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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"
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +000029#include "libGLESv2/renderer/Fence11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000030
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000031#include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h"
32#include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h"
33#include "libGLESv2/renderer/shaders/compiled/passthroughrgb11ps.h"
34#include "libGLESv2/renderer/shaders/compiled/passthroughlum11ps.h"
35#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha11ps.h"
36
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000037#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
38#include "libGLESv2/renderer/shaders/compiled/clear11ps.h"
39
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +000040#include <sstream>
41
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000042namespace rx
43{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000044static const DXGI_FORMAT RenderTargetFormats[] =
45 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000046 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000047 DXGI_FORMAT_R8G8B8A8_UNORM
48 };
49
50static const DXGI_FORMAT DepthStencilFormats[] =
51 {
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +000052 DXGI_FORMAT_UNKNOWN,
53 DXGI_FORMAT_D24_UNORM_S8_UINT,
54 DXGI_FORMAT_D16_UNORM
daniel@transgaming.com65e65372012-11-28 19:33:50 +000055 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000056
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000057enum
58{
59 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
60};
61
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000062Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
63{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000064 mVertexDataManager = NULL;
65 mIndexDataManager = NULL;
66
daniel@transgaming.comc5114302012-12-20 21:11:36 +000067 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000068 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000069
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000070 mCopyResourcesInitialized = false;
71 mCopyVB = NULL;
72 mCopySampler = NULL;
73 mCopyIL = NULL;
74 mCopyVS = NULL;
75 mCopyRGBAPS = NULL;
76 mCopyRGBPS = NULL;
77 mCopyLumPS = NULL;
78 mCopyLumAlphaPS = NULL;
79
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000080 mClearResourcesInitialized = false;
81 mClearVB = NULL;
82 mClearIL = NULL;
83 mClearVS = NULL;
84 mClearPS = NULL;
85 mClearScissorRS = NULL;
86 mClearNoScissorRS = NULL;
87
daniel@transgaming.combdf787f2013-02-01 03:20:36 +000088 mSyncQuery = NULL;
89
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000090 mD3d11Module = NULL;
91 mDxgiModule = NULL;
92
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000093 mDeviceLost = false;
94
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +000095 mMaxSupportedSamples = 0;
96
daniel@transgaming.com25072f62012-11-28 19:31:32 +000097 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000098 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000099 mDxgiAdapter = NULL;
100 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000101
102 mDriverConstantBufferVS = NULL;
103 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000104
105 mBGRATextureSupport = false;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +0000106
107 mIsGeometryShaderActive = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000108}
109
110Renderer11::~Renderer11()
111{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000112 release();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000113}
114
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000115Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
116{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000117 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000118 return static_cast<rx::Renderer11*>(renderer);
119}
120
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000121EGLint Renderer11::initialize()
122{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000123 if (!initializeCompiler())
124 {
125 return EGL_NOT_INITIALIZED;
126 }
127
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000128 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
129 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000130
131 if (mD3d11Module == NULL || mDxgiModule == NULL)
132 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000133 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000134 return EGL_NOT_INITIALIZED;
135 }
136
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000137 // create the D3D11 device
138 ASSERT(mDevice == NULL);
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000139 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000140
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000141 if (D3D11CreateDevice == NULL)
142 {
143 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
144 return EGL_NOT_INITIALIZED;
145 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000146
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000147 D3D_FEATURE_LEVEL featureLevel[] =
148 {
149 D3D_FEATURE_LEVEL_11_0,
150 D3D_FEATURE_LEVEL_10_1,
151 D3D_FEATURE_LEVEL_10_0,
152 };
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000153
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000154 HRESULT result = D3D11CreateDevice(NULL,
155 D3D_DRIVER_TYPE_HARDWARE,
156 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000157 #if defined(_DEBUG)
158 D3D11_CREATE_DEVICE_DEBUG,
159 #else
160 0,
161 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000162 featureLevel,
163 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000164 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000165 &mDevice,
166 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000167 &mDeviceContext);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000168
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000169 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000170 {
171 ERR("Could not create D3D11 device - aborting!\n");
172 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
173 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000174
175 IDXGIDevice *dxgiDevice = NULL;
176 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
177
178 if (FAILED(result))
179 {
180 ERR("Could not query DXGI device - aborting!\n");
181 return EGL_NOT_INITIALIZED;
182 }
183
184 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
185
186 if (FAILED(result))
187 {
188 ERR("Could not retrieve DXGI adapter - aborting!\n");
189 return EGL_NOT_INITIALIZED;
190 }
191
192 dxgiDevice->Release();
193
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000194 mDxgiAdapter->GetDesc(&mAdapterDescription);
195 memset(mDescription, 0, sizeof(mDescription));
196 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
197
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000198 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
199
200 if (!mDxgiFactory || FAILED(result))
201 {
202 ERR("Could not create DXGI factory - aborting!\n");
203 return EGL_NOT_INITIALIZED;
204 }
205
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000206 unsigned int maxSupportedSamples = 0;
207 unsigned int rtFormatCount = sizeof(RenderTargetFormats) / sizeof(DXGI_FORMAT);
208 unsigned int dsFormatCount = sizeof(DepthStencilFormats) / sizeof(DXGI_FORMAT);
209 for (unsigned int i = 0; i < rtFormatCount + dsFormatCount; ++i)
210 {
211 DXGI_FORMAT format = (i < rtFormatCount) ? RenderTargetFormats[i] : DepthStencilFormats[i - rtFormatCount];
212 if (format != DXGI_FORMAT_UNKNOWN)
213 {
214 UINT formatSupport;
215 result = mDevice->CheckFormatSupport(format, &formatSupport);
216 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
217 {
218 MultisampleSupportInfo supportInfo;
219
220 for (unsigned int j = 1; j <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; j++)
221 {
222 result = mDevice->CheckMultisampleQualityLevels(format, j, &supportInfo.qualityLevels[j - 1]);
223 if (SUCCEEDED(result) && supportInfo.qualityLevels[j - 1] > 0)
224 {
225 maxSupportedSamples = std::max(j, maxSupportedSamples);
226 }
227 else
228 {
229 supportInfo.qualityLevels[j - 1] = 0;
230 }
231 }
232
233 mMultisampleSupportMap.insert(std::make_pair(format, supportInfo));
234 }
235 }
236 }
237 mMaxSupportedSamples = maxSupportedSamples;
238
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000239 initializeDevice();
240
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000241 // BGRA texture support is optional in feature levels 10 and 10_1
242 UINT formatSupport;
243 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
244 if (FAILED(result))
245 {
246 ERR("Error checking BGRA format support: 0x%08X", result);
247 }
248 else
249 {
250 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
251 mBGRATextureSupport = (formatSupport & flags) == flags;
252 }
253
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000254 return EGL_SUCCESS;
255}
256
257// do any one-time device initialization
258// NOTE: this is also needed after a device lost/reset
259// to reset the scene status and ensure the default states are reset.
