Renderer11::createVertexBuffer()
2763{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00002764 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002765}
2766
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002767IndexBuffer *Renderer11::createIndexBuffer()
2768{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00002769 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002770}
2771
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +00002772BufferStorage *Renderer11::createBufferStorage()
2773{
2774 return new BufferStorage11(this);
2775}
2776
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002777QueryImpl *Renderer11::createQuery(GLenum type)
2778{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002779 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002780}
2781
2782FenceImpl *Renderer11::createFence()
2783{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002784 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002785}
2786
Geoff Lang005df412013-10-16 14:12:50 -04002787bool Renderer11::supportsFastCopyBufferToTexture(GLenum internalFormat) const
Jamie Madill0e0510f2013-10-10 15:46:23 -04002788{
Jamie Madill4461f092013-10-10 15:10:39 -04002789 int clientVersion = getCurrentClientVersion();
2790
2791 // We only support buffer to texture copies in ES3
2792 if (clientVersion <= 2)
2793 {
2794 return false;
2795 }
2796
2797 // sRGB formats do not work with D3D11 buffer SRVs
2798 if (gl::GetColorEncoding(internalFormat, clientVersion) == GL_SRGB)
2799 {
2800 return false;
2801 }
2802
2803 // We cannot support direct copies to non-color-renderable formats
2804 if (!gl::IsColorRenderingSupported(internalFormat, this))
2805 {
2806 return false;
2807 }
2808
2809 // We skip all 3-channel formats since sometimes format support is missing
2810 if (gl::GetComponentCount(internalFormat, clientVersion) == 3)
2811 {
2812 return false;
2813 }
2814
2815 // We don't support formats which we can't represent without conversion
2816 if (getNativeTextureFormat(internalFormat) != internalFormat)
2817 {
2818 return false;
2819 }
2820
2821 return true;
Jamie Madill0e0510f2013-10-10 15:46:23 -04002822}
2823
Jamie Madilla21eea32013-09-18 14:36:25 -04002824bool Renderer11::fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTarget *destRenderTarget,
2825 GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea)
2826{
Jamie Madill0e0510f2013-10-10 15:46:23 -04002827 ASSERT(supportsFastCopyBufferToTexture(destinationFormat));
Jamie Madilla21eea32013-09-18 14:36:25 -04002828 return mPixelTransfer->copyBufferToTexture(unpack, offset, destRenderTarget, destinationFormat, sourcePixelsType, destArea);
2829}
2830
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002831bool Renderer11::getRenderTargetResource(gl::Renderbuffer *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002832{
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002833 ASSERT(colorbuffer != NULL);
2834
2835 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2836 if (renderTarget)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002837 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002838 *subresourceIndex = renderTarget->getSubresourceIndex();
2839
2840 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
2841 if (colorBufferRTV)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002842 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002843 ID3D11Resource *textureResource = NULL;
2844 colorBufferRTV->GetResource(&textureResource);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002845
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002846 if (textureResource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002847 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002848 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
Geoff Langea228632013-07-30 15:17:12 -04002849 SafeRelease(textureResource);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002850
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002851 if (SUCCEEDED(result))
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002852 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002853 return true;
2854 }
2855 else
2856 {
2857 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
2858 "HRESULT: 0x%X.", result);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002859 }
2860 }
2861 }
2862 }
2863
2864 return false;
2865}
2866
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002867bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
Geoff Lang125deab2013-08-09 13:34:16 -04002868 const gl::Rectangle *scissor, bool blitRenderTarget, bool blitDepth, bool blitStencil, GLenum filter)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002869{
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00002870 if (blitRenderTarget)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002871 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00002872 gl::Renderbuffer *readBuffer = readTarget->getReadColorbuffer();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00002873
2874 if (!readBuffer)
2875 {
2876 ERR("Failed to retrieve the read buffer from the read framebuffer.");
2877 return gl::error(GL_OUT_OF_MEMORY, false);
2878 }
2879
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00002880 RenderTarget *readRenderTarget = readBuffer->getRenderTarget();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00002881
