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daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001//
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00002// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00003// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
8
9#include "common/debug.h"
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000013#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000014#include "libGLESv2/Program.h"
15#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000016#include "libGLESv2/Framebuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000017#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000018#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000019#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +000020#include "libGLESv2/renderer/ShaderExecutable11.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000021#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.coma8aac672012-12-20 21:08:00 +000022#include "libGLESv2/renderer/Image11.h"
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +000023#include "libGLESv2/renderer/VertexBuffer11.h"
daniel@transgaming.com11c2af52012-12-20 21:10:01 +000024#include "libGLESv2/renderer/IndexBuffer11.h"
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000025#include "libGLESv2/renderer/VertexDataManager.h"
26#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +000027#include "libGLESv2/renderer/TextureStorage11.h"
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +000028#include "libGLESv2/renderer/Query11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000029
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000030#include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h"
31#include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h"
32#include "libGLESv2/renderer/shaders/compiled/passthroughrgb11ps.h"
33#include "libGLESv2/renderer/shaders/compiled/passthroughlum11ps.h"
34#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha11ps.h"
35
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000036#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
37#include "libGLESv2/renderer/shaders/compiled/clear11ps.h"
38
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +000039#include <sstream>
40
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000041namespace rx
42{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000043static const DXGI_FORMAT RenderTargetFormats[] =
44 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000045 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000046 DXGI_FORMAT_R8G8B8A8_UNORM
47 };
48
49static const DXGI_FORMAT DepthStencilFormats[] =
50 {
51 DXGI_FORMAT_D24_UNORM_S8_UINT
52 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000053
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000054enum
55{
56 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
57};
58
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000059Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
60{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000061 mVertexDataManager = NULL;
62 mIndexDataManager = NULL;
63
daniel@transgaming.comc5114302012-12-20 21:11:36 +000064 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000065 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000066
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000067 mCopyResourcesInitialized = false;
68 mCopyVB = NULL;
69 mCopySampler = NULL;
70 mCopyIL = NULL;
71 mCopyVS = NULL;
72 mCopyRGBAPS = NULL;
73 mCopyRGBPS = NULL;
74 mCopyLumPS = NULL;
75 mCopyLumAlphaPS = NULL;
76
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000077 mClearResourcesInitialized = false;
78 mClearVB = NULL;
79 mClearIL = NULL;
80 mClearVS = NULL;
81 mClearPS = NULL;
82 mClearScissorRS = NULL;
83 mClearNoScissorRS = NULL;
84
daniel@transgaming.combdf787f2013-02-01 03:20:36 +000085 mSyncQuery = NULL;
86
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000087 mD3d11Module = NULL;
88 mDxgiModule = NULL;
89
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000090 mDeviceLost = false;
91
daniel@transgaming.com25072f62012-11-28 19:31:32 +000092 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000093 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000094 mDxgiAdapter = NULL;
95 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +000096
97 mDriverConstantBufferVS = NULL;
98 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +000099
100 mBGRATextureSupport = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000101}
102
103Renderer11::~Renderer11()
104{
105 releaseDeviceResources();
106
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000107 if (mDxgiFactory)
108 {
109 mDxgiFactory->Release();
110 mDxgiFactory = NULL;
111 }
112
113 if (mDxgiAdapter)
114 {
115 mDxgiAdapter->Release();
116 mDxgiAdapter = NULL;
117 }
118
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000119 if (mDeviceContext)
120 {
daniel@transgaming.comd5df4e82013-01-11 04:11:21 +0000121 mDeviceContext->ClearState();
122 mDeviceContext->Flush();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000123 mDeviceContext->Release();
124 mDeviceContext = NULL;
125 }
126
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000127 if (mDevice)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000128 {
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000129 mDevice->Release();
130 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000131 }
132
133 if (mD3d11Module)
134 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000135 FreeLibrary(mD3d11Module);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000136 mD3d11Module = NULL;
137 }
138
139 if (mDxgiModule)
140 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000141 FreeLibrary(mDxgiModule);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000142 mDxgiModule = NULL;
143 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000144}
145
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000146Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
147{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000148 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000149 return static_cast<rx::Renderer11*>(renderer);
150}
151
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000152EGLint Renderer11::initialize()
153{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000154 if (!initializeCompiler())
155 {
156 return EGL_NOT_INITIALIZED;
157 }
158
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000159 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
160 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000161
162 if (mD3d11Module == NULL || mDxgiModule == NULL)
163 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000164 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000165 return EGL_NOT_INITIALIZED;
166 }
167
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000168 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000169
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000170 if (D3D11CreateDevice == NULL)
171 {
172 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
173 return EGL_NOT_INITIALIZED;
174 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000175
176 D3D_FEATURE_LEVEL featureLevel[] =
177 {
178 D3D_FEATURE_LEVEL_11_0,
179 D3D_FEATURE_LEVEL_10_1,
180 D3D_FEATURE_LEVEL_10_0,
181 };
182
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000183 HRESULT result = D3D11CreateDevice(NULL,
184 D3D_DRIVER_TYPE_HARDWARE,
185 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000186 #if defined(_DEBUG)
187 D3D11_CREATE_DEVICE_DEBUG,
188 #else
189 0,
190 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000191 featureLevel,
192 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000193 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000194 &mDevice,
195 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000196 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000197
198 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000199 {
200 ERR("Could not create D3D11 device - aborting!\n");
201 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
202 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000203
204 IDXGIDevice *dxgiDevice = NULL;
205 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
206
207 if (FAILED(result))
208 {
209 ERR("Could not query DXGI device - aborting!\n");
210 return EGL_NOT_INITIALIZED;
211 }
212
213 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
214
215 if (FAILED(result))
216 {
217 ERR("Could not retrieve DXGI adapter - aborting!\n");
218 return EGL_NOT_INITIALIZED;
219 }
220
221 dxgiDevice->Release();
222
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000223 mDxgiAdapter->GetDesc(&mAdapterDescription);
224 memset(mDescription, 0, sizeof(mDescription));
225 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
226
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000227 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
228
229 if (!mDxgiFactory || FAILED(result))
230 {
231 ERR("Could not create DXGI factory - aborting!\n");
232 return EGL_NOT_INITIALIZED;
233 }
234
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000235 initializeDevice();
236
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000237 // BGRA texture support is optional in feature levels 10 and 10_1
238 UINT formatSupport;
239 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
240 if (FAILED(result))
241 {
242 ERR("Error checking BGRA format support: 0x%08X", result);
243 }
244 else
245 {
246 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
247 mBGRATextureSupport = (formatSupport & flags) == flags;
248 }
249
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000250 return EGL_SUCCESS;
251}
252
253// do any one-time device initialization
254// NOTE: this is also needed after a device lost/reset
255// to reset the scene status and ensure the default states are reset.