260void Renderer11::initializeDevice()
261{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000262 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000263 mInputLayoutCache.initialize(mDevice, mDeviceContext);
264
265 ASSERT(!mVertexDataManager && !mIndexDataManager);
266 mVertexDataManager = new VertexDataManager(this);
267 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000268
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000269 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000270}
271
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000272int Renderer11::generateConfigs(ConfigDesc **configDescList)
273{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000274 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
275 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000276 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
277 int numConfigs = 0;
278
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000279 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000280 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000281 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000282 {
283 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
284
285 UINT formatSupport = 0;
286 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000287
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000288 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
289 {
290 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
291
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000292 bool depthStencilFormatOK = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000293
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000294 if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
295 {
296 UINT formatSupport = 0;
297 result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
298 depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
299 }
300
301 if (depthStencilFormatOK)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000302 {
303 ConfigDesc newConfig;
304 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
305 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
306 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
307 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
308
309 (*configDescList)[numConfigs++] = newConfig;
310 }
311 }
312 }
313 }
314
315 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000316}
317
318void Renderer11::deleteConfigs(ConfigDesc *configDescList)
319{
320 delete [] (configDescList);
321}
322
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000323void Renderer11::sync(bool block)
324{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000325 if (block)
326 {
327 HRESULT result;
328
329 if (!mSyncQuery)
330 {
331 D3D11_QUERY_DESC queryDesc;
332 queryDesc.Query = D3D11_QUERY_EVENT;
333 queryDesc.MiscFlags = 0;
334
335 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
336 ASSERT(SUCCEEDED(result));
337 }
338
339 mDeviceContext->End(mSyncQuery);
340 mDeviceContext->Flush();
341
342 do
343 {
344 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
345
346 // Keep polling, but allow other threads to do something useful first
347 Sleep(0);
348
349 if (testDeviceLost(true))
350 {
351 return;
352 }
353 }
354 while (result == S_FALSE);
355 }
356 else
357 {
358 mDeviceContext->Flush();
359 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000360}
361
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000362SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
363{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000364 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000365}
366
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000367void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
368{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000369 if (type == gl::SAMPLER_PIXEL)
370 {
371 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
372 {
373 ERR("Pixel shader sampler index %i is not valid.", index);
374 return;
375 }
376
377 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
378 {
379 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
380
381 if (!dxSamplerState)
382 {
383 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
384 "sampler state for pixel shaders at slot %i.", index);
385 }
386
387 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
388
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000389 mCurPixelSamplerStates[index] = samplerState;
390 }
391
392 mForceSetPixelSamplerStates[index] = false;
393 }
394 else if (type == gl::SAMPLER_VERTEX)
395 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000396 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000397 {
398 ERR("Vertex shader sampler index %i is not valid.", index);
399 return;
400 }
401
402 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
403 {
404 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
405
406 if (!dxSamplerState)
407 {
408 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
409 "sampler state for vertex shaders at slot %i.", index);
410 }
411
412 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
413
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000414 mCurVertexSamplerStates[index] = samplerState;
415 }
416
417 mForceSetVertexSamplerStates[index] = false;
418 }
419 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000420}
421
422void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
423{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000424 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000425 unsigned int serial = 0;
426 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000427
428 if (texture)
429 {
430 TextureStorageInterface *texStorage = texture->getNativeTexture();
431 if (texStorage)
432 {
433 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
434 textureSRV = storage11->getSRV();
435 }
436
437 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
438 // missing the shader resource view
439 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000440
441 serial = texture->getTextureSerial();
442 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000443 }
444
445 if (type == gl::SAMPLER_PIXEL)
446 {
447 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
448 {
449 ERR("Pixel shader sampler index %i is not valid.", index);
450 return;
451 }
452
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000453 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
454 {
455 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
456 }
457
458 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000459 }
460 else if (type == gl::SAMPLER_VERTEX)
461 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000462 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000463 {
464 ERR("Vertex shader sampler index %i is not valid.", index);
465 return;
466 }
467
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000468 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
469 {
470 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
471 }
472
473 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000474 }
475 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000476}
477
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000478void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000479{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000480 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000481 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000482 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
483 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000484 if (!dxRasterState)
485 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000486 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000487 "rasterizer state.");
488 }
489
490 mDeviceContext->RSSetState(dxRasterState);
491
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000492 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000493 }
494
495 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000496}
497
498void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
499 unsigned int sampleMask)
500{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000501 if (mForceSetBlendState ||
502 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
503 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
504 sampleMask != mCurSampleMask)
505 {
506 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
507 if (!dxBlendState)
508 {
509 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
510 "blend state.");
511 }
512
513 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
514 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
515
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000516 mCurBlendState = blendState;
517 mCurBlendColor = blendColor;
518 mCurSampleMask = sampleMask;
519 }
520
521 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000522}
523
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000524void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000525 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000526{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000527 if (mForceSetDepthStencilState ||
528 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
529 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
530 {
531 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
532 stencilRef != stencilBackRef ||
533 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
534 {
535 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
536 "invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000537 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000538 }
539
540 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
541 if (!dxDepthStencilState)
542 {
543 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
544 "setting the default depth stencil state.");
545 }
546
547 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
548
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000549 mCurDepthStencilState = depthStencilState;
550 mCurStencilRef = stencilRef;
551 mCurStencilBackRef = stencilBackRef;
552 }
553
554 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000555}
556
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000557void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000558{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000559 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
560 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000561 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000562 if (enabled)
563 {
564 D3D11_RECT rect;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000565 rect.left = std::max(0, scissor.x);
566 rect.top = std::max(0, scissor.y);
567 rect.right = scissor.x + std::max(0, scissor.width);
568 rect.bottom = scissor.y + std::max(0, scissor.height);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000569
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000570 mDeviceContext->RSSetScissorRects(1, &rect);
571 }
572
573 if (enabled != mScissorEnabled)
574 {
575 mForceSetRasterState = true;
576 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000577
578 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000579 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000580 }
581
582 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000583}
584
daniel@transgaming.com12985182012-12-20 20:56:31 +0000585bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000586 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000587{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000588 gl::Rectangle actualViewport = viewport;
589 float actualZNear = gl::clamp01(zNear);
590 float actualZFar = gl::clamp01(zFar);