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00002882 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00002883 {
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00002884 if (drawTarget->isEnabledColorAttachment(colorAttachment))
2885 {
2886 gl::Renderbuffer *drawBuffer = drawTarget->getColorbuffer(colorAttachment);
2887
2888 if (!drawBuffer)
2889 {
2890 ERR("Failed to retrieve the draw buffer from the draw framebuffer.");
2891 return gl::error(GL_OUT_OF_MEMORY, false);
2892 }
2893
2894 RenderTarget *drawRenderTarget = drawBuffer->getRenderTarget();
2895
Geoff Lang125deab2013-08-09 13:34:16 -04002896 if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, filter, scissor,
Geoff Lang685806d2013-06-12 11:16:36 -04002897 blitRenderTarget, false, false))
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00002898 {
2899 return false;
2900 }
2901 }
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00002902 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002903 }
2904
Geoff Lang685806d2013-06-12 11:16:36 -04002905 if (blitDepth || blitStencil)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002906 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00002907 gl::Renderbuffer *readBuffer = readTarget->getDepthOrStencilbuffer();
2908 gl::Renderbuffer *drawBuffer = drawTarget->getDepthOrStencilbuffer();
2909
2910 if (!readBuffer)
2911 {
2912 ERR("Failed to retrieve the read depth-stencil buffer from the read framebuffer.");
2913 return gl::error(GL_OUT_OF_MEMORY, false);
2914 }
2915
2916 if (!drawBuffer)
2917 {
2918 ERR("Failed to retrieve the draw depth-stencil buffer from the draw framebuffer.");
2919 return gl::error(GL_OUT_OF_MEMORY, false);
2920 }
2921
2922 RenderTarget *readRenderTarget = readBuffer->getDepthStencil();
2923 RenderTarget *drawRenderTarget = drawBuffer->getDepthStencil();
2924
Geoff Lang125deab2013-08-09 13:34:16 -04002925 if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, filter, scissor,
Geoff Lang685806d2013-06-12 11:16:36 -04002926 false, blitDepth, blitStencil))
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00002927 {
2928 return false;
2929 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002930 }
2931
2932 return true;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002933}
2934
2935void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2936 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2937{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002938 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002939 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002940
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002941 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2942
2943 if (colorbuffer && getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002944 {
2945 gl::Rectangle area;
2946 area.x = x;
2947 area.y = y;
2948 area.width = width;
2949 area.height = height;
2950
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002951 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
2952 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002953
Geoff Langea228632013-07-30 15:17:12 -04002954 SafeRelease(colorBufferTexture);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002955 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002956}
2957
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002958Image *Renderer11::createImage()
2959{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00002960 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002961}
2962
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002963void Renderer11::generateMipmap(Image *dest, Image *src)
2964{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00002965 Image11 *dest11 = Image11::makeImage11(dest);
2966 Image11 *src11 = Image11::makeImage11(src);
Jamie Madilld6cb2442013-07-10 15:13:38 -04002967 Image11::generateMipmap(getCurrentClientVersion(), dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002968}
2969
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002970TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
2971{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002972 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
2973 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002974}
2975
2976TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
2977{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002978 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002979}
2980
2981TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
2982{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002983 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002984}
2985
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +00002986TextureStorage *Renderer11::createTextureStorage3D(int levels, GLenum internalformat, GLenum usage, GLsizei width, GLsizei height, GLsizei depth)
2987{
2988 return new TextureStorage11_3D(this, levels, internalformat, usage, width, height, depth);
2989}
2990
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002991TextureStorage *Renderer11::createTextureStorage2DArray(int levels, GLenum internalformat, GLenum usage, GLsizei width, GLsizei height, GLsizei depth)
2992{
2993 return new TextureStorage11_2DArray(this, levels, internalformat, usage, width, height, depth);
2994}
2995