256void Renderer11::initializeDevice()
257{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000258 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000259 mInputLayoutCache.initialize(mDevice, mDeviceContext);
260
261 ASSERT(!mVertexDataManager && !mIndexDataManager);
262 mVertexDataManager = new VertexDataManager(this);
263 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000264
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000265 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000266}
267
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000268int Renderer11::generateConfigs(ConfigDesc **configDescList)
269{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000270 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
271 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000272 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
273 int numConfigs = 0;
274
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000275 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000276 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000277 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000278 {
279 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
280
281 UINT formatSupport = 0;
282 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
283
284 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
285 {
286 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
287
288 UINT formatSupport = 0;
289 HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
290
291 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL))
292 {
293 ConfigDesc newConfig;
294 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
295 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
296 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
297 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
298
299 (*configDescList)[numConfigs++] = newConfig;
300 }
301 }
302 }
303 }
304
305 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000306}
307
308void Renderer11::deleteConfigs(ConfigDesc *configDescList)
309{
310 delete [] (configDescList);
311}
312
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000313void Renderer11::sync(bool block)
314{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000315 if (block)
316 {
317 HRESULT result;
318
319 if (!mSyncQuery)
320 {
321 D3D11_QUERY_DESC queryDesc;
322 queryDesc.Query = D3D11_QUERY_EVENT;
323 queryDesc.MiscFlags = 0;
324
325 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
326 ASSERT(SUCCEEDED(result));
327 }
328
329 mDeviceContext->End(mSyncQuery);
330 mDeviceContext->Flush();
331
332 do
333 {
334 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
335
336 // Keep polling, but allow other threads to do something useful first
337 Sleep(0);
338
339 if (testDeviceLost(true))
340 {
341 return;
342 }
343 }
344 while (result == S_FALSE);
345 }
346 else
347 {
348 mDeviceContext->Flush();
349 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000350}
351
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000352SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
353{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000354 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000355}
356
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000357void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
358{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000359 if (type == gl::SAMPLER_PIXEL)
360 {
361 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
362 {
363 ERR("Pixel shader sampler index %i is not valid.", index);
364 return;
365 }
366
367 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
368 {
369 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
370
371 if (!dxSamplerState)
372 {
373 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
374 "sampler state for pixel shaders at slot %i.", index);
375 }
376
377 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
378
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000379 mCurPixelSamplerStates[index] = samplerState;
380 }
381
382 mForceSetPixelSamplerStates[index] = false;
383 }
384 else if (type == gl::SAMPLER_VERTEX)
385 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000386 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000387 {
388 ERR("Vertex shader sampler index %i is not valid.", index);
389 return;
390 }
391
392 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
393 {
394 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
395
396 if (!dxSamplerState)
397 {
398 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
399 "sampler state for vertex shaders at slot %i.", index);
400 }
401
402 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
403
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000404 mCurVertexSamplerStates[index] = samplerState;
405 }
406
407 mForceSetVertexSamplerStates[index] = false;
408 }
409 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000410}
411
412void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
413{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000414 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000415 unsigned int serial = 0;
416 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000417
418 if (texture)
419 {
420 TextureStorageInterface *texStorage = texture->getNativeTexture();
421 if (texStorage)
422 {
423 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
424 textureSRV = storage11->getSRV();
425 }
426
427 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
428 // missing the shader resource view
429 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000430
431 serial = texture->getTextureSerial();
432 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000433 }
434
435 if (type == gl::SAMPLER_PIXEL)
436 {
437 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
438 {
439 ERR("Pixel shader sampler index %i is not valid.", index);
440 return;
441 }
442
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000443 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
444 {
445 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
446 }
447
448 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000449 }
450 else if (type == gl::SAMPLER_VERTEX)
451 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000452 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000453 {
454 ERR("Vertex shader sampler index %i is not valid.", index);
455 return;
456 }
457
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000458 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
459 {
460 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
461 }
462
463 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000464 }
465 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000466}
467
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000468void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000469{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000470 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000471 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000472 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
473 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000474 if (!dxRasterState)
475 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000476 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000477 "rasterizer state.");
478 }
479
480 mDeviceContext->RSSetState(dxRasterState);
481
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000482 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000483 }
484
485 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000486}
487
488void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
489 unsigned int sampleMask)
490{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000491 if (mForceSetBlendState ||
492 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
493 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
494 sampleMask != mCurSampleMask)
495 {
496 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
497 if (!dxBlendState)
498 {
499 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
500 "blend state.");
501 }
502
503 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
504 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
505
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000506 mCurBlendState = blendState;
507 mCurBlendColor = blendColor;
508 mCurSampleMask = sampleMask;
509 }
510
511 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000512}
513
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000514void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000515 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000516{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000517 if (mForceSetDepthStencilState ||
518 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
519 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
520 {
521 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
522 stencilRef != stencilBackRef ||
523 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
524 {
525 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
526 "invalid under WebGL.");
527 return error(GL_INVALID_OPERATION);
528 }
529
530 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
531 if (!dxDepthStencilState)
532 {
533 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
534 "setting the default depth stencil state.");
535 }
536
537 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
538
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000539 mCurDepthStencilState = depthStencilState;
540 mCurStencilRef = stencilRef;
541 mCurStencilBackRef = stencilBackRef;
542 }
543
544 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000545}
546
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000547void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000548{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000549 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
550 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000551 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000552 if (enabled)
553 {
554 D3D11_RECT rect;
555 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
556 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
557 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
558 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000559
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000560 mDeviceContext->RSSetScissorRects(1, &rect);
561 }
562
563 if (enabled != mScissorEnabled)
564 {
565 mForceSetRasterState = true;
566 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000567
568 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000569 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000570 }
571
572 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000573}
574
daniel@transgaming.com12985182012-12-20 20:56:31 +0000575bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000576 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000577{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000578 gl::Rectangle actualViewport = viewport;
579 float actualZNear = gl::clamp01(zNear);
580 float actualZFar = gl::clamp01(zFar);
581 if (ignoreViewport)
582 {
583 actualViewport.x = 0;
584 actualViewport.y = 0;
585 actualViewport.width = mRenderTargetDesc.width;
586 actualViewport.height = mRenderTargetDesc.height;
587 actualZNear = 0.0f;
588 actualZFar = 1.0f;
589 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000590
591 D3D11_VIEWPORT dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000592 dxViewport.TopLeftX = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
593 dxViewport.TopLeftY = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
594 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.TopLeftX));
595 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.TopLeftY));
596 dxViewport.MinDepth = actualZNear;
597 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000598
599 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
600 {
601 return false; // Nothing to render
602 }
603
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000604 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
605 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000606
daniel@transgaming.com53670042012-11-28 20:55:51 +0000607 if (viewportChanged)
608 {
609 mDeviceContext->RSSetViewports(1, &dxViewport);
610
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000611 mCurViewport = actualViewport;
612 mCurNear = actualZNear;
613 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000614
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000615 mVertexConstants.halfPixelSize[0] = 0.0f;
616 mVertexConstants.halfPixelSize[1] = 0.0f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000617
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000618 mPixelConstants.coord[0] = actualViewport.width * 0.5f;
619 mPixelConstants.coord[1] = actualViewport.height * 0.5f;
620 mPixelConstants.coord[2] = actualViewport.x + (actualViewport.width * 0.5f);
621 mPixelConstants.coord[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000622
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000623 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
624 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
625 mPixelConstants.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000626
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000627 mVertexConstants.depthRange[0] = actualZNear;
628 mVertexConstants.depthRange[1] = actualZFar;
629 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000630
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000631 mPixelConstants.depthRange[0] = actualZNear;
632 mPixelConstants.depthRange[1] = actualZFar;
633 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000634 }
635
636 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000637 return true;
638}
639
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000640bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