591 if (ignoreViewport)
592 {
593 actualViewport.x = 0;
594 actualViewport.y = 0;
595 actualViewport.width = mRenderTargetDesc.width;
596 actualViewport.height = mRenderTargetDesc.height;
597 actualZNear = 0.0f;
598 actualZFar = 1.0f;
599 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000600
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000601 // Get D3D viewport bounds, which depends on the feature level
602 const Range& viewportBounds = getViewportBounds();
603
604 // Clamp width and height first to the gl maximum, then clamp further if we extend past the D3D maximum bounds
daniel@transgaming.com53670042012-11-28 20:55:51 +0000605 D3D11_VIEWPORT dxViewport;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000606 dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end);
607 dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end);
608 dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension());
609 dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension());
610 dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX));
611 dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY));
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000612 dxViewport.MinDepth = actualZNear;
613 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000614
615 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
616 {
617 return false; // Nothing to render
618 }
619
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000620 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
621 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000622
daniel@transgaming.com53670042012-11-28 20:55:51 +0000623 if (viewportChanged)
624 {
625 mDeviceContext->RSSetViewports(1, &dxViewport);
626
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000627 mCurViewport = actualViewport;
628 mCurNear = actualZNear;
629 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000630
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000631 mVertexConstants.halfPixelSize[0] = 0.0f;
632 mVertexConstants.halfPixelSize[1] = 0.0f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000633
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000634 mPixelConstants.coord[0] = actualViewport.width * 0.5f;
635 mPixelConstants.coord[1] = actualViewport.height * 0.5f;
636 mPixelConstants.coord[2] = actualViewport.x + (actualViewport.width * 0.5f);
637 mPixelConstants.coord[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000638
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000639 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
640 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
641 mPixelConstants.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000642
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000643 mVertexConstants.depthRange[0] = actualZNear;
644 mVertexConstants.depthRange[1] = actualZFar;
645 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000646
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000647 mPixelConstants.depthRange[0] = actualZNear;
648 mPixelConstants.depthRange[1] = actualZFar;
649 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000650 }
651
652 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000653 return true;
654}
655
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000656bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
657{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000658 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000659
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000660 switch (mode)
661 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000662 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
663 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000664 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000665 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
666 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
667 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000668 // emulate fans via rewriting index buffer
669 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000670 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000671 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000672 }
673
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000674 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000675
676 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000677}
678
679bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000680{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000681 // Get the color render buffer and serial
682 gl::Renderbuffer *renderbufferObject = NULL;
683 unsigned int renderTargetSerial = 0;
684 if (framebuffer->getColorbufferType() != GL_NONE)
685 {
686 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000687
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000688 if (!renderbufferObject)
689 {
690 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000691 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000692 }
693
694 renderTargetSerial = renderbufferObject->getSerial();
695 }
696
697 // Get the depth stencil render buffer and serials
698 gl::Renderbuffer *depthStencil = NULL;
699 unsigned int depthbufferSerial = 0;
700 unsigned int stencilbufferSerial = 0;
701 if (framebuffer->getDepthbufferType() != GL_NONE)
702 {
703 depthStencil = framebuffer->getDepthbuffer();
704 if (!depthStencil)
705 {
706 ERR("Depth stencil pointer unexpectedly null.");
707 return false;
708 }
709
710 depthbufferSerial = depthStencil->getSerial();
711 }
712 else if (framebuffer->getStencilbufferType() != GL_NONE)
713 {
714 depthStencil = framebuffer->getStencilbuffer();
715 if (!depthStencil)
716 {
717 ERR("Depth stencil pointer unexpectedly null.");
718 return false;
719 }
720
721 stencilbufferSerial = depthStencil->getSerial();
722 }
723
724 // Extract the render target dimensions and view
725 unsigned int renderTargetWidth = 0;
726 unsigned int renderTargetHeight = 0;
727 GLenum renderTargetFormat = 0;
728 ID3D11RenderTargetView* framebufferRTV = NULL;
729 if (renderbufferObject)
730 {
731 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
732 if (!renderTarget)
733 {
734 ERR("render target pointer unexpectedly null.");
735 return false;
736 }
737
738 framebufferRTV = renderTarget->getRenderTargetView();
739 if (!framebufferRTV)
740 {
741 ERR("render target view pointer unexpectedly null.");
742 return false;
743 }
744
745 renderTargetWidth = renderbufferObject->getWidth();
746 renderTargetHeight = renderbufferObject->getHeight();
747 renderTargetFormat = renderbufferObject->getActualFormat();
748 }
749
750 // Extract the depth stencil sizes and view
751 unsigned int depthSize = 0;
752 unsigned int stencilSize = 0;
753 ID3D11DepthStencilView* framebufferDSV = NULL;
754 if (depthStencil)
755 {
756 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
757 if (!depthStencilRenderTarget)
758 {
759 ERR("render target pointer unexpectedly null.");
760 if (framebufferRTV)
761 {
762 framebufferRTV->Release();
763 }
764 return false;
765 }
766
767 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
768 if (!framebufferDSV)
769 {
770 ERR("depth stencil view pointer unexpectedly null.");
771 if (framebufferRTV)
772 {
773 framebufferRTV->Release();
774 }
775 return false;
776 }
777
778 // If there is no render buffer, the width, height and format values come from
779 // the depth stencil
780 if (!renderbufferObject)
781 {
782 renderTargetWidth = depthStencil->getWidth();
783 renderTargetHeight = depthStencil->getHeight();
784 renderTargetFormat = depthStencil->getActualFormat();
785 }
786
787 depthSize = depthStencil->getDepthSize();
788 stencilSize = depthStencil->getStencilSize();
789 }
790
791 // Apply the render target and depth stencil
792 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
793 renderTargetSerial != mAppliedRenderTargetSerial ||
794 depthbufferSerial != mAppliedDepthbufferSerial ||
795 stencilbufferSerial != mAppliedStencilbufferSerial)
796 {
797 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
798
799 mRenderTargetDesc.width = renderTargetWidth;
800 mRenderTargetDesc.height = renderTargetHeight;
801 mRenderTargetDesc.format = renderTargetFormat;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000802 mForceSetViewport = true;
803 mForceSetScissor = true;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000804
805 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
806 {
807 mCurDepthSize = depthSize;
808 mForceSetRasterState = true;
809 }
810
811 mCurStencilSize = stencilSize;
812
813 mAppliedRenderTargetSerial = renderTargetSerial;
814 mAppliedDepthbufferSerial = depthbufferSerial;
815 mAppliedStencilbufferSerial = stencilbufferSerial;
816 mRenderTargetDescInitialized = true;
817 mDepthStencilInitialized = true;
818 }
819
820 if (framebufferRTV)
821 {
822 framebufferRTV->Release();
823 }
824 if (framebufferDSV)
825 {
826 framebufferDSV->Release();
827 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000828
829 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000830}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000831
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000832GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000833{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000834 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
835 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
836 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000837 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000838 return err;
839 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000840
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000841 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000842}
843
daniel@transgaming.com31240482012-11-28 21:06:41 +0000844GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000845{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000846 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000847
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000848 if (err == GL_NO_ERROR)
849 {
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000850 if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000851 {
852 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
853
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000854 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000855 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000856 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000857 }
858 }
859
860 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000861}
862
863void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
864{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000865 if (mode == GL_LINE_LOOP)
866 {
867 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
868 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000869 else if (mode == GL_TRIANGLE_FAN)
870 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000871 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000872 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000873 else if (instances > 0)
874 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000875 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000876 }
877 else
878 {
879 mDeviceContext->Draw(count, 0);
880 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000881}
882
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000883void 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 +0000884{
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000885 if (mode == GL_LINE_LOOP)
886 {
887 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
888 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000889 else if (mode == GL_TRIANGLE_FAN)