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002996void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
2997 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
2998 GLint packAlignment, void *pixels)
2999{
3000 D3D11_TEXTURE2D_DESC textureDesc;
3001 texture->GetDesc(&textureDesc);
3002
3003 D3D11_TEXTURE2D_DESC stagingDesc;
3004 stagingDesc.Width = area.width;
3005 stagingDesc.Height = area.height;
3006 stagingDesc.MipLevels = 1;
3007 stagingDesc.ArraySize = 1;
3008 stagingDesc.Format = textureDesc.Format;
3009 stagingDesc.SampleDesc.Count = 1;
3010 stagingDesc.SampleDesc.Quality = 0;
3011 stagingDesc.Usage = D3D11_USAGE_STAGING;
3012 stagingDesc.BindFlags = 0;
3013 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
3014 stagingDesc.MiscFlags = 0;
3015
3016 ID3D11Texture2D* stagingTex = NULL;
3017 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
3018 if (FAILED(result))
3019 {
3020 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
3021 return;
3022 }
3023
3024 ID3D11Texture2D* srcTex = NULL;
3025 if (textureDesc.SampleDesc.Count > 1)
3026 {
3027 D3D11_TEXTURE2D_DESC resolveDesc;
3028 resolveDesc.Width = textureDesc.Width;
3029 resolveDesc.Height = textureDesc.Height;
3030 resolveDesc.MipLevels = 1;
3031 resolveDesc.ArraySize = 1;
3032 resolveDesc.Format = textureDesc.Format;
3033 resolveDesc.SampleDesc.Count = 1;
3034 resolveDesc.SampleDesc.Quality = 0;
3035 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
3036 resolveDesc.BindFlags = 0;
3037 resolveDesc.CPUAccessFlags = 0;
3038 resolveDesc.MiscFlags = 0;
3039
3040 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
3041 if (FAILED(result))
3042 {
3043 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
Geoff Langea228632013-07-30 15:17:12 -04003044 SafeRelease(stagingTex);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003045 return;
3046 }
3047
3048 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
3049 subResource = 0;
3050 }
3051 else
3052 {
3053 srcTex = texture;
3054 srcTex->AddRef();
3055 }
3056
3057 D3D11_BOX srcBox;
3058 srcBox.left = area.x;
3059 srcBox.right = area.x + area.width;
3060 srcBox.top = area.y;
3061 srcBox.bottom = area.y + area.height;
3062 srcBox.front = 0;
3063 srcBox.back = 1;
3064
3065 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
3066
Geoff Langea228632013-07-30 15:17:12 -04003067 SafeRelease(srcTex);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003068
3069 D3D11_MAPPED_SUBRESOURCE mapping;
3070 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
3071
3072 unsigned char *source;
3073 int inputPitch;
3074 if (packReverseRowOrder)
3075 {
3076 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
3077 inputPitch = -static_cast<int>(mapping.RowPitch);
3078 }
3079 else
3080 {
3081 source = static_cast<unsigned char*>(mapping.pData);
3082 inputPitch = static_cast<int>(mapping.RowPitch);
3083 }
3084
Geoff Lang697ad3e2013-06-04 10:11:28 -04003085 GLuint clientVersion = getCurrentClientVersion();
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003086
Geoff Lang005df412013-10-16 14:12:50 -04003087 GLenum sourceInternalFormat = d3d11_gl::GetInternalFormat(textureDesc.Format, clientVersion);
Geoff Lang697ad3e2013-06-04 10:11:28 -04003088 GLenum sourceFormat = gl::GetFormat(sourceInternalFormat, clientVersion);
3089 GLenum sourceType = gl::GetType(sourceInternalFormat, clientVersion);
3090
3091 GLuint sourcePixelSize = gl::GetPixelBytes(sourceInternalFormat, clientVersion);
3092
3093 if (sourceFormat == format && sourceType == type)
3094 {
3095 // Direct copy possible
3096 unsigned char *dest = static_cast<unsigned char*>(pixels);
3097 for (int y = 0; y < area.height; y++)
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003098 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003099 memcpy(dest + y * outputPitch, source + y * inputPitch, area.width * sourcePixelSize);
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003100 }
3101 }
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003102 else
3103 {
Geoff Lang005df412013-10-16 14:12:50 -04003104 GLenum destInternalFormat = gl::GetSizedInternalFormat(format, type, clientVersion);
Geoff Lang697ad3e2013-06-04 10:11:28 -04003105 GLuint destPixelSize = gl::GetPixelBytes(destInternalFormat, clientVersion);
3106
3107 ColorCopyFunction fastCopyFunc = d3d11::GetFastCopyFunction(textureDesc.Format, format, type, getCurrentClientVersion());
3108 if (fastCopyFunc)
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003109 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003110 // Fast copy is possible through some special function
3111 for (int y = 0; y < area.height; y++)
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003112 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003113 for (int x = 0; x < area.width; x++)
3114 {
3115 void *dest = static_cast<unsigned char*>(pixels) + y * outputPitch + x * destPixelSize;
3116 void *src = static_cast<unsigned char*>(source) + y * inputPitch + x * sourcePixelSize;
3117
3118 fastCopyFunc(src, dest);
3119 }
3120 }
3121 }
3122 else
3123 {
Jamie Madilld6cb2442013-07-10 15:13:38 -04003124 ColorReadFunction readFunc = d3d11::GetColorReadFunction(textureDesc.Format, clientVersion);
Geoff Lang697ad3e2013-06-04 10:11:28 -04003125 ColorWriteFunction writeFunc = gl::GetColorWriteFunction(format, type, clientVersion);
3126
3127 unsigned char temp[16]; // Maximum size of any Color<T> type used.