641{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000642 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000643
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000644 switch (mode)
645 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000646 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
647 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000648 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000649 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
650 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
651 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000652 // emulate fans via rewriting index buffer
653 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000654 default:
655 return error(GL_INVALID_ENUM, false);
656 }
657
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000658 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000659
660 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000661}
662
663bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000664{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000665 // Get the color render buffer and serial
666 gl::Renderbuffer *renderbufferObject = NULL;
667 unsigned int renderTargetSerial = 0;
668 if (framebuffer->getColorbufferType() != GL_NONE)
669 {
670 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000671
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000672 if (!renderbufferObject)
673 {
674 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000675 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000676 }
677
678 renderTargetSerial = renderbufferObject->getSerial();
679 }
680
681 // Get the depth stencil render buffer and serials
682 gl::Renderbuffer *depthStencil = NULL;
683 unsigned int depthbufferSerial = 0;
684 unsigned int stencilbufferSerial = 0;
685 if (framebuffer->getDepthbufferType() != GL_NONE)
686 {
687 depthStencil = framebuffer->getDepthbuffer();
688 if (!depthStencil)
689 {
690 ERR("Depth stencil pointer unexpectedly null.");
691 return false;
692 }
693
694 depthbufferSerial = depthStencil->getSerial();
695 }
696 else if (framebuffer->getStencilbufferType() != GL_NONE)
697 {
698 depthStencil = framebuffer->getStencilbuffer();
699 if (!depthStencil)
700 {
701 ERR("Depth stencil pointer unexpectedly null.");
702 return false;
703 }
704
705 stencilbufferSerial = depthStencil->getSerial();
706 }
707
708 // Extract the render target dimensions and view
709 unsigned int renderTargetWidth = 0;
710 unsigned int renderTargetHeight = 0;
711 GLenum renderTargetFormat = 0;
712 ID3D11RenderTargetView* framebufferRTV = NULL;
713 if (renderbufferObject)
714 {
715 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
716 if (!renderTarget)
717 {
718 ERR("render target pointer unexpectedly null.");
719 return false;
720 }
721
722 framebufferRTV = renderTarget->getRenderTargetView();
723 if (!framebufferRTV)
724 {
725 ERR("render target view pointer unexpectedly null.");
726 return false;
727 }
728
729 renderTargetWidth = renderbufferObject->getWidth();
730 renderTargetHeight = renderbufferObject->getHeight();
731 renderTargetFormat = renderbufferObject->getActualFormat();
732 }
733
734 // Extract the depth stencil sizes and view
735 unsigned int depthSize = 0;
736 unsigned int stencilSize = 0;
737 ID3D11DepthStencilView* framebufferDSV = NULL;
738 if (depthStencil)
739 {
740 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
741 if (!depthStencilRenderTarget)
742 {
743 ERR("render target pointer unexpectedly null.");
744 if (framebufferRTV)
745 {
746 framebufferRTV->Release();
747 }
748 return false;
749 }
750
751 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
752 if (!framebufferDSV)
753 {
754 ERR("depth stencil view pointer unexpectedly null.");
755 if (framebufferRTV)
756 {
757 framebufferRTV->Release();
758 }
759 return false;
760 }
761
762 // If there is no render buffer, the width, height and format values come from
763 // the depth stencil
764 if (!renderbufferObject)
765 {
766 renderTargetWidth = depthStencil->getWidth();
767 renderTargetHeight = depthStencil->getHeight();
768 renderTargetFormat = depthStencil->getActualFormat();
769 }
770
771 depthSize = depthStencil->getDepthSize();
772 stencilSize = depthStencil->getStencilSize();
773 }
774
775 // Apply the render target and depth stencil
776 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
777 renderTargetSerial != mAppliedRenderTargetSerial ||
778 depthbufferSerial != mAppliedDepthbufferSerial ||
779 stencilbufferSerial != mAppliedStencilbufferSerial)
780 {
781 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
782
783 mRenderTargetDesc.width = renderTargetWidth;
784 mRenderTargetDesc.height = renderTargetHeight;
785 mRenderTargetDesc.format = renderTargetFormat;
786 mForceSetViewport = true; // TODO: It may not be required to clamp the viewport in D3D11
787 mForceSetScissor = true; // TODO: It may not be required to clamp the scissor in D3D11
788
789 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
790 {
791 mCurDepthSize = depthSize;
792 mForceSetRasterState = true;
793 }
794
795 mCurStencilSize = stencilSize;
796
797 mAppliedRenderTargetSerial = renderTargetSerial;
798 mAppliedDepthbufferSerial = depthbufferSerial;
799 mAppliedStencilbufferSerial = stencilbufferSerial;
800 mRenderTargetDescInitialized = true;
801 mDepthStencilInitialized = true;
802 }
803
804 if (framebufferRTV)
805 {
806 framebufferRTV->Release();
807 }
808 if (framebufferDSV)
809 {
810 framebufferDSV->Release();
811 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000812
813 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000814}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000815
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000816GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000817{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000818 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
819 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
820 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000821 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000822 return err;
823 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000824
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000825 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000826}
827
daniel@transgaming.com31240482012-11-28 21:06:41 +0000828GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000829{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000830 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000831
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000832 if (err == GL_NO_ERROR)
833 {
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000834 if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000835 {
836 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
837
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000838 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000839 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000840 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000841 }
842 }
843
844 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000845}
846
847void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
848{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000849 if (mode == GL_LINE_LOOP)
850 {
851 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
852 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000853 else if (mode == GL_TRIANGLE_FAN)
854 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000855 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000856 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000857 else if (instances > 0)
858 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000859 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000860 }
861 else
862 {
863 mDeviceContext->Draw(count, 0);
864 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000865}
866
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000867void 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 +0000868{
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000869 if (mode == GL_LINE_LOOP)
870 {
871 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
872 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000873 else if (mode == GL_TRIANGLE_FAN)
874 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000875 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
876 }
877 else if (instances > 0)
878 {
879 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000880 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000881 else
882 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +0000883 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000884 }
885}
886
887void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
888{
889 // Get the raw indices for an indexed draw
890 if (type != GL_NONE && elementArrayBuffer)
891 {
892 gl::Buffer *indexBuffer = elementArrayBuffer;
893 intptr_t offset = reinterpret_cast<intptr_t>(indices);
894 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
895 }
896
897 if (!mLineLoopIB)
898 {
899 mLineLoopIB = new StreamingIndexBufferInterface(this);
900 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
901 {
902 delete mLineLoopIB;
903 mLineLoopIB = NULL;
904
905 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
906 return error(GL_OUT_OF_MEMORY);
907 }
908 }
909
910 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
911 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
912 {
913 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
914 return error(GL_OUT_OF_MEMORY);
915 }
916
917 void* mappedMemory = NULL;
918 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
919 if (offset == -1 || mappedMemory == NULL)
920 {
921 ERR("Could not map index buffer for GL_LINE_LOOP.");
922 return error(GL_OUT_OF_MEMORY);
923 }
924
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000925 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000926 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000927
928 switch (type)
929 {
930 case GL_NONE: // Non-indexed draw
931 for (int i = 0; i < count; i++)
932 {
933 data[i] = i;
934 }
935 data[count] = 0;
936 break;
937 case GL_UNSIGNED_BYTE:
938 for (int i = 0; i < count; i++)
939 {
940 data[i] = static_cast<const GLubyte*>(indices)[i];
941 }
942 data[count] = static_cast<const GLubyte*>(indices)[0];
943 break;
944 case GL_UNSIGNED_SHORT:
945 for (int i = 0; i < count; i++)
946 {
947 data[i] = static_cast<const GLushort*>(indices)[i];
948 }
949 data[count] = static_cast<const GLushort*>(indices)[0];
950 break;
951 case GL_UNSIGNED_INT:
952 for (int i = 0; i < count; i++)
953 {
954 data[i] = static_cast<const GLuint*>(indices)[i];
955 }
956 data[count] = static_cast<const GLuint*>(indices)[0];
957 break;
958 default: UNREACHABLE();
959 }
960
961 if (!mLineLoopIB->unmapBuffer())
962 {
963 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
964 return error(GL_OUT_OF_MEMORY);
965 }
966
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000967 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000968 {
969 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
970
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000971 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000972 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000973 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000974 }
975
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000976 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000977}
978
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000979void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000980{
981 // Get the raw indices for an indexed draw
982 if (type != GL_NONE && elementArrayBuffer)
983 {
984 gl::Buffer *indexBuffer = elementArrayBuffer;
985 intptr_t offset = reinterpret_cast<intptr_t>(indices);
986 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
987 }
988
989 if (!mTriangleFanIB)
990 {
991 mTriangleFanIB = new StreamingIndexBufferInterface(this);
992 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
993 {
994 delete mTriangleFanIB;
995 mTriangleFanIB = NULL;
996
997 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
998 return error(GL_OUT_OF_MEMORY);
999 }
1000 }
1001
1002 const int numTris = count - 2;
1003 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
1004 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1005 {
1006 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
1007 return error(GL_OUT_OF_MEMORY);
1008 }
1009
1010 void* mappedMemory = NULL;
1011 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
1012 if (offset == -1 || mappedMemory == NULL)
1013 {
1014 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
1015 return error(GL_OUT_OF_MEMORY);
1016 }
1017
1018 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1019 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
1020
1021 switch (type)
1022 {
1023 case GL_NONE: // Non-indexed draw
1024 for (int i = 0; i < numTris; i++)
1025 {
1026 data[i*3 + 0] = 0;
1027 data[i*3 + 1] = i + 1;
1028 data[i*3 + 2] = i + 2;
1029 }
1030 break;
1031 case GL_UNSIGNED_BYTE:
1032 for (int i = 0; i < numTris; i++)
1033 {
1034 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1035 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1036 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1037 }
1038 break;
1039 case GL_UNSIGNED_SHORT:
1040 for (int i = 0; i < numTris; i++)
1041 {
1042 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1043 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1044 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1045 }
1046 break;
1047 case GL_UNSIGNED_INT:
1048 for (int i = 0; i < numTris; i++)
1049 {
1050 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1051 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1052 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1053 }
1054 break;
1055 default: UNREACHABLE();
1056 }
1057
1058 if (!mTriangleFanIB->unmapBuffer())
1059 {