890 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000891 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
892 }
893 else if (instances > 0)
894 {
895 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000896 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000897 else
898 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +0000899 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000900 }
901}
902
903void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
904{
905 // Get the raw indices for an indexed draw
906 if (type != GL_NONE && elementArrayBuffer)
907 {
908 gl::Buffer *indexBuffer = elementArrayBuffer;
909 intptr_t offset = reinterpret_cast<intptr_t>(indices);
910 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
911 }
912
913 if (!mLineLoopIB)
914 {
915 mLineLoopIB = new StreamingIndexBufferInterface(this);
916 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
917 {
918 delete mLineLoopIB;
919 mLineLoopIB = NULL;
920
921 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000922 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000923 }
924 }
925
926 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
927 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
928 {
929 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000930 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000931 }
932
933 void* mappedMemory = NULL;
934 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
935 if (offset == -1 || mappedMemory == NULL)
936 {
937 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000938 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000939 }
940
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000941 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000942 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000943
944 switch (type)
945 {
946 case GL_NONE: // Non-indexed draw
947 for (int i = 0; i < count; i++)
948 {
949 data[i] = i;
950 }
951 data[count] = 0;
952 break;
953 case GL_UNSIGNED_BYTE:
954 for (int i = 0; i < count; i++)
955 {
956 data[i] = static_cast<const GLubyte*>(indices)[i];
957 }
958 data[count] = static_cast<const GLubyte*>(indices)[0];
959 break;
960 case GL_UNSIGNED_SHORT:
961 for (int i = 0; i < count; i++)
962 {
963 data[i] = static_cast<const GLushort*>(indices)[i];
964 }
965 data[count] = static_cast<const GLushort*>(indices)[0];
966 break;
967 case GL_UNSIGNED_INT:
968 for (int i = 0; i < count; i++)
969 {
970 data[i] = static_cast<const GLuint*>(indices)[i];
971 }
972 data[count] = static_cast<const GLuint*>(indices)[0];
973 break;
974 default: UNREACHABLE();
975 }
976
977 if (!mLineLoopIB->unmapBuffer())
978 {
979 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000980 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000981 }
982
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000983 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000984 {
985 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
986
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000987 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000988 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000989 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000990 }
991
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000992 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000993}
994
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000995void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000996{
997 // Get the raw indices for an indexed draw
998 if (type != GL_NONE && elementArrayBuffer)
999 {
1000 gl::Buffer *indexBuffer = elementArrayBuffer;
1001 intptr_t offset = reinterpret_cast<intptr_t>(indices);
1002 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
1003 }
1004
1005 if (!mTriangleFanIB)
1006 {
1007 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1008 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1009 {
1010 delete mTriangleFanIB;
1011 mTriangleFanIB = NULL;
1012
1013 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001014 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001015 }
1016 }
1017
1018 const int numTris = count - 2;
1019 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
1020 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1021 {
1022 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001023 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001024 }
1025
1026 void* mappedMemory = NULL;
1027 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
1028 if (offset == -1 || mappedMemory == NULL)
1029 {
1030 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001031 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001032 }
1033
1034 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1035 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
1036
1037 switch (type)
1038 {
1039 case GL_NONE: // Non-indexed draw
1040 for (int i = 0; i < numTris; i++)
1041 {
1042 data[i*3 + 0] = 0;
1043 data[i*3 + 1] = i + 1;
1044 data[i*3 + 2] = i + 2;
1045 }
1046 break;
1047 case GL_UNSIGNED_BYTE:
1048 for (int i = 0; i < numTris; i++)
1049 {
1050 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1051 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1052 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1053 }
1054 break;
1055 case GL_UNSIGNED_SHORT:
1056 for (int i = 0; i < numTris; i++)
1057 {
1058 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1059 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1060 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1061 }
1062 break;
1063 case GL_UNSIGNED_INT:
1064 for (int i = 0; i < numTris; i++)
1065 {
1066 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1067 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1068 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1069 }
1070 break;
1071 default: UNREACHABLE();
1072 }
1073
1074 if (!mTriangleFanIB->unmapBuffer())
1075 {
1076 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001077 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001078 }
1079
1080 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1081 {
1082 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1083
1084 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1085 mAppliedIBSerial = mTriangleFanIB->getSerial();
1086 mAppliedIBOffset = indexBufferOffset;
1087 }
1088
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001089 if (instances > 0)
1090 {
1091 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1092 }
1093 else
1094 {
1095 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1096 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001097}
1098
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001099void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1100{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001101 unsigned int programBinarySerial = programBinary->getSerial();
1102 if (programBinarySerial != mAppliedProgramBinarySerial)
1103 {
1104 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1105 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001106
daniel@transgaming.come4991412012-12-20 20:55:34 +00001107 ID3D11VertexShader *vertexShader = NULL;
1108 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001109
daniel@transgaming.come4991412012-12-20 20:55:34 +00001110 ID3D11PixelShader *pixelShader = NULL;
1111 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001112
daniel@transgaming.come4991412012-12-20 20:55:34 +00001113 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1114 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001115
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001116 programBinary->dirtyAllUniforms();
1117
1118 mAppliedProgramBinarySerial = programBinarySerial;
1119 }
1120
1121 // Only use the geometry shader currently for point sprite drawing
1122 const bool usesGeometryShader = programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode;
1123
1124 if (programBinarySerial != mAppliedProgramBinarySerial || usesGeometryShader != mIsGeometryShaderActive)
1125 {
1126 if (usesGeometryShader)
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001127 {
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001128 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
1129 ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001130 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1131 }
1132 else
1133 {
1134 mDeviceContext->GSSetShader(NULL, NULL, 0);
1135 }
1136
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001137 mIsGeometryShaderActive = usesGeometryShader;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001138 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001139}
1140
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001141void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001142{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001143 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1144 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001145
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001146 unsigned int totalRegisterCountVS = 0;
1147 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001148
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001149 bool vertexUniformsDirty = false;
1150 bool pixelUniformsDirty = false;
1151
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001152 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1153 {
1154 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001155
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001156 if (uniform->vsRegisterIndex >= 0)
1157 {
1158 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001159 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001160 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001161
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001162 if (uniform->psRegisterIndex >= 0)
1163 {
1164 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001165 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001166 }
1167 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001168
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001169 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1170 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1171
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001172 void *mapVS = (totalRegisterCountVS > 0 && vertexUniformsDirty) ? new float[4 * totalRegisterCountVS] : NULL;
1173 void *mapPS = (totalRegisterCountPS > 0 && pixelUniformsDirty) ? new float[4 * totalRegisterCountPS] : NULL;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001174
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001175 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001176 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001177 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001178
1179 switch (uniform->type)
1180 {
daniel@transgaming.comda8d3802012-12-20 21:12:55 +00001181 case GL_SAMPLER_2D:
1182 case GL_SAMPLER_CUBE:
1183 break;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001184 case GL_FLOAT:
1185 case GL_FLOAT_VEC2:
1186 case GL_FLOAT_VEC3:
1187 case GL_FLOAT_VEC4:
1188 case GL_FLOAT_MAT2:
1189 case GL_FLOAT_MAT3:
1190 case GL_FLOAT_MAT4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001191 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001192 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001193 GLfloat (*c)[4] = (GLfloat(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001194 float (*f)[4] = (float(*)[4])uniform->data;
1195
1196 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001197 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001198 c[uniform->vsRegisterIndex + i][0] = f[i][0];