3128 META_ASSERT(sizeof(temp) >= sizeof(gl::ColorF) &&
3129 sizeof(temp) >= sizeof(gl::ColorUI) &&
3130 sizeof(temp) >= sizeof(gl::ColorI));
3131
3132 for (int y = 0; y < area.height; y++)
3133 {
3134 for (int x = 0; x < area.width; x++)
3135 {
3136 void *dest = static_cast<unsigned char*>(pixels) + y * outputPitch + x * destPixelSize;
3137 void *src = static_cast<unsigned char*>(source) + y * inputPitch + x * sourcePixelSize;
3138
3139 // readFunc and writeFunc will be using the same type of color, CopyTexImage
3140 // will not allow the copy otherwise.
3141 readFunc(src, temp);
3142 writeFunc(temp, dest);
3143 }
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003144 }
3145 }
3146 }
3147
3148 mDeviceContext->Unmap(stagingTex, 0);
3149
Geoff Langea228632013-07-30 15:17:12 -04003150 SafeRelease(stagingTex);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003151}
3152
Geoff Lang758d5b22013-06-11 11:42:50 -04003153bool Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget,
Geoff Lang125deab2013-08-09 13:34:16 -04003154 RenderTarget *drawRenderTarget, GLenum filter, const gl::Rectangle *scissor,
3155 bool colorBlit, bool depthBlit, bool stencilBlit)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003156{
Geoff Lang975af372013-06-12 11:19:22 -04003157 // Since blitRenderbufferRect is called for each render buffer that needs to be blitted,
3158 // it should never be the case that both color and depth/stencil need to be blitted at
3159 // at the same time.
3160 ASSERT(colorBlit != (depthBlit || stencilBlit));
3161
Geoff Langc1f51be2013-06-11 11:49:14 -04003162 bool result = true;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003163
Geoff Lang4d782732013-07-22 10:44:18 -04003164 RenderTarget11 *drawRenderTarget11 = RenderTarget11::makeRenderTarget11(drawRenderTarget);
3165 if (!drawRenderTarget)
3166 {
3167 ERR("Failed to retrieve the draw render target from the draw framebuffer.");
3168 return gl::error(GL_OUT_OF_MEMORY, false);
3169 }
3170
3171 ID3D11Resource *drawTexture = drawRenderTarget11->getTexture();
3172 unsigned int drawSubresource = drawRenderTarget11->getSubresourceIndex();
3173 ID3D11RenderTargetView *drawRTV = drawRenderTarget11->getRenderTargetView();
3174 ID3D11DepthStencilView *drawDSV = drawRenderTarget11->getDepthStencilView();
3175
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003176 RenderTarget11 *readRenderTarget11 = RenderTarget11::makeRenderTarget11(readRenderTarget);
3177 if (!readRenderTarget)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003178 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003179 ERR("Failed to retrieve the read render target from the read framebuffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003180 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003181 }
3182
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003183 ID3D11Resource *readTexture = NULL;
Geoff Langc1f51be2013-06-11 11:49:14 -04003184 ID3D11ShaderResourceView *readSRV = NULL;
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003185 unsigned int readSubresource = 0;
3186 if (readRenderTarget->getSamples() > 0)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003187 {
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003188 ID3D11Resource *unresolvedResource = readRenderTarget11->getTexture();
3189 ID3D11Texture2D *unresolvedTexture = d3d11::DynamicCastComObject<ID3D11Texture2D>(unresolvedResource);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003190
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003191 if (unresolvedTexture)
3192 {
3193 readTexture = resolveMultisampledTexture(unresolvedTexture, readRenderTarget11->getSubresourceIndex());
3194 readSubresource = 0;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003195
Geoff Langea228632013-07-30 15:17:12 -04003196 SafeRelease(unresolvedTexture);
Geoff Langc1f51be2013-06-11 11:49:14 -04003197
3198 HRESULT result = mDevice->CreateShaderResourceView(readTexture, NULL, &readSRV);