1060 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
1061 return error(GL_OUT_OF_MEMORY);
1062 }
1063
1064 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1065 {
1066 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1067
1068 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1069 mAppliedIBSerial = mTriangleFanIB->getSerial();
1070 mAppliedIBOffset = indexBufferOffset;
1071 }
1072
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001073 if (instances > 0)
1074 {
1075 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1076 }
1077 else
1078 {
1079 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1080 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001081}
1082
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001083void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1084{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001085 unsigned int programBinarySerial = programBinary->getSerial();
1086 if (programBinarySerial != mAppliedProgramBinarySerial)
1087 {
1088 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1089 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001090 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001091
daniel@transgaming.come4991412012-12-20 20:55:34 +00001092 ID3D11VertexShader *vertexShader = NULL;
1093 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001094
daniel@transgaming.come4991412012-12-20 20:55:34 +00001095 ID3D11PixelShader *pixelShader = NULL;
1096 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001097
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001098 ID3D11GeometryShader *geometryShader = NULL;
1099 if (geometryExe) geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
1100
daniel@transgaming.come4991412012-12-20 20:55:34 +00001101 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1102 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001103
1104 if (geometryShader)
1105 {
1106 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1107 }
1108 else
1109 {
1110 mDeviceContext->GSSetShader(NULL, NULL, 0);
1111 }
1112
daniel@transgaming.come4991412012-12-20 20:55:34 +00001113 programBinary->dirtyAllUniforms();
1114
1115 mAppliedProgramBinarySerial = programBinarySerial;
1116 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001117}
1118
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001119void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001120{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001121 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1122 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001123
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001124 unsigned int totalRegisterCountVS = 0;
1125 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001126
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001127 bool vertexUniformsDirty = false;
1128 bool pixelUniformsDirty = false;
1129
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001130 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1131 {
1132 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001133
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001134 if (uniform->vsRegisterIndex >= 0)
1135 {
1136 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001137 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001138 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001139
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001140 if (uniform->psRegisterIndex >= 0)
1141 {
1142 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001143 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001144 }
1145 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001146
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001147 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1148 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1149
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001150 void *mapVS = (totalRegisterCountVS > 0 && vertexUniformsDirty) ? new float[4 * totalRegisterCountVS] : NULL;
1151 void *mapPS = (totalRegisterCountPS > 0 && pixelUniformsDirty) ? new float[4 * totalRegisterCountPS] : NULL;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001152
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001153 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001154 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001155 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001156
1157 switch (uniform->type)
1158 {
daniel@transgaming.comda8d3802012-12-20 21:12:55 +00001159 case GL_SAMPLER_2D:
1160 case GL_SAMPLER_CUBE:
1161 break;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001162 case GL_FLOAT:
1163 case GL_FLOAT_VEC2:
1164 case GL_FLOAT_VEC3:
1165 case GL_FLOAT_VEC4:
1166 case GL_FLOAT_MAT2:
1167 case GL_FLOAT_MAT3:
1168 case GL_FLOAT_MAT4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001169 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001170 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001171 GLfloat (*c)[4] = (GLfloat(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001172 float (*f)[4] = (float(*)[4])uniform->data;
1173
1174 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001175 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001176 c[uniform->vsRegisterIndex + i][0] = f[i][0];
1177 c[uniform->vsRegisterIndex + i][1] = f[i][1];
1178 c[uniform->vsRegisterIndex + i][2] = f[i][2];
1179 c[uniform->vsRegisterIndex + i][3] = f[i][3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001180 }
1181 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001182 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001183 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001184 GLfloat (*c)[4] = (GLfloat(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001185 float (*f)[4] = (float(*)[4])uniform->data;
1186
1187 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001188 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001189 c[uniform->psRegisterIndex + i][0] = f[i][0];
1190 c[uniform->psRegisterIndex + i][1] = f[i][1];
1191 c[uniform->psRegisterIndex + i][2] = f[i][2];
1192 c[uniform->psRegisterIndex + i][3] = f[i][3];
1193 }
1194 }
1195 break;
1196 case GL_INT:
1197 case GL_INT_VEC2:
1198 case GL_INT_VEC3:
1199 case GL_INT_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001200 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001201 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001202 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001203 GLint *x = (GLint*)uniform->data;
1204 int count = gl::VariableColumnCount(uniform->type);
1205
1206 for (unsigned int i = 0; i < uniform->registerCount; i++)
1207 {
1208 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = x[i * count + 0];
1209 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = x[i * count + 1];
1210 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = x[i * count + 2];
1211 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = x[i * count + 3];
1212 }
1213 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001214 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001215 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001216 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001217 GLint *x = (GLint*)uniform->data;
1218 int count = gl::VariableColumnCount(uniform->type);
1219
1220 for (unsigned int i = 0; i < uniform->registerCount; i++)
1221 {
1222 if (count >= 1) c[uniform->psRegisterIndex + i][0] = x[i * count + 0];
1223 if (count >= 2) c[uniform->psRegisterIndex + i][1] = x[i * count + 1];
1224 if (count >= 3) c[uniform->psRegisterIndex + i][2] = x[i * count + 2];
1225 if (count >= 4) c[uniform->psRegisterIndex + i][3] = x[i * count + 3];
1226 }
1227 }
1228 break;
1229 case GL_BOOL:
1230 case GL_BOOL_VEC2:
1231 case GL_BOOL_VEC3:
1232 case GL_BOOL_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001233 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001234 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001235 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001236 GLboolean *b = (GLboolean*)uniform->data;
1237 int count = gl::VariableColumnCount(uniform->type);
1238
1239 for (unsigned int i = 0; i < uniform->registerCount; i++)
1240 {
1241 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = b[i * count + 0];
1242 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = b[i * count + 1];
1243 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = b[i * count + 2];
1244 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = b[i * count + 3];
1245 }
1246 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001247 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001248 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001249 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001250 GLboolean *b = (GLboolean*)uniform->data;
1251 int count = gl::VariableColumnCount(uniform->type);
1252
1253 for (unsigned int i = 0; i < uniform->registerCount; i++)
1254 {
1255 if (count >= 1) c[uniform->psRegisterIndex + i][0] = b[i * count + 0];
1256 if (count >= 2) c[uniform->psRegisterIndex + i][1] = b[i * count + 1];
1257 if (count >= 3) c[uniform->psRegisterIndex + i][2] = b[i * count + 2];
1258 if (count >= 4) c[uniform->psRegisterIndex + i][3] = b[i * count + 3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001259 }
1260 }
1261 break;
1262 default:
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001263 UNREACHABLE();
1264 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001265
1266 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001267 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001268
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001269 if (vertexConstantBuffer && mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001270 {
1271 mDeviceContext->UpdateSubresource(vertexConstantBuffer, 0, NULL, mapVS, 0, 0);
1272 }
1273
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001274 if (pixelConstantBuffer && mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001275 {
1276 mDeviceContext->UpdateSubresource(pixelConstantBuffer, 0, NULL, mapPS, 0, 0);
1277 }
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001278
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001279 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1280 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001281
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001282 delete[] mapVS;
1283 delete[] mapPS;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001284
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001285 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001286 if (!mDriverConstantBufferVS)
1287 {
1288 D3D11_BUFFER_DESC constantBufferDescription = {0};
1289 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1290 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1291 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1292 constantBufferDescription.CPUAccessFlags = 0;
1293 constantBufferDescription.MiscFlags = 0;
1294 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001295
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001296 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001297 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001298
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001299 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1300 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001301
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001302 if (!mDriverConstantBufferPS)
1303 {
1304 D3D11_BUFFER_DESC constantBufferDescription = {0};
1305 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1306 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1307 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1308 constantBufferDescription.CPUAccessFlags = 0;
1309 constantBufferDescription.MiscFlags = 0;
1310 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001311
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001312 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001313 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001314
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001315 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1316 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001317
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001318 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1319 {
1320 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1321 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1322 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001323
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001324 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1325 {
1326 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1327 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1328 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001329
1330 // needed for the point sprite geometry shader
1331 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001332}
1333
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001334void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001335{
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001336 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1337 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1338 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1339 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001340
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001341 unsigned int stencilUnmasked = 0x0;
1342 if (frameBuffer->hasStencil())
1343 {
1344 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1345 stencilUnmasked = (0x1 << stencilSize) - 1;
1346 }
1347 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1348 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001349
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001350 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1351 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1352 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001353