1199 c[uniform->vsRegisterIndex + i][1] = f[i][1];
1200 c[uniform->vsRegisterIndex + i][2] = f[i][2];
1201 c[uniform->vsRegisterIndex + i][3] = f[i][3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001202 }
1203 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001204 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001205 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001206 GLfloat (*c)[4] = (GLfloat(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001207 float (*f)[4] = (float(*)[4])uniform->data;
1208
1209 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001210 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001211 c[uniform->psRegisterIndex + i][0] = f[i][0];
1212 c[uniform->psRegisterIndex + i][1] = f[i][1];
1213 c[uniform->psRegisterIndex + i][2] = f[i][2];
1214 c[uniform->psRegisterIndex + i][3] = f[i][3];
1215 }
1216 }
1217 break;
1218 case GL_INT:
1219 case GL_INT_VEC2:
1220 case GL_INT_VEC3:
1221 case GL_INT_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001222 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001223 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001224 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001225 GLint *x = (GLint*)uniform->data;
1226 int count = gl::VariableColumnCount(uniform->type);
1227
1228 for (unsigned int i = 0; i < uniform->registerCount; i++)
1229 {
1230 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = x[i * count + 0];
1231 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = x[i * count + 1];
1232 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = x[i * count + 2];
1233 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = x[i * count + 3];
1234 }
1235 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001236 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001237 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001238 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001239 GLint *x = (GLint*)uniform->data;
1240 int count = gl::VariableColumnCount(uniform->type);
1241
1242 for (unsigned int i = 0; i < uniform->registerCount; i++)
1243 {
1244 if (count >= 1) c[uniform->psRegisterIndex + i][0] = x[i * count + 0];
1245 if (count >= 2) c[uniform->psRegisterIndex + i][1] = x[i * count + 1];
1246 if (count >= 3) c[uniform->psRegisterIndex + i][2] = x[i * count + 2];
1247 if (count >= 4) c[uniform->psRegisterIndex + i][3] = x[i * count + 3];
1248 }
1249 }
1250 break;
1251 case GL_BOOL:
1252 case GL_BOOL_VEC2:
1253 case GL_BOOL_VEC3:
1254 case GL_BOOL_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001255 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001256 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001257 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001258 GLboolean *b = (GLboolean*)uniform->data;
1259 int count = gl::VariableColumnCount(uniform->type);
1260
1261 for (unsigned int i = 0; i < uniform->registerCount; i++)
1262 {
1263 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = b[i * count + 0];
1264 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = b[i * count + 1];
1265 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = b[i * count + 2];
1266 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = b[i * count + 3];
1267 }
1268 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001269 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001270 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001271 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001272 GLboolean *b = (GLboolean*)uniform->data;
1273 int count = gl::VariableColumnCount(uniform->type);
1274
1275 for (unsigned int i = 0; i < uniform->registerCount; i++)
1276 {
1277 if (count >= 1) c[uniform->psRegisterIndex + i][0] = b[i * count + 0];
1278 if (count >= 2) c[uniform->psRegisterIndex + i][1] = b[i * count + 1];
1279 if (count >= 3) c[uniform->psRegisterIndex + i][2] = b[i * count + 2];
1280 if (count >= 4) c[uniform->psRegisterIndex + i][3] = b[i * count + 3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001281 }
1282 }
1283 break;
1284 default:
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001285 UNREACHABLE();
1286 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001287
1288 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001289 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001290
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001291 if (vertexConstantBuffer && mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001292 {
1293 mDeviceContext->UpdateSubresource(vertexConstantBuffer, 0, NULL, mapVS, 0, 0);
1294 }
1295
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001296 if (pixelConstantBuffer && mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001297 {
1298 mDeviceContext->UpdateSubresource(pixelConstantBuffer, 0, NULL, mapPS, 0, 0);
1299 }
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001300
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001301 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1302 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001303
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001304 delete[] mapVS;
1305 delete[] mapPS;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001306
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001307 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001308 if (!mDriverConstantBufferVS)
1309 {
1310 D3D11_BUFFER_DESC constantBufferDescription = {0};
1311 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1312 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1313 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1314 constantBufferDescription.CPUAccessFlags = 0;
1315 constantBufferDescription.MiscFlags = 0;
1316 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001317
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001318 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001319 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001320
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001321 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1322 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001323
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001324 if (!mDriverConstantBufferPS)
1325 {
1326 D3D11_BUFFER_DESC constantBufferDescription = {0};
1327 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1328 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1329 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1330 constantBufferDescription.CPUAccessFlags = 0;
1331 constantBufferDescription.MiscFlags = 0;
1332 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001333
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001334 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001335 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001336
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001337 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1338 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001339
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001340 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1341 {
1342 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1343 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1344 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001345
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001346 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1347 {
1348 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1349 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1350 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001351
1352 // needed for the point sprite geometry shader
1353 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001354}
1355
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001356void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001357{
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001358 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1359 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1360 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1361 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001362
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001363 unsigned int stencilUnmasked = 0x0;
1364 if (frameBuffer->hasStencil())
1365 {
1366 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1367 stencilUnmasked = (0x1 << stencilSize) - 1;
1368 }
1369 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1370 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001371
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001372 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1373 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1374 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001375
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001376 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1377 {
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001378 maskedClear(clearParams);
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001379 }
1380 else
1381 {
1382 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1383 {
1384 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
1385 if (renderbufferObject)
1386 {
1387 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1388 if (!renderTarget)
1389 {
1390 ERR("render target pointer unexpectedly null.");
1391 return;
1392 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001393
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001394 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1395 if (!framebufferRTV)
1396 {
1397 ERR("render target view pointer unexpectedly null.");
1398 return;
1399 }
1400
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001401 const float clearValues[4] = { clearParams.colorClearValue.red,
1402 clearParams.colorClearValue.green,
1403 clearParams.colorClearValue.blue,
1404 clearParams.colorClearValue.alpha };
1405 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001406
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001407 framebufferRTV->Release();
1408 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001409 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001410 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001411 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001412 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1413 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001414 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001415 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1416 if (!renderTarget)
1417 {
1418 ERR("render target pointer unexpectedly null.");
1419 return;
1420 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001421
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001422 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1423 if (!framebufferDSV)
1424 {
1425 ERR("depth stencil view pointer unexpectedly null.");
1426 return;
1427 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001428
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001429 UINT clearFlags = 0;
1430 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1431 {
1432 clearFlags |= D3D11_CLEAR_DEPTH;
1433 }
1434 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1435 {
1436 clearFlags |= D3D11_CLEAR_STENCIL;
1437 }
1438
1439 float depthClear = clearParams.depthClearValue;
1440 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1441
1442 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001443
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001444 framebufferDSV->Release();
1445 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001446 }
1447 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001448}
1449