3199 if (FAILED(result))
3200 {
Geoff Langea228632013-07-30 15:17:12 -04003201 SafeRelease(readTexture);
Geoff Langc1f51be2013-06-11 11:49:14 -04003202 return gl::error(GL_OUT_OF_MEMORY, false);
3203 }
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003204 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003205 }
3206 else
3207 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003208 readTexture = readRenderTarget11->getTexture();
Geoff Lang4d782732013-07-22 10:44:18 -04003209 readTexture->AddRef();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003210 readSubresource = readRenderTarget11->getSubresourceIndex();
Geoff Langc1f51be2013-06-11 11:49:14 -04003211 readSRV = readRenderTarget11->getShaderResourceView();
Geoff Lang4d782732013-07-22 10:44:18 -04003212 readSRV->AddRef();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003213 }
3214
Geoff Lang4d782732013-07-22 10:44:18 -04003215 if (!readTexture || !readSRV)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003216 {
Geoff Lang4d782732013-07-22 10:44:18 -04003217 SafeRelease(readTexture);
3218 SafeRelease(readSRV);
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003219 ERR("Failed to retrieve the read render target view from the read render target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003220 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003221 }
3222
Geoff Lang125deab2013-08-09 13:34:16 -04003223 gl::Extents readSize(readRenderTarget->getWidth(), readRenderTarget->getHeight(), 1);
3224 gl::Extents drawSize(drawRenderTarget->getWidth(), drawRenderTarget->getHeight(), 1);
3225
3226 bool scissorNeeded = scissor && gl::ClipRectangle(drawRect, *scissor, NULL);
3227
3228 bool wholeBufferCopy = !scissorNeeded &&
3229 readRect.x == 0 && readRect.width == readSize.width &&
3230 readRect.y == 0 && readRect.height == readSize.height &&
3231 drawRect.x == 0 && drawRect.width == drawSize.width &&
3232 drawRect.y == 0 && drawRect.height == drawSize.height;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003233
Geoff Langc1f51be2013-06-11 11:49:14 -04003234 bool stretchRequired = readRect.width != drawRect.width || readRect.height != drawRect.height;
Geoff Lang758d5b22013-06-11 11:42:50 -04003235
Geoff Lang125deab2013-08-09 13:34:16 -04003236 bool flipRequired = readRect.width < 0 || readRect.height < 0 || drawRect.width < 0 || readRect.height < 0;
3237
3238 bool outOfBounds = readRect.x < 0 || readRect.x + readRect.width > readSize.width ||
3239 readRect.y < 0 || readRect.y + readRect.height > readSize.height ||
3240 drawRect.x < 0 || drawRect.x + drawRect.width > drawSize.width ||
3241 drawRect.y < 0 || drawRect.y + drawRect.height > drawSize.height;
3242
3243 bool hasDepth = gl::GetDepthBits(drawRenderTarget11->getActualFormat(), getCurrentClientVersion()) > 0;
3244 bool hasStencil = gl::GetStencilBits(drawRenderTarget11->getActualFormat(), getCurrentClientVersion()) > 0;
3245 bool partialDSBlit = (hasDepth && depthBlit) != (hasStencil && stencilBlit);
3246
Geoff Langc1f51be2013-06-11 11:49:14 -04003247 if (readRenderTarget11->getActualFormat() == drawRenderTarget->getActualFormat() &&
Geoff Lang125deab2013-08-09 13:34:16 -04003248 !stretchRequired && !outOfBounds && !flipRequired && !partialDSBlit &&
3249 (!(depthBlit || stencilBlit) || wholeBufferCopy))
Geoff Langc1f51be2013-06-11 11:49:14 -04003250 {
Geoff Lang125deab2013-08-09 13:34:16 -04003251 UINT dstX = drawRect.x;
3252 UINT dstY = drawRect.y;
3253
Geoff Langc1f51be2013-06-11 11:49:14 -04003254 D3D11_BOX readBox;
3255 readBox.left = readRect.x;
3256 readBox.right = readRect.x + readRect.width;
3257 readBox.top = readRect.y;
3258 readBox.bottom = readRect.y + readRect.height;
3259 readBox.front = 0;
3260 readBox.back = 1;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003261
Geoff Lang125deab2013-08-09 13:34:16 -04003262 if (scissorNeeded)
3263 {
3264 // drawRect is guaranteed to have positive width and height because stretchRequired is false.