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001354 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1355 {
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001356 maskedClear(clearParams);
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001357 }
1358 else
1359 {
1360 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1361 {
1362 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
1363 if (renderbufferObject)
1364 {
1365 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1366 if (!renderTarget)
1367 {
1368 ERR("render target pointer unexpectedly null.");
1369 return;
1370 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001371
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001372 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1373 if (!framebufferRTV)
1374 {
1375 ERR("render target view pointer unexpectedly null.");
1376 return;
1377 }
1378
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001379 const float clearValues[4] = { clearParams.colorClearValue.red,
1380 clearParams.colorClearValue.green,
1381 clearParams.colorClearValue.blue,
1382 clearParams.colorClearValue.alpha };
1383 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001384
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001385 framebufferRTV->Release();
1386 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001387 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001388 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001389 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001390 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1391 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001392 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001393 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1394 if (!renderTarget)
1395 {
1396 ERR("render target pointer unexpectedly null.");
1397 return;
1398 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001399
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001400 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1401 if (!framebufferDSV)
1402 {
1403 ERR("depth stencil view pointer unexpectedly null.");
1404 return;
1405 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001406
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001407 UINT clearFlags = 0;
1408 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1409 {
1410 clearFlags |= D3D11_CLEAR_DEPTH;
1411 }
1412 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1413 {
1414 clearFlags |= D3D11_CLEAR_STENCIL;
1415 }
1416
1417 float depthClear = clearParams.depthClearValue;
1418 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1419
1420 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001421
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001422 framebufferDSV->Release();
1423 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001424 }
1425 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001426}
1427
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001428void Renderer11::maskedClear(const gl::ClearParameters &clearParams)
1429{
1430 HRESULT result;
1431
1432 if (!mClearResourcesInitialized)
1433 {
1434 ASSERT(!mClearVB && !mClearVS && !mClearPS && !mClearScissorRS && !mClearNoScissorRS);
1435
1436 D3D11_BUFFER_DESC vbDesc;
1437 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1438 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1439 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1440 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1441 vbDesc.MiscFlags = 0;
1442 vbDesc.StructureByteStride = 0;
1443
1444 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1445 ASSERT(SUCCEEDED(result));
1446 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1447
1448 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1449 {
1450 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1451 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1452 };
1453
1454 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1455 ASSERT(SUCCEEDED(result));
1456 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1457
1458 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1459 ASSERT(SUCCEEDED(result));
1460 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1461
1462 result = mDevice->CreatePixelShader(g_PS_Clear, sizeof(g_PS_Clear), NULL, &mClearPS);
1463 ASSERT(SUCCEEDED(result));
1464 d3d11::SetDebugName(mClearPS, "Renderer11 masked clear pixel shader");
1465
1466 D3D11_RASTERIZER_DESC rsScissorDesc;
1467 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1468 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1469 rsScissorDesc.FrontCounterClockwise = FALSE;
1470 rsScissorDesc.DepthBias = 0;
1471 rsScissorDesc.DepthBiasClamp = 0.0f;
1472 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1473 rsScissorDesc.DepthClipEnable = FALSE;
1474 rsScissorDesc.ScissorEnable = TRUE;
1475 rsScissorDesc.MultisampleEnable = FALSE;
1476 rsScissorDesc.AntialiasedLineEnable = FALSE;
1477
1478 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1479 ASSERT(SUCCEEDED(result));
1480 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1481
1482 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1483 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1484 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1485 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1486 rsNoScissorDesc.DepthBias = 0;
1487 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1488 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1489 rsNoScissorDesc.DepthClipEnable = FALSE;
1490 rsNoScissorDesc.ScissorEnable = FALSE;
1491 rsNoScissorDesc.MultisampleEnable = FALSE;
1492 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1493
1494 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1495 ASSERT(SUCCEEDED(result));
1496 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1497
1498 mClearResourcesInitialized = true;
1499 }
1500
1501 // Prepare the depth stencil state to write depth values if the depth should be cleared
1502 // and stencil values if the stencil should be cleared
1503 gl::DepthStencilState glDSState;
1504 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1505 glDSState.depthFunc = GL_ALWAYS;
1506 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1507 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1508 glDSState.stencilFunc = GL_ALWAYS;
1509 glDSState.stencilMask = 0;
1510 glDSState.stencilFail = GL_REPLACE;
1511 glDSState.stencilPassDepthFail = GL_REPLACE;
1512 glDSState.stencilPassDepthPass = GL_REPLACE;
1513 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1514 glDSState.stencilBackFunc = GL_ALWAYS;
1515 glDSState.stencilBackMask = 0;
1516 glDSState.stencilBackFail = GL_REPLACE;
1517 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1518 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1519 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1520
1521 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1522
1523 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1524
1525 // Prepare the blend state to use a write mask if the color buffer should be cleared
1526 gl::BlendState glBlendState;
1527 glBlendState.blend = false;
1528 glBlendState.sourceBlendRGB = GL_ONE;
1529 glBlendState.destBlendRGB = GL_ZERO;
1530 glBlendState.sourceBlendAlpha = GL_ONE;
1531 glBlendState.destBlendAlpha = GL_ZERO;
1532 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1533 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1534 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1535 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1536 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1537 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1538 glBlendState.sampleAlphaToCoverage = false;
1539 glBlendState.dither = false;
1540
1541 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1542 static const UINT sampleMask = 0xFFFFFFFF;
1543
1544 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1545
1546 // Set the vertices
1547 D3D11_MAPPED_SUBRESOURCE mappedResource;
1548 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1549 if (FAILED(result))
1550 {
1551 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1552 return;
1553 }
1554
1555 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1556
1557 float depthClear = gl::clamp01(clearParams.depthClearValue);
1558 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1559 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1560 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1561 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1562
1563 mDeviceContext->Unmap(mClearVB, 0);
1564
1565 // Apply state
1566 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1567 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1568 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1569
1570 // Apply shaders
1571 mDeviceContext->IASetInputLayout(mClearIL);
1572 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
1573 mDeviceContext->PSSetShader(mClearPS, NULL, 0);
1574
1575 // Apply vertex buffer
1576 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1577 static UINT startIdx = 0;
1578 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1579 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1580
1581 // Draw the clear quad
1582 mDeviceContext->Draw(4, 0);
1583
1584 // Clean up
1585 markAllStateDirty();
1586}
1587
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001588void Renderer11::markAllStateDirty()
1589{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001590 mAppliedRenderTargetSerial = 0;
1591 mAppliedDepthbufferSerial = 0;
1592 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001593 mDepthStencilInitialized = false;
1594 mRenderTargetDescInitialized = false;
1595
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001596 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001597 {
1598 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001599 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001600 }
1601 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1602 {
1603 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001604 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001605 }
1606
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001607 mForceSetBlendState = true;
1608 mForceSetRasterState = true;
1609 mForceSetDepthStencilState = true;
1610 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001611 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001612
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001613 mAppliedIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001614 mAppliedIBOffset = 0;
1615
daniel@transgaming.come4991412012-12-20 20:55:34 +00001616 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001617 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1618 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001619}
1620
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001621void Renderer11::releaseDeviceResources()
1622{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001623 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001624 mInputLayoutCache.clear();
1625
1626 delete mVertexDataManager;
1627 mVertexDataManager = NULL;
1628
1629 delete mIndexDataManager;
1630 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001631
1632 delete mLineLoopIB;
1633 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001634
1635 delete mTriangleFanIB;
1636 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001637
1638 if (mCopyVB)
1639 {
1640 mCopyVB->Release();
1641 mCopyVB = NULL;
1642 }
1643
1644 if (mCopySampler)
1645 {
1646 mCopySampler->Release();
1647 mCopySampler = NULL;
1648 }
1649
1650 if (mCopyIL)
1651 {
1652 mCopyIL->Release();
1653 mCopyIL = NULL;
1654 }
1655
1656 if (mCopyVS)
1657 {
1658 mCopyVS->Release();
1659 mCopyVS = NULL;
1660 }
1661
1662 if (mCopyRGBAPS)
1663 {
1664 mCopyRGBAPS->Release();
1665 mCopyRGBAPS = NULL;
1666 }
1667
1668 if (mCopyRGBPS)
1669 {
1670 mCopyRGBPS->Release();
1671 mCopyRGBPS = NULL;
1672 }
1673
1674 if (mCopyLumPS)
1675 {
1676 mCopyLumPS->Release();
1677 mCopyLumPS = NULL;
1678 }
1679
1680 if (mCopyLumAlphaPS)
1681 {
1682 mCopyLumAlphaPS->Release();
1683 mCopyLumAlphaPS = NULL;
1684 }
1685
1686 mCopyResourcesInitialized = false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001687
1688 if (mClearVB)
1689 {
1690 mClearVB->Release();
1691 mClearVB = NULL;
1692 }
1693
1694 if (mClearIL)
1695 {
1696 mClearIL->Release();
1697 mClearIL = NULL;
1698 }
1699
1700 if (mClearVS)
1701 {
1702 mClearVS->Release();
1703 mClearVS = NULL;
1704 }
1705
1706 if (mClearPS)
1707 {
1708 mClearPS->Release();
1709 mClearPS = NULL;
1710 }
1711
1712 if (mClearScissorRS)
1713 {
1714 mClearScissorRS->Release();
1715 mClearScissorRS = NULL;
1716 }
1717
1718 if (mClearNoScissorRS)
1719 {
1720 mClearNoScissorRS->Release();
1721 mClearNoScissorRS = NULL;
1722 }
1723
1724 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001725
1726 if (mDriverConstantBufferVS)
1727 {
1728 mDriverConstantBufferVS->Release();
1729 mDriverConstantBufferVS = NULL;
1730 }
1731
1732 if (mDriverConstantBufferPS)
1733 {
1734 mDriverConstantBufferPS->Release();
1735 mDriverConstantBufferPS = NULL;
1736 }
daniel@transgaming.combdf787f2013-02-01 03:20:36 +00001737
1738 if (mSyncQuery)
1739 {
1740 mSyncQuery->Release();
1741 mSyncQuery = NULL;
1742 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001743}
1744
1745void Renderer11::markDeviceLost()
1746{
1747 mDeviceLost = true;
1748}
1749
1750bool Renderer11::isDeviceLost()
1751{
1752 return mDeviceLost;
1753}
1754
1755// set notify to true to broadcast a message to all contexts of the device loss
1756bool Renderer11::testDeviceLost(bool notify)
1757{
1758 bool isLost = false;
1759
1760 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +00001761 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001762
1763 if (isLost)
1764 {
1765 // ensure we note the device loss --
1766 // we'll probably get this done again by markDeviceLost
1767 // but best to remember it!