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001450void Renderer11::maskedClear(const gl::ClearParameters &clearParams)
1451{
1452 HRESULT result;
1453
1454 if (!mClearResourcesInitialized)
1455 {
1456 ASSERT(!mClearVB && !mClearVS && !mClearPS && !mClearScissorRS && !mClearNoScissorRS);
1457
1458 D3D11_BUFFER_DESC vbDesc;
1459 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1460 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1461 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1462 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1463 vbDesc.MiscFlags = 0;
1464 vbDesc.StructureByteStride = 0;
1465
1466 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1467 ASSERT(SUCCEEDED(result));
1468 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1469
1470 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1471 {
1472 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1473 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1474 };
1475
1476 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1477 ASSERT(SUCCEEDED(result));
1478 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1479
1480 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1481 ASSERT(SUCCEEDED(result));
1482 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1483
1484 result = mDevice->CreatePixelShader(g_PS_Clear, sizeof(g_PS_Clear), NULL, &mClearPS);
1485 ASSERT(SUCCEEDED(result));
1486 d3d11::SetDebugName(mClearPS, "Renderer11 masked clear pixel shader");
1487
1488 D3D11_RASTERIZER_DESC rsScissorDesc;
1489 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1490 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1491 rsScissorDesc.FrontCounterClockwise = FALSE;
1492 rsScissorDesc.DepthBias = 0;
1493 rsScissorDesc.DepthBiasClamp = 0.0f;
1494 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1495 rsScissorDesc.DepthClipEnable = FALSE;
1496 rsScissorDesc.ScissorEnable = TRUE;
1497 rsScissorDesc.MultisampleEnable = FALSE;
1498 rsScissorDesc.AntialiasedLineEnable = FALSE;
1499
1500 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1501 ASSERT(SUCCEEDED(result));
1502 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1503
1504 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1505 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1506 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1507 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1508 rsNoScissorDesc.DepthBias = 0;
1509 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1510 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1511 rsNoScissorDesc.DepthClipEnable = FALSE;
1512 rsNoScissorDesc.ScissorEnable = FALSE;
1513 rsNoScissorDesc.MultisampleEnable = FALSE;
1514 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1515
1516 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1517 ASSERT(SUCCEEDED(result));
1518 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1519
1520 mClearResourcesInitialized = true;
1521 }
1522
1523 // Prepare the depth stencil state to write depth values if the depth should be cleared
1524 // and stencil values if the stencil should be cleared
1525 gl::DepthStencilState glDSState;
1526 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1527 glDSState.depthFunc = GL_ALWAYS;
1528 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1529 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1530 glDSState.stencilFunc = GL_ALWAYS;
1531 glDSState.stencilMask = 0;
1532 glDSState.stencilFail = GL_REPLACE;
1533 glDSState.stencilPassDepthFail = GL_REPLACE;
1534 glDSState.stencilPassDepthPass = GL_REPLACE;
1535 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1536 glDSState.stencilBackFunc = GL_ALWAYS;
1537 glDSState.stencilBackMask = 0;
1538 glDSState.stencilBackFail = GL_REPLACE;
1539 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1540 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1541 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1542
1543 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1544
1545 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1546
1547 // Prepare the blend state to use a write mask if the color buffer should be cleared
1548 gl::BlendState glBlendState;
1549 glBlendState.blend = false;
1550 glBlendState.sourceBlendRGB = GL_ONE;
1551 glBlendState.destBlendRGB = GL_ZERO;
1552 glBlendState.sourceBlendAlpha = GL_ONE;
1553 glBlendState.destBlendAlpha = GL_ZERO;
1554 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1555 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1556 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1557 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1558 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1559 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1560 glBlendState.sampleAlphaToCoverage = false;
1561 glBlendState.dither = false;
1562
1563 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1564 static const UINT sampleMask = 0xFFFFFFFF;
1565
1566 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1567
1568 // Set the vertices
1569 D3D11_MAPPED_SUBRESOURCE mappedResource;
1570 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1571 if (FAILED(result))
1572 {
1573 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1574 return;
1575 }
1576
1577 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1578
1579 float depthClear = gl::clamp01(clearParams.depthClearValue);
1580 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1581 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1582 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1583 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1584
1585 mDeviceContext->Unmap(mClearVB, 0);
1586
1587 // Apply state
1588 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1589 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1590 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1591
1592 // Apply shaders
1593 mDeviceContext->IASetInputLayout(mClearIL);
1594 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
1595 mDeviceContext->PSSetShader(mClearPS, NULL, 0);
1596
1597 // Apply vertex buffer
1598 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1599 static UINT startIdx = 0;
1600 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1601 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1602
1603 // Draw the clear quad
1604 mDeviceContext->Draw(4, 0);
1605
1606 // Clean up
1607 markAllStateDirty();
1608}
1609
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001610void Renderer11::markAllStateDirty()
1611{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001612 mAppliedRenderTargetSerial = 0;
1613 mAppliedDepthbufferSerial = 0;
1614 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001615 mDepthStencilInitialized = false;
1616 mRenderTargetDescInitialized = false;
1617
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001618 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001619 {
1620 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001621 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001622 }
1623 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1624 {
1625 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001626 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001627 }
1628
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001629 mForceSetBlendState = true;
1630 mForceSetRasterState = true;
1631 mForceSetDepthStencilState = true;
1632 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001633 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001634
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001635 mAppliedIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001636 mAppliedIBOffset = 0;
1637
daniel@transgaming.come4991412012-12-20 20:55:34 +00001638 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001639 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1640 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001641}
1642
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001643void Renderer11::releaseDeviceResources()
1644{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001645 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001646 mInputLayoutCache.clear();
1647
1648 delete mVertexDataManager;
1649 mVertexDataManager = NULL;
1650
1651 delete mIndexDataManager;
1652 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001653
1654 delete mLineLoopIB;
1655 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001656
1657 delete mTriangleFanIB;
1658 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001659
1660 if (mCopyVB)
1661 {
1662 mCopyVB->Release();
1663 mCopyVB = NULL;
1664 }
1665
1666 if (mCopySampler)
1667 {
1668 mCopySampler->Release();
1669 mCopySampler = NULL;
1670 }
1671
1672 if (mCopyIL)
1673 {
1674 mCopyIL->Release();
1675 mCopyIL = NULL;
1676 }
1677
1678 if (mCopyVS)
1679 {
1680 mCopyVS->Release();
1681 mCopyVS = NULL;
1682 }
1683
1684 if (mCopyRGBAPS)
1685 {
1686 mCopyRGBAPS->Release();
1687 mCopyRGBAPS = NULL;
1688 }
1689
1690 if (mCopyRGBPS)
1691 {
1692 mCopyRGBPS->Release();
1693 mCopyRGBPS = NULL;
1694 }
1695
1696 if (mCopyLumPS)
1697 {
1698 mCopyLumPS->Release();
1699 mCopyLumPS = NULL;
1700 }
1701
1702 if (mCopyLumAlphaPS)
1703 {
1704 mCopyLumAlphaPS->Release();
1705 mCopyLumAlphaPS = NULL;
1706 }
1707
1708 mCopyResourcesInitialized = false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001709
1710 if (mClearVB)
1711 {
1712 mClearVB->Release();
1713 mClearVB = NULL;
1714 }
1715
1716 if (mClearIL)
1717 {
1718 mClearIL->Release();
1719 mClearIL = NULL;
1720 }
1721
1722 if (mClearVS)
1723 {
1724 mClearVS->Release();
1725 mClearVS = NULL;
1726 }
1727
1728 if (mClearPS)
1729 {
1730 mClearPS->Release();
1731 mClearPS = NULL;
1732 }
1733
1734 if (mClearScissorRS)
1735 {
1736 mClearScissorRS->Release();
1737 mClearScissorRS = NULL;
1738 }
1739
1740 if (mClearNoScissorRS)
1741 {
1742 mClearNoScissorRS->Release();
1743 mClearNoScissorRS = NULL;
1744 }
1745
1746 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001747
1748 if (mDriverConstantBufferVS)
1749 {
1750 mDriverConstantBufferVS->Release();
1751 mDriverConstantBufferVS = NULL;
1752 }
1753
1754 if (mDriverConstantBufferPS)
1755 {
1756 mDriverConstantBufferPS->Release();
1757 mDriverConstantBufferPS = NULL;
1758 }
daniel@transgaming.combdf787f2013-02-01 03:20:36 +00001759
1760 if (mSyncQuery)
1761 {
1762 mSyncQuery->Release();
1763 mSyncQuery = NULL;
1764 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001765}
1766
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001767void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001768{
1769 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001770 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001771}
1772
1773bool Renderer11::isDeviceLost()
1774{
1775 return mDeviceLost;
1776}
1777
1778// set notify to true to broadcast a message to all contexts of the device loss
1779bool Renderer11::testDeviceLost(bool notify)
1780{
1781 bool isLost = false;
1782
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001783 // GetRemovedReason is used to test if the device is removed
1784 HRESULT result = mDevice->GetDeviceRemovedReason();
1785 isLost = d3d11::isDeviceLostError(result);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001786
1787 if (isLost)
1788 {
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001789 // Log error if this is a new device lost event
1790 if (mDeviceLost == false)
1791 {
1792 ERR("The D3D11 device was removed: 0x%08X", result);
1793 }
1794
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001795 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001796 // we'll probably get this done again by notifyDeviceLost
1797 // but best to remember it!