3265 ASSERT(drawRect.width >= 0 || drawRect.height >= 0);
3266
3267 if (drawRect.x < scissor->x)
3268 {
3269 dstX = scissor->x;
3270 readBox.left += (scissor->x - drawRect.x);
3271 }
3272 if (drawRect.y < scissor->y)
3273 {
3274 dstY = scissor->y;
3275 readBox.top += (scissor->y - drawRect.y);
3276 }
3277 if (drawRect.x + drawRect.width > scissor->x + scissor->width)
3278 {
3279 readBox.right -= ((drawRect.x + drawRect.width) - (scissor->x + scissor->width));
3280 }
3281 if (drawRect.y + drawRect.height > scissor->y + scissor->height)
3282 {
3283 readBox.bottom -= ((drawRect.y + drawRect.height) - (scissor->y + scissor->height));
3284 }
3285 }
3286
Geoff Langc1f51be2013-06-11 11:49:14 -04003287 // D3D11 needs depth-stencil CopySubresourceRegions to have a NULL pSrcBox
3288 // We also require complete framebuffer copies for depth-stencil blit.
3289 D3D11_BOX *pSrcBox = wholeBufferCopy ? NULL : &readBox;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003290
Geoff Lang125deab2013-08-09 13:34:16 -04003291 mDeviceContext->CopySubresourceRegion(drawTexture, drawSubresource, dstX, dstY, 0,
Geoff Langc1f51be2013-06-11 11:49:14 -04003292 readTexture, readSubresource, pSrcBox);
3293 result = true;
3294 }
3295 else
3296 {
3297 gl::Box readArea(readRect.x, readRect.y, 0, readRect.width, readRect.height, 1);
Geoff Langc1f51be2013-06-11 11:49:14 -04003298 gl::Box drawArea(drawRect.x, drawRect.y, 0, drawRect.width, drawRect.height, 1);
Geoff Langc1f51be2013-06-11 11:49:14 -04003299
Geoff Lang975af372013-06-12 11:19:22 -04003300 if (depthBlit && stencilBlit)
Geoff Langc1f51be2013-06-11 11:49:14 -04003301 {
Geoff Lang975af372013-06-12 11:19:22 -04003302 result = mBlit->copyDepthStencil(readTexture, readSubresource, readArea, readSize,
Geoff Lang125deab2013-08-09 13:34:16 -04003303 drawTexture, drawSubresource, drawArea, drawSize,
3304 scissor);
Geoff Lang975af372013-06-12 11:19:22 -04003305 }
3306 else if (depthBlit)
3307 {
Geoff Lang125deab2013-08-09 13:34:16 -04003308 result = mBlit->copyDepth(readSRV, readArea, readSize, drawDSV, drawArea, drawSize,
3309 scissor);
Geoff Lang975af372013-06-12 11:19:22 -04003310 }
3311 else if (stencilBlit)
3312 {
3313 result = mBlit->copyStencil(readTexture, readSubresource, readArea, readSize,
Geoff Lang125deab2013-08-09 13:34:16 -04003314 drawTexture, drawSubresource, drawArea, drawSize,
3315 scissor);
Geoff Langc1f51be2013-06-11 11:49:14 -04003316 }
3317 else
3318 {
Geoff Lang685806d2013-06-12 11:16:36 -04003319 GLenum format = gl::GetFormat(drawRenderTarget->getInternalFormat(), getCurrentClientVersion());
Geoff Lang125deab2013-08-09 13:34:16 -04003320 result = mBlit->copyTexture(readSRV, readArea, readSize, drawRTV, drawArea, drawSize,
3321 scissor, format, filter);
Geoff Langc1f51be2013-06-11 11:49:14 -04003322 }
3323 }
3324
3325 SafeRelease(readTexture);
3326 SafeRelease(readSRV);
Geoff Langc1f51be2013-06-11 11:49:14 -04003327