1768 // Note that we don't want to clear the device loss status here
1769 // -- this needs to be done by resetDevice
1770 mDeviceLost = true;
1771 if (notify)
1772 {
1773 mDisplay->notifyDeviceLost();
1774 }
1775 }
1776
1777 return isLost;
1778}
1779
1780bool Renderer11::testDeviceResettable()
1781{
1782 HRESULT status = D3D_OK;
1783
1784 // TODO
1785 UNIMPLEMENTED();
1786
1787 switch (status)
1788 {
1789 case D3DERR_DEVICENOTRESET:
1790 case D3DERR_DEVICEHUNG:
1791 return true;
1792 default:
1793 return false;
1794 }
1795}
1796
1797bool Renderer11::resetDevice()
1798{
1799 releaseDeviceResources();
1800
1801 // TODO
1802 UNIMPLEMENTED();
1803
1804 // reset device defaults
1805 initializeDevice();
1806 mDeviceLost = false;
1807
1808 return true;
1809}
1810
1811DWORD Renderer11::getAdapterVendor() const
1812{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001813 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001814}
1815
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001816std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001817{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001818 std::ostringstream rendererString;
1819
1820 rendererString << mDescription;
1821 rendererString << " Direct3D11";
1822
1823 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1824 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1825
1826 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001827}
1828
1829GUID Renderer11::getAdapterIdentifier() const
1830{
1831 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001832 // UNIMPLEMENTED();
1833 GUID foo = {0};
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001834 return foo;
1835}
1836
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00001837bool Renderer11::getBGRATextureSupport() const
1838{
1839 return mBGRATextureSupport;
1840}
1841
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001842bool Renderer11::getDXT1TextureSupport()
1843{
1844 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001845 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001846 return false;
1847}
1848
1849bool Renderer11::getDXT3TextureSupport()
1850{
1851 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001852 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001853 return false;
1854}
1855
1856bool Renderer11::getDXT5TextureSupport()
1857{
1858 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001859 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001860 return false;
1861}
1862
1863bool Renderer11::getDepthTextureSupport() const
1864{
1865 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001866 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001867 return false;
1868}
1869
1870bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
1871{
1872 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001873 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001874
1875 *filtering = false;
1876 *renderable = false;
1877 return false;
1878}
1879
1880bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
1881{
1882 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001883 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001884
1885 *filtering = false;
1886 *renderable = false;
1887 return false;
1888}
1889
1890bool Renderer11::getLuminanceTextureSupport()
1891{
1892 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001893 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001894 return false;
1895}
1896
1897bool Renderer11::getLuminanceAlphaTextureSupport()
1898{
1899 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001900 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001901 return false;
1902}
1903
1904bool Renderer11::getTextureFilterAnisotropySupport() const
1905{
1906 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001907 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001908 return false;
1909}
1910
1911float Renderer11::getTextureMaxAnisotropy() const
1912{
1913 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001914 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001915 return 1.0f;
1916}
1917
1918bool Renderer11::getEventQuerySupport()
1919{
1920 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001921 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001922 return false;
1923}
1924
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001925unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001926{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001927 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
1928 switch (mFeatureLevel)
1929 {
1930 case D3D_FEATURE_LEVEL_11_0:
1931 case D3D_FEATURE_LEVEL_10_1:
1932 case D3D_FEATURE_LEVEL_10_0:
1933 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
1934 default: UNREACHABLE();
1935 return 0;
1936 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001937}
1938
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00001939unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
1940{
1941 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
1942}
1943
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00001944int Renderer11::getMaxVertexUniformVectors() const
1945{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00001946 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
1947 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
1948 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00001949}
1950
1951int Renderer11::getMaxFragmentUniformVectors() const
1952{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00001953 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
1954 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
1955 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00001956}
1957
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00001958int Renderer11::getMaxVaryingVectors() const
1959{
1960 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
1961 switch (mFeatureLevel)
1962 {
1963 case D3D_FEATURE_LEVEL_11_0:
1964 return D3D11_VS_OUTPUT_REGISTER_COUNT;
1965 case D3D_FEATURE_LEVEL_10_1:
1966 case D3D_FEATURE_LEVEL_10_0:
1967 return D3D10_VS_OUTPUT_REGISTER_COUNT;
1968 default: UNREACHABLE();
1969 return 0;
1970 }
1971}
1972
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001973bool Renderer11::getNonPower2TextureSupport() const
1974{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00001975 switch (mFeatureLevel)
1976 {
1977 case D3D_FEATURE_LEVEL_11_0:
1978 case D3D_FEATURE_LEVEL_10_1:
1979 case D3D_FEATURE_LEVEL_10_0:
1980 return true;
1981 default: UNREACHABLE();
1982 return false;
1983 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001984}
1985
1986bool Renderer11::getOcclusionQuerySupport() const
1987{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00001988 switch (mFeatureLevel)
1989 {
1990 case D3D_FEATURE_LEVEL_11_0:
1991 case D3D_FEATURE_LEVEL_10_1:
1992 case D3D_FEATURE_LEVEL_10_0:
1993 return true;
1994 default: UNREACHABLE();
1995 return false;
1996 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001997}
1998
1999bool Renderer11::getInstancingSupport() const
2000{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002001 switch (mFeatureLevel)
2002 {
2003 case D3D_FEATURE_LEVEL_11_0:
2004 case D3D_FEATURE_LEVEL_10_1:
2005 case D3D_FEATURE_LEVEL_10_0:
2006 return true;
2007 default: UNREACHABLE();
2008 return false;
2009 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002010}
2011
2012bool Renderer11::getShareHandleSupport() const
2013{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002014 // We only currently support share handles with BGRA surfaces, because
2015 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002016 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002017 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002018}
2019
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002020bool Renderer11::getDerivativeInstructionSupport() const
2021{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002022 switch (mFeatureLevel)
2023 {
2024 case D3D_FEATURE_LEVEL_11_0:
2025 case D3D_FEATURE_LEVEL_10_1:
2026 case D3D_FEATURE_LEVEL_10_0:
2027 return true;
2028 default: UNREACHABLE();
2029 return false;
2030 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002031}
2032
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002033int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002034{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002035 switch (mFeatureLevel)
2036 {
2037 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002038 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002039 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2040 default: UNREACHABLE(); return 0;
2041 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002042}
2043
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002044int Renderer11::getMinorShaderModel() const
2045{
2046 switch (mFeatureLevel)
2047 {
2048 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2049 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2050 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2051 default: UNREACHABLE(); return 0;
2052 }
2053}
2054
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002055float Renderer11::getMaxPointSize() const
2056{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002057 // choose a reasonable maximum. we enforce this in the shader.
2058 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2059 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002060}
2061
2062int Renderer11::getMaxTextureWidth() const
2063{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002064 switch (mFeatureLevel)
2065 {
2066 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2067 case D3D_FEATURE_LEVEL_10_1:
2068 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2069 default: UNREACHABLE(); return 0;
2070 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002071}
2072
2073int Renderer11::getMaxTextureHeight() const
2074{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002075 switch (mFeatureLevel)
2076 {
2077 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2078 case D3D_FEATURE_LEVEL_10_1:
2079 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2080 default: UNREACHABLE(); return 0;
2081 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002082}
2083
2084bool Renderer11::get32BitIndexSupport() const
2085{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002086 switch (mFeatureLevel)
2087 {
2088 case D3D_FEATURE_LEVEL_11_0:
2089 case D3D_FEATURE_LEVEL_10_1:
2090 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2091 default: UNREACHABLE(); return false;
2092 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002093}
2094
2095int Renderer11::getMinSwapInterval() const
2096{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002097 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002098}
2099
2100int Renderer11::getMaxSwapInterval() const
2101{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002102 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002103}
2104
2105int Renderer11::getMaxSupportedSamples() const
2106{
2107 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002108 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002109 return 1;
2110}
2111
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002112bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002113{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002114 if (source && dest)
2115 {
2116 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2117 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2118
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002119 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002120 return true;
2121 }
2122
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002123 return false;
2124}
2125
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002126bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002127{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002128 if (source && dest)
2129 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002130 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2131 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002132
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002133 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002134 return true;
2135 }
2136
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002137 return false;
2138}
2139
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002140bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002141 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002142{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002143 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2144 if (!colorbuffer)
2145 {
2146 ERR("Failed to retrieve the color buffer from the frame buffer.");
2147 return error(GL_OUT_OF_MEMORY, false);
2148 }
2149
2150 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2151 if (!sourceRenderTarget)
2152 {
2153 ERR("Failed to retrieve the render target from the frame buffer.");
2154 return error(GL_OUT_OF_MEMORY, false);
2155 }
2156
2157 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2158 if (!source)
2159 {
2160 ERR("Failed to retrieve the render target view from the render target.");
2161 return error(GL_OUT_OF_MEMORY, false);
2162 }
2163
2164 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2165 if (!storage11)
2166 {
2167 source->Release();
2168 ERR("Failed to retrieve the texture storage from the destination.");
2169 return error(GL_OUT_OF_MEMORY, false);
2170 }
2171
2172 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2173 if (!destRenderTarget)
2174 {
2175 source->Release();
2176 ERR("Failed to retrieve the render target from the destination storage.");
2177 return error(GL_OUT_OF_MEMORY, false);
2178 }
2179
2180 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2181 if (!dest)
2182 {
2183 source->Release();
2184 ERR("Failed to retrieve the render target view from the destination render target.");
2185 return error(GL_OUT_OF_MEMORY, false);
2186 }
2187
2188 gl::Rectangle destRect;
2189 destRect.x = xoffset;
2190 destRect.y = yoffset;
2191 destRect.width = sourceRect.width;