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001798 // Note that we don't want to clear the device loss status here
1799 // -- this needs to be done by resetDevice
1800 mDeviceLost = true;
1801 if (notify)
1802 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001803 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001804 }
1805 }
1806
1807 return isLost;
1808}
1809
1810bool Renderer11::testDeviceResettable()
1811{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001812 // determine if the device is resettable by creating a dummy device
1813 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001814
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001815 if (D3D11CreateDevice == NULL)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001816 {
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001817 return false;
1818 }
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001819
1820 D3D_FEATURE_LEVEL featureLevel[] =
1821 {
1822 D3D_FEATURE_LEVEL_11_0,
1823 D3D_FEATURE_LEVEL_10_1,
1824 D3D_FEATURE_LEVEL_10_0,
1825 };
1826
1827 ID3D11Device* dummyDevice;
1828 D3D_FEATURE_LEVEL dummyFeatureLevel;
1829 ID3D11DeviceContext* dummyContext;
1830
1831 HRESULT result = D3D11CreateDevice(NULL,
1832 D3D_DRIVER_TYPE_HARDWARE,
1833 NULL,
1834 #if defined(_DEBUG)
1835 D3D11_CREATE_DEVICE_DEBUG,
1836 #else
1837 0,
1838 #endif
1839 featureLevel,
1840 sizeof(featureLevel)/sizeof(featureLevel[0]),
1841 D3D11_SDK_VERSION,
1842 &dummyDevice,
1843 &dummyFeatureLevel,
1844 &dummyContext);
1845
1846 if (!mDevice || FAILED(result))
1847 {
1848 return false;
1849 }
1850
1851 dummyContext->Release();
1852 dummyDevice->Release();
1853
1854 return true;
1855}
1856
1857void Renderer11::release()
1858{
1859 releaseDeviceResources();
1860
1861 if (mDxgiFactory)
1862 {
1863 mDxgiFactory->Release();
1864 mDxgiFactory = NULL;
1865 }
1866
1867 if (mDxgiAdapter)
1868 {
1869 mDxgiAdapter->Release();
1870 mDxgiAdapter = NULL;
1871 }
1872
1873 if (mDeviceContext)
1874 {
1875 mDeviceContext->ClearState();
1876 mDeviceContext->Flush();
1877 mDeviceContext->Release();
1878 mDeviceContext = NULL;
1879 }
1880
1881 if (mDevice)
1882 {
1883 mDevice->Release();
1884 mDevice = NULL;
1885 }
1886
1887 if (mD3d11Module)
1888 {
1889 FreeLibrary(mD3d11Module);
1890 mD3d11Module = NULL;
1891 }
1892
1893 if (mDxgiModule)
1894 {
1895 FreeLibrary(mDxgiModule);
1896 mDxgiModule = NULL;
1897 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001898}
1899
1900bool Renderer11::resetDevice()
1901{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001902 // recreate everything
1903 release();
1904 EGLint result = initialize();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001905
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001906 if (result != EGL_SUCCESS)
1907 {
1908 ERR("Could not reinitialize D3D11 device: %08X", result);
1909 return false;
1910 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001911
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001912 mDeviceLost = false;
1913
1914 return true;
1915}
1916
1917DWORD Renderer11::getAdapterVendor() const
1918{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001919 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001920}
1921
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001922std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001923{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001924 std::ostringstream rendererString;
1925
1926 rendererString << mDescription;
1927 rendererString << " Direct3D11";
1928
1929 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1930 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1931
1932 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001933}
1934
1935GUID Renderer11::getAdapterIdentifier() const
1936{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00001937 // Use the adapter LUID as our adapter ID
1938 // This number is local to a machine is only guaranteed to be unique between restarts
1939 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
1940 GUID adapterId = {0};
1941 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
1942 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001943}
1944
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00001945bool Renderer11::getBGRATextureSupport() const
1946{
1947 return mBGRATextureSupport;
1948}
1949
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001950bool Renderer11::getDXT1TextureSupport()
1951{
1952 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001953 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001954 return false;
1955}
1956
1957bool Renderer11::getDXT3TextureSupport()
1958{
1959 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001960 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001961 return false;
1962}
1963
1964bool Renderer11::getDXT5TextureSupport()
1965{
1966 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001967 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001968 return false;
1969}
1970
1971bool Renderer11::getDepthTextureSupport() const
1972{
1973 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001974 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001975 return false;
1976}
1977
1978bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
1979{
1980 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001981 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001982
1983 *filtering = false;
1984 *renderable = false;
1985 return false;
1986}
1987
1988bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
1989{
1990 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001991 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001992
1993 *filtering = false;
1994 *renderable = false;
1995 return false;
1996}
1997
1998bool Renderer11::getLuminanceTextureSupport()
1999{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002000 return false;
2001}
2002
2003bool Renderer11::getLuminanceAlphaTextureSupport()
2004{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002005 return false;
2006}
2007
2008bool Renderer11::getTextureFilterAnisotropySupport() const
2009{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002010 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002011}
2012
2013float Renderer11::getTextureMaxAnisotropy() const
2014{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002015 switch (mFeatureLevel)
2016 {
2017 case D3D_FEATURE_LEVEL_11_0:
2018 return D3D11_MAX_MAXANISOTROPY;
2019 case D3D_FEATURE_LEVEL_10_1:
2020 case D3D_FEATURE_LEVEL_10_0:
2021 return D3D10_MAX_MAXANISOTROPY;
2022 default: UNREACHABLE();
2023 return 0;
2024 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002025}
2026
2027bool Renderer11::getEventQuerySupport()
2028{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002029 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002030}
2031
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002032Range Renderer11::getViewportBounds() const
2033{
2034 switch (mFeatureLevel)
2035 {
2036 case D3D_FEATURE_LEVEL_11_0:
2037 return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
2038 case D3D_FEATURE_LEVEL_10_1:
2039 case D3D_FEATURE_LEVEL_10_0:
2040 return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
2041 default: UNREACHABLE();
2042 return Range(0, 0);
2043 }
2044}
2045
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002046unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002047{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002048 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2049 switch (mFeatureLevel)
2050 {
2051 case D3D_FEATURE_LEVEL_11_0:
2052 case D3D_FEATURE_LEVEL_10_1:
2053 case D3D_FEATURE_LEVEL_10_0:
2054 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
2055 default: UNREACHABLE();
2056 return 0;
2057 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002058}
2059
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002060unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
2061{
2062 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2063}
2064
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002065int Renderer11::getMaxVertexUniformVectors() const
2066{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002067 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2068 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2069 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002070}
2071
2072int Renderer11::getMaxFragmentUniformVectors() const
2073{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002074 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2075 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2076 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002077}
2078
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002079int Renderer11::getMaxVaryingVectors() const
2080{
2081 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
2082 switch (mFeatureLevel)
2083 {
2084 case D3D_FEATURE_LEVEL_11_0:
2085 return D3D11_VS_OUTPUT_REGISTER_COUNT;
2086 case D3D_FEATURE_LEVEL_10_1:
2087 case D3D_FEATURE_LEVEL_10_0:
2088 return D3D10_VS_OUTPUT_REGISTER_COUNT;
2089 default: UNREACHABLE();
2090 return 0;
2091 }
2092}
2093
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002094bool Renderer11::getNonPower2TextureSupport() const
2095{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00002096 switch (mFeatureLevel)
2097 {
2098 case D3D_FEATURE_LEVEL_11_0:
2099 case D3D_FEATURE_LEVEL_10_1:
2100 case D3D_FEATURE_LEVEL_10_0:
2101 return true;
2102 default: UNREACHABLE();
2103 return false;
2104 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002105}
2106
2107bool Renderer11::getOcclusionQuerySupport() const
2108{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002109 switch (mFeatureLevel)
2110 {
2111 case D3D_FEATURE_LEVEL_11_0:
2112 case D3D_FEATURE_LEVEL_10_1:
2113 case D3D_FEATURE_LEVEL_10_0:
2114 return true;
2115 default: UNREACHABLE();
2116 return false;
2117 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002118}
2119
2120bool Renderer11::getInstancingSupport() const
2121{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002122 switch (mFeatureLevel)
2123 {
2124 case D3D_FEATURE_LEVEL_11_0:
2125 case D3D_FEATURE_LEVEL_10_1:
2126 case D3D_FEATURE_LEVEL_10_0:
2127 return true;
2128 default: UNREACHABLE();
2129 return false;
2130 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002131}
2132
2133bool Renderer11::getShareHandleSupport() const
2134{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002135 // We only currently support share handles with BGRA surfaces, because
2136 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002137 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002138 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002139}
2140
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002141bool Renderer11::getDerivativeInstructionSupport() const
2142{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002143 switch (mFeatureLevel)
2144 {
2145 case D3D_FEATURE_LEVEL_11_0:
2146 case D3D_FEATURE_LEVEL_10_1:
2147 case D3D_FEATURE_LEVEL_10_0:
2148 return true;
2149 default: UNREACHABLE();
2150 return false;
2151 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002152}
2153
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002154int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002155{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002156 switch (mFeatureLevel)
2157 {
2158 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002159 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002160 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2161 default: UNREACHABLE(); return 0;
2162 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002163}
2164
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002165int Renderer11::getMinorShaderModel() const
2166{
2167 switch (mFeatureLevel)
2168 {
2169 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2170 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2171 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2172 default: UNREACHABLE(); return 0;
2173 }
2174}
2175
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002176float Renderer11::getMaxPointSize() const
2177{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002178 // choose a reasonable maximum. we enforce this in the shader.