3328 return result;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003329}
3330
shannon.woods@transgaming.comd67f9ce2013-02-28 23:06:09 +00003331ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
3332{
3333 D3D11_TEXTURE2D_DESC textureDesc;
3334 source->GetDesc(&textureDesc);
3335
3336 if (textureDesc.SampleDesc.Count > 1)
3337 {
3338 D3D11_TEXTURE2D_DESC resolveDesc;
3339 resolveDesc.Width = textureDesc.Width;
3340 resolveDesc.Height = textureDesc.Height;
3341 resolveDesc.MipLevels = 1;
3342 resolveDesc.ArraySize = 1;
3343 resolveDesc.Format = textureDesc.Format;
3344 resolveDesc.SampleDesc.Count = 1;
3345 resolveDesc.SampleDesc.Quality = 0;
3346 resolveDesc.Usage = textureDesc.Usage;
3347 resolveDesc.BindFlags = textureDesc.BindFlags;
3348 resolveDesc.CPUAccessFlags = 0;
3349 resolveDesc.MiscFlags = 0;
3350
3351 ID3D11Texture2D *resolveTexture = NULL;
3352 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
3353 if (FAILED(result))
3354 {
3355 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
3356 return NULL;
3357 }
3358
3359 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
3360 return resolveTexture;
3361 }
3362 else
3363 {
3364 source->AddRef();
3365 return source;
3366 }
3367}
3368
shannonwoods@chromium.org6e4f2a62013-05-30 00:15:19 +00003369bool Renderer11::getLUID(LUID *adapterLuid) const
3370{
3371 adapterLuid->HighPart = 0;
3372 adapterLuid->LowPart = 0;
3373
3374 if (!mDxgiAdapter)
3375 {
3376 return false;
3377 }
3378
3379 DXGI_ADAPTER_DESC adapterDesc;
3380 if (FAILED(mDxgiAdapter->GetDesc(&adapterDesc)))
3381 {
3382 return false;
3383 }
3384
3385 *adapterLuid = adapterDesc.AdapterLuid;
3386 return true;
3387}
3388
Geoff Lang005df412013-10-16 14:12:50 -04003389GLenum Renderer11::getNativeTextureFormat(GLenum internalFormat) const
Jamie Madillc8c102b2013-10-10 15:10:24 -04003390{
3391 int clientVersion = getCurrentClientVersion();
3392 return d3d11_gl::GetInternalFormat(gl_d3d11::GetTexFormat(internalFormat, clientVersion), clientVersion);
3393}
3394
Geoff Lang61e49a52013-05-29 10:22:58 -04003395Renderer11::MultisampleSupportInfo Renderer11::getMultisampleSupportInfo(DXGI_FORMAT format)
3396{
3397 MultisampleSupportInfo supportInfo = { 0 };
3398
3399 UINT formatSupport;
3400 HRESULT result;
3401
3402 result = mDevice->CheckFormatSupport(format, &formatSupport);
3403 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
3404 {
3405 for (unsigned int i = 1; i <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
3406 {
3407 result = mDevice->CheckMultisampleQualityLevels(format, i, &supportInfo.qualityLevels[i - 1]);
3408 if (SUCCEEDED(result) && supportInfo.qualityLevels[i - 1] > 0)
3409 {
3410 supportInfo.maxSupportedSamples = std::max(supportInfo.maxSupportedSamples, i);
3411 }
3412 else
3413 {
3414 supportInfo.qualityLevels[i - 1] = 0;
3415 }
3416 }
3417 }
3418
3419 return supportInfo;
3420}
3421
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003422}