2192 destRect.height = sourceRect.height;
2193
2194 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2195 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2196
2197 source->Release();
2198 dest->Release();
2199
2200 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002201}
2202
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002203bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002204 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002205{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002206 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2207 if (!colorbuffer)
2208 {
2209 ERR("Failed to retrieve the color buffer from the frame buffer.");
2210 return error(GL_OUT_OF_MEMORY, false);
2211 }
2212
2213 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2214 if (!sourceRenderTarget)
2215 {
2216 ERR("Failed to retrieve the render target from the frame buffer.");
2217 return error(GL_OUT_OF_MEMORY, false);
2218 }
2219
2220 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2221 if (!source)
2222 {
2223 ERR("Failed to retrieve the render target view from the render target.");
2224 return error(GL_OUT_OF_MEMORY, false);
2225 }
2226
2227 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2228 if (!storage11)
2229 {
2230 source->Release();
2231 ERR("Failed to retrieve the texture storage from the destination.");
2232 return error(GL_OUT_OF_MEMORY, false);
2233 }
2234
2235 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
2236 if (!destRenderTarget)
2237 {
2238 source->Release();
2239 ERR("Failed to retrieve the render target from the destination storage.");
2240 return error(GL_OUT_OF_MEMORY, false);
2241 }
2242
2243 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2244 if (!dest)
2245 {
2246 source->Release();
2247 ERR("Failed to retrieve the render target view from the destination render target.");
2248 return error(GL_OUT_OF_MEMORY, false);
2249 }
2250
2251 gl::Rectangle destRect;
2252 destRect.x = xoffset;
2253 destRect.y = yoffset;
2254 destRect.width = sourceRect.width;
2255 destRect.height = sourceRect.height;
2256
2257 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2258 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2259
2260 source->Release();
2261 dest->Release();
2262
2263 return ret;
2264}
2265
2266bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight,
2267 ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat)
2268{
2269 HRESULT result;
2270
2271 if (!mCopyResourcesInitialized)
2272 {
2273 ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS);
2274
2275 D3D11_BUFFER_DESC vbDesc;
2276 vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
2277 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
2278 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
2279 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2280 vbDesc.MiscFlags = 0;
2281 vbDesc.StructureByteStride = 0;
2282
2283 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
2284 ASSERT(SUCCEEDED(result));
2285 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
2286
2287 D3D11_SAMPLER_DESC samplerDesc;
2288 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
2289 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
2290 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
2291 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
2292 samplerDesc.MipLODBias = 0.0f;
2293 samplerDesc.MaxAnisotropy = 0;
2294 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
2295 samplerDesc.BorderColor[0] = 0.0f;
2296 samplerDesc.BorderColor[1] = 0.0f;
2297 samplerDesc.BorderColor[2] = 0.0f;
2298 samplerDesc.BorderColor[3] = 0.0f;
2299 samplerDesc.MinLOD = 0.0f;
2300 samplerDesc.MaxLOD = 0.0f;
2301
2302 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
2303 ASSERT(SUCCEEDED(result));
2304 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
2305
2306 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
2307 {
2308 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2309 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2310 };
2311
2312 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL);
2313 ASSERT(SUCCEEDED(result));
2314 d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout");
2315
2316 result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS);
2317 ASSERT(SUCCEEDED(result));
2318 d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader");
2319
2320 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS);
2321 ASSERT(SUCCEEDED(result));
2322 d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader");
2323
2324 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS);
2325 ASSERT(SUCCEEDED(result));
2326 d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader");
2327
2328 result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS);
2329 ASSERT(SUCCEEDED(result));
2330 d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader");
2331
2332 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS);
2333 ASSERT(SUCCEEDED(result));
2334 d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader");
2335
2336 mCopyResourcesInitialized = true;
2337 }
2338
2339 // Verify the source and destination area sizes
2340 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
2341 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
2342 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
2343 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight))
2344 {
2345 return error(GL_INVALID_VALUE, false);
2346 }
2347
2348 // Set vertices
2349 D3D11_MAPPED_SUBRESOURCE mappedResource;
2350 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
2351 if (FAILED(result))
2352 {
2353 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
2354 return error(GL_OUT_OF_MEMORY, false);
2355 }
2356
2357 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
2358
2359 // Create a quad in homogeneous coordinates
2360 float x1 = (destArea.x / destWidth) * 2.0f - 1.0f;
2361 float y1 = (destArea.y / destHeight) * 2.0f - 1.0f;
2362 float x2 = ((destArea.x + destArea.width) / destWidth) * 2.0f - 1.0f;
2363 float y2 = ((destArea.y + destArea.height) / destHeight) * 2.0f - 1.0f;
2364
2365 float u1 = sourceArea.x / float(sourceWidth);
2366 float v1 = sourceArea.y / float(sourceHeight);
2367 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
2368 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
2369
2370 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
2371 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
2372 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
2373 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
2374
2375 mDeviceContext->Unmap(mCopyVB, 0);
2376
2377 static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
2378 static UINT startIdx = 0;
2379 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
2380
2381 // Apply state
2382 static const float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
2383 mDeviceContext->OMSetBlendState(NULL, blendFactor, 0xFFFFFFF);
2384 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
2385 mDeviceContext->RSSetState(NULL);
2386
2387 // Apply shaders
2388 mDeviceContext->IASetInputLayout(mCopyIL);
2389 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
2390 mDeviceContext->VSSetShader(mCopyVS, NULL, 0);
2391
2392 ID3D11PixelShader *ps = NULL;
2393 switch(destFormat)
2394 {
2395 case GL_RGBA: ps = mCopyRGBAPS; break;
2396 case GL_RGB: ps = mCopyRGBPS; break;
2397 case GL_ALPHA: ps = mCopyRGBAPS; break;
2398 case GL_BGRA_EXT: ps = mCopyRGBAPS; break;
2399 case GL_LUMINANCE: ps = mCopyLumPS; break;
2400 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break;
2401 default: UNREACHABLE(); ps = NULL; break;
2402 }
2403
2404 mDeviceContext->PSSetShader(ps, NULL, 0);
2405
2406 // Unset the currently bound shader resource to avoid conflicts
2407 static ID3D11ShaderResourceView *const nullSRV = NULL;
2408 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2409
2410 // Apply render targets
2411 mDeviceContext->OMSetRenderTargets(1, &dest, NULL);
2412
2413 // Set the viewport
2414 D3D11_VIEWPORT viewport;
2415 viewport.TopLeftX = 0;
2416 viewport.TopLeftY = 0;
2417 viewport.Width = destWidth;
2418 viewport.Height = destHeight;
2419 viewport.MinDepth = 0.0f;
2420 viewport.MaxDepth = 1.0f;
2421 mDeviceContext->RSSetViewports(1, &viewport);
2422
2423 // Apply textures
2424 mDeviceContext->PSSetShaderResources(0, 1, &source);
2425 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
2426
2427 // Draw the quad
2428 mDeviceContext->Draw(4, 0);
2429
2430 // Unbind textures and render targets and vertex buffer
2431 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2432
2433 static ID3D11RenderTargetView *const nullRTV = NULL;
2434 mDeviceContext->OMSetRenderTargets(1, &nullRTV, NULL);
2435
2436 static UINT zero = 0;
2437 static ID3D11Buffer *const nullBuffer = NULL;
2438 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
2439
2440 markAllStateDirty();
2441
2442 return true;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002443}
2444
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002445RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2446{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002447 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002448 RenderTarget11 *renderTarget = NULL;
2449 if (depth)
2450 {
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002451 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), NULL,
2452 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002453 }
2454 else
2455 {
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002456 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
2457 swapChain11->getRenderTargetShaderResource(),
2458 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002459 }
2460 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002461}
2462
2463RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2464{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002465 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
2466 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002467}
2468
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002469ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002470{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002471 ShaderExecutable11 *executable = NULL;
2472
2473 switch (type)
2474 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002475 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002476 {
2477 ID3D11VertexShader *vshader = NULL;
2478 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2479 ASSERT(SUCCEEDED(result));
2480
2481 if (vshader)
2482 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002483 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002484 }
2485 }
2486 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002487 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002488 {
2489 ID3D11PixelShader *pshader = NULL;
2490 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2491 ASSERT(SUCCEEDED(result));
2492
2493 if (pshader)
2494 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002495 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002496 }
2497 }
2498 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002499 case rx::SHADER_GEOMETRY:
2500 {
2501 ID3D11GeometryShader *gshader = NULL;
2502 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
2503 ASSERT(SUCCEEDED(result));
2504
2505 if (gshader)
2506 {
2507 executable = new ShaderExecutable11(function, length, gshader);
2508 }
2509 }
2510 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002511 default:
2512 UNREACHABLE();
2513 break;
2514 }
2515
2516 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002517}
2518
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002519ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002520{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002521 const char *profile = NULL;
2522
2523 switch (type)
2524 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002525 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002526 profile = "vs_4_0";
2527 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002528 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002529 profile = "ps_4_0";
2530 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002531 case rx::SHADER_GEOMETRY:
2532 profile = "gs_4_0";
2533 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002534 default:
2535 UNREACHABLE();
2536 return NULL;
2537 }
2538
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00002539 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002540 if (!binary)
2541 return NULL;
2542
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002543 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002544 binary->Release();
2545
2546 return executable;
2547}
2548
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002549VertexBuffer *Renderer11::createVertexBuffer()
2550{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00002551 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002552}
2553
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002554IndexBuffer *Renderer11::createIndexBuffer()
2555{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00002556 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002557}
2558
2559QueryImpl *Renderer11::createQuery(GLenum type)
2560{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002561 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002562}
2563
2564FenceImpl *Renderer11::createFence()
2565{
2566 // TODO
2567 UNIMPLEMENTED();
2568 return NULL;
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002569}
2570
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002571bool Renderer11::getRenderTargetResource(gl::Framebuffer *framebuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
2572{
2573 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2574 if (colorbuffer)
2575 {
2576 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2577 if (renderTarget)
2578 {
2579 *subresourceIndex = renderTarget->getSubresourceIndex();
2580
2581 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
2582 if (colorBufferRTV)
2583 {
2584 ID3D11Resource *textureResource = NULL;
2585 colorBufferRTV->GetResource(&textureResource);
2586 colorBufferRTV->Release();
2587
2588 if (textureResource)
2589 {
2590 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
2591 textureResource->Release();
2592
2593 if (SUCCEEDED(result))
2594 {
2595 return true;
2596 }
2597 else
2598 {
2599 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
2600 "HRESULT: 0x%X.", result);
2601 }
2602 }
2603 }
2604 }
2605 }
2606
2607 return false;
2608}
2609
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002610bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
2611 bool blitRenderTarget, bool blitDepthStencil)
2612{
2613 // TODO
2614 UNIMPLEMENTED();
2615 return false;
2616}
2617
2618void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2619 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2620{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002621 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002622 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002623
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002624 if (getRenderTargetResource(framebuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002625 {
2626 gl::Rectangle area;
2627 area.x = x;
2628 area.y = y;
2629 area.width = width;
2630 area.height = height;
2631
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002632 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
2633 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002634
2635 colorBufferTexture->Release();
2636 colorBufferTexture = NULL;
2637 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002638}
2639
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002640Image *Renderer11::createImage()
2641{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00002642 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002643}
2644
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002645void Renderer11::generateMipmap(Image *dest, Image *src)
2646{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00002647 Image11 *dest11 = Image11::makeImage11(dest);
2648 Image11 *src11 = Image11::makeImage11(src);
2649 Image11::generateMipmap(dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002650}
2651
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002652TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
2653{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002654 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
2655 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002656}
2657
2658TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
2659{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002660 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002661}
2662
2663TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
2664{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002665 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002666}
2667
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002668static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
2669{
2670 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
2671 destFormat == GL_ALPHA &&
2672 destType == GL_UNSIGNED_BYTE)
2673 {
2674 return 1;
2675 }
2676 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
2677 destFormat == GL_RGBA &&
2678 destType == GL_UNSIGNED_BYTE)
2679 {
2680 return 4;
2681 }
2682 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
2683 destFormat == GL_BGRA_EXT &&
2684 destType == GL_UNSIGNED_BYTE)
2685 {
2686 return 4;
2687 }
2688 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
2689 destFormat == GL_RGBA &&
2690 destType == GL_HALF_FLOAT_OES)
2691 {
2692 return 8;
2693 }
2694 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
2695 destFormat == GL_RGB &&
2696 destType == GL_FLOAT)
2697 {
2698 return 12;
2699 }
2700 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
2701 destFormat == GL_RGBA &&
2702 destType == GL_FLOAT)
2703 {
2704 return 16;
2705 }
2706 else
2707 {
2708 return 0;
2709 }
2710}
2711
2712static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
2713 unsigned int y, int inputPitch, gl::Color *outColor)
2714{
2715 switch (format)
2716 {
2717 case DXGI_FORMAT_R8G8B8A8_UNORM:
2718 {
2719 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
2720 outColor->red = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
2721 outColor->green = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
2722 outColor->blue = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
2723 outColor->alpha = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
2724 }
2725 break;
2726
2727 case DXGI_FORMAT_A8_UNORM:
2728 {
2729 outColor->red = 0.0f;
2730 outColor->green = 0.0f;
2731 outColor->blue = 0.0f;
2732 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
2733 }
2734 break;
2735
2736 case DXGI_FORMAT_R32G32B32A32_FLOAT:
2737 {
2738 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
2739 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
2740 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
2741 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
2742 }
2743 break;
2744
2745 case DXGI_FORMAT_R32G32B32_FLOAT:
2746 {
2747 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
2748 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
2749 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
2750 outColor->alpha = 1.0f;
2751 }
2752 break;
2753
2754 case DXGI_FORMAT_R16G16B16A16_FLOAT:
2755 {
2756 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
2757 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
2758 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
2759 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
2760 }
2761 break;
2762
2763 case DXGI_FORMAT_B8G8R8A8_UNORM:
2764 {
2765 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
2766 outColor->red = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
2767 outColor->blue = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
2768 outColor->green = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
2769 outColor->alpha = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
2770 }
2771 break;
2772
2773 case DXGI_FORMAT_R8_UNORM:
2774 {
2775 outColor->red = *(data + x + y * inputPitch) / 255.0f;
2776 outColor->green = 0.0f;
2777 outColor->blue = 0.0f;
2778 outColor->alpha = 1.0f;
2779 }
2780 break;
2781
2782 case DXGI_FORMAT_R8G8_UNORM:
2783 {
2784 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
2785
2786 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
2787 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
2788 outColor->blue = 0.0f;
2789 outColor->alpha = 1.0f;
2790 }
2791 break;
2792
2793 case DXGI_FORMAT_R16_FLOAT:
2794 {
2795 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
2796 outColor->green = 0.0f;
2797 outColor->blue = 0.0f;
2798 outColor->alpha = 1.0f;
2799 }
2800 break;
2801
2802 case DXGI_FORMAT_R16G16_FLOAT:
2803 {
2804 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
2805 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
2806 outColor->blue = 0.0f;
2807 outColor->alpha = 1.0f;
2808 }
2809 break;
2810
2811 default:
2812 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
2813 UNIMPLEMENTED();
2814 break;
2815 }
2816}
2817
2818static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
2819 unsigned int y, int outputPitch, void *outData)
2820{
2821 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
2822 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
2823
2824 switch (format)
2825 {
2826 case GL_RGBA:
2827 switch (type)
2828 {
2829 case GL_UNSIGNED_BYTE:
2830 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
2831 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2832 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2833 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
2834 break;
2835
2836 default:
2837 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
2838 UNIMPLEMENTED();
2839 break;
2840 }
2841 break;
2842
2843 case GL_BGRA_EXT:
2844 switch (type)
2845 {
2846 case GL_UNSIGNED_BYTE:
2847 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2848 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2849 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
2850 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
2851 break;
2852
2853 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
2854 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2855 // this type is packed as follows:
2856 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2857 // --------------------------------------------------------------------------------
2858 // | 4th | 3rd | 2nd | 1st component |
2859 // --------------------------------------------------------------------------------
2860 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2861 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2862 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
2863 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
2864 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
2865 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
2866 break;
2867
2868 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
2869 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2870 // this type is packed as follows:
2871 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2872 // --------------------------------------------------------------------------------
2873 // | 4th | 3rd | 2nd | 1st component |
2874 // --------------------------------------------------------------------------------
2875 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2876 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2877 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
2878 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
2879 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
2880 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
2881 break;
2882
2883 default:
2884 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
2885 UNIMPLEMENTED();
2886 break;
2887 }
2888 break;
2889
2890 case GL_RGB:
2891 switch (type)
2892 {
2893 case GL_UNSIGNED_SHORT_5_6_5:
2894 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2895 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
2896 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
2897 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
2898 break;
2899
2900 case GL_UNSIGNED_BYTE:
2901 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
2902 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2903 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2904 break;
2905
2906 default:
2907 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
2908 UNIMPLEMENTED();
2909 break;
2910 }
2911 break;
2912
2913 default:
2914 ERR("WritePixelColor not implemented for format 0x%X.", format);
2915 UNIMPLEMENTED();
2916 break;
2917 }
2918}
2919
2920void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
2921 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
2922 GLint packAlignment, void *pixels)
2923{
2924 D3D11_TEXTURE2D_DESC textureDesc;
2925 texture->GetDesc(&textureDesc);
2926
2927 D3D11_TEXTURE2D_DESC stagingDesc;
2928 stagingDesc.Width = area.width;
2929 stagingDesc.Height = area.height;
2930 stagingDesc.MipLevels = 1;
2931 stagingDesc.ArraySize = 1;
2932 stagingDesc.Format = textureDesc.Format;
2933 stagingDesc.SampleDesc.Count = 1;
2934 stagingDesc.SampleDesc.Quality = 0;
2935 stagingDesc.Usage = D3D11_USAGE_STAGING;
2936 stagingDesc.BindFlags = 0;
2937 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
2938 stagingDesc.MiscFlags = 0;
2939
2940 ID3D11Texture2D* stagingTex = NULL;
2941 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
2942 if (FAILED(result))
2943 {
2944 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
2945 return;
2946 }
2947
2948 ID3D11Texture2D* srcTex = NULL;
2949 if (textureDesc.SampleDesc.Count > 1)
2950 {
2951 D3D11_TEXTURE2D_DESC resolveDesc;
2952 resolveDesc.Width = textureDesc.Width;
2953 resolveDesc.Height = textureDesc.Height;
2954 resolveDesc.MipLevels = 1;
2955 resolveDesc.ArraySize = 1;
2956 resolveDesc.Format = textureDesc.Format;
2957 resolveDesc.SampleDesc.Count = 1;
2958 resolveDesc.SampleDesc.Quality = 0;
2959 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
2960 resolveDesc.BindFlags = 0;
2961 resolveDesc.CPUAccessFlags = 0;
2962 resolveDesc.MiscFlags = 0;
2963
2964 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
2965 if (FAILED(result))
2966 {
2967 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
2968 stagingTex->Release();
2969 return;
2970 }
2971
2972 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
2973 subResource = 0;
2974 }
2975 else
2976 {
2977 srcTex = texture;
2978 srcTex->AddRef();
2979 }
2980
2981 D3D11_BOX srcBox;
2982 srcBox.left = area.x;
2983 srcBox.right = area.x + area.width;
2984 srcBox.top = area.y;
2985 srcBox.bottom = area.y + area.height;
2986 srcBox.front = 0;
2987 srcBox.back = 1;
2988
2989 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
2990
2991 srcTex->Release();
2992 srcTex = NULL;
2993
2994 D3D11_MAPPED_SUBRESOURCE mapping;
2995 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
2996
2997 unsigned char *source;
2998 int inputPitch;
2999 if (packReverseRowOrder)
3000 {
3001 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
3002 inputPitch = -static_cast<int>(mapping.RowPitch);
3003 }
3004 else
3005 {
3006 source = static_cast<unsigned char*>(mapping.pData);
3007 inputPitch = static_cast<int>(mapping.RowPitch);
3008 }
3009
3010 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
3011 if (fastPixelSize != 0)
3012 {
3013 unsigned char *dest = static_cast<unsigned char*>(pixels);
3014 for (int j = 0; j < area.height; j++)
3015 {
3016 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
3017 }
3018 }
3019 else
3020 {
3021 gl::Color pixelColor;
3022 for (int j = 0; j < area.height; j++)
3023 {
3024 for (int i = 0; i < area.width; i++)
3025 {
3026 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
3027 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
3028 }
3029 }
3030 }
3031
3032 mDeviceContext->Unmap(stagingTex, 0);
3033
3034 stagingTex->Release();
3035 stagingTex = NULL;
3036}
3037
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003038}