2179 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2180 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002181}
2182
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002183int Renderer11::getMaxViewportDimension() const
2184{
2185 // Clamp viewport width/height to half of the maximum right/bottom edge
2186 switch (mFeatureLevel)
2187 {
2188 case D3D_FEATURE_LEVEL_11_0:
2189 return D3D11_VIEWPORT_BOUNDS_MAX - D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2190 case D3D_FEATURE_LEVEL_10_1:
2191 case D3D_FEATURE_LEVEL_10_0:
2192 return D3D10_VIEWPORT_BOUNDS_MAX - D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2193 default: UNREACHABLE();
2194 return 0;
2195 }
2196}
2197
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002198int Renderer11::getMaxTextureWidth() const
2199{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002200 switch (mFeatureLevel)
2201 {
2202 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2203 case D3D_FEATURE_LEVEL_10_1:
2204 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2205 default: UNREACHABLE(); return 0;
2206 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002207}
2208
2209int Renderer11::getMaxTextureHeight() const
2210{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002211 switch (mFeatureLevel)
2212 {
2213 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2214 case D3D_FEATURE_LEVEL_10_1:
2215 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2216 default: UNREACHABLE(); return 0;
2217 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002218}
2219
2220bool Renderer11::get32BitIndexSupport() const
2221{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002222 switch (mFeatureLevel)
2223 {
2224 case D3D_FEATURE_LEVEL_11_0:
2225 case D3D_FEATURE_LEVEL_10_1:
2226 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2227 default: UNREACHABLE(); return false;
2228 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002229}
2230
2231int Renderer11::getMinSwapInterval() const
2232{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002233 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002234}
2235
2236int Renderer11::getMaxSwapInterval() const
2237{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002238 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002239}
2240
2241int Renderer11::getMaxSupportedSamples() const
2242{
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +00002243 return mMaxSupportedSamples;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002244}
2245
shannon.woods@transgaming.com88fbd0f2013-02-28 23:05:46 +00002246int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
2247{
2248 if (requested == 0)
2249 {
2250 return 0;
2251 }
2252
2253 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2254 if (iter != mMultisampleSupportMap.end())
2255 {
2256 const MultisampleSupportInfo& info = iter->second;
2257 for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2258 {
2259 if (info.qualityLevels[i] > 0)
2260 {
2261 return i + 1;
2262 }
2263 }
2264 }
2265
2266 return -1;
2267}
2268
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002269bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002270{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002271 if (source && dest)
2272 {
2273 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2274 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2275
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002276 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002277 return true;
2278 }
2279
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002280 return false;
2281}
2282
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002283bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002284{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002285 if (source && dest)
2286 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002287 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2288 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002289
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002290 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002291 return true;
2292 }
2293
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002294 return false;
2295}
2296
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002297bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002298 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002299{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002300 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2301 if (!colorbuffer)
2302 {
2303 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002304 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002305 }
2306
2307 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2308 if (!sourceRenderTarget)
2309 {
2310 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002311 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002312 }
2313
2314 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2315 if (!source)
2316 {
2317 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002318 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002319 }
2320
2321 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2322 if (!storage11)
2323 {
2324 source->Release();
2325 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002326 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002327 }
2328
2329 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2330 if (!destRenderTarget)
2331 {
2332 source->Release();
2333 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002334 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002335 }
2336
2337 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2338 if (!dest)
2339 {
2340 source->Release();
2341 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002342 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002343 }
2344
2345 gl::Rectangle destRect;
2346 destRect.x = xoffset;
2347 destRect.y = yoffset;
2348 destRect.width = sourceRect.width;
2349 destRect.height = sourceRect.height;
2350
2351 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2352 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2353
2354 source->Release();
2355 dest->Release();
2356
2357 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002358}
2359
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002360bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002361 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002362{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002363 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2364 if (!colorbuffer)
2365 {
2366 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002367 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002368 }
2369
2370 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2371 if (!sourceRenderTarget)
2372 {
2373 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002374 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002375 }
2376
2377 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2378 if (!source)
2379 {
2380 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002381 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002382 }
2383
2384 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2385 if (!storage11)
2386 {
2387 source->Release();
2388 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002389 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002390 }
2391
2392 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
2393 if (!destRenderTarget)
2394 {
2395 source->Release();
2396 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002397 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002398 }
2399
2400 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2401 if (!dest)
2402 {
2403 source->Release();
2404 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002405 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002406 }
2407
2408 gl::Rectangle destRect;
2409 destRect.x = xoffset;
2410 destRect.y = yoffset;
2411 destRect.width = sourceRect.width;
2412 destRect.height = sourceRect.height;
2413
2414 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2415 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2416
2417 source->Release();
2418 dest->Release();
2419
2420 return ret;
2421}
2422
2423bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight,
2424 ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat)
2425{
2426 HRESULT result;
2427
2428 if (!mCopyResourcesInitialized)
2429 {
2430 ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS);
2431
2432 D3D11_BUFFER_DESC vbDesc;
2433 vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
2434 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
2435 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
2436 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2437 vbDesc.MiscFlags = 0;
2438 vbDesc.StructureByteStride = 0;
2439
2440 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
2441 ASSERT(SUCCEEDED(result));
2442 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
2443
2444 D3D11_SAMPLER_DESC samplerDesc;
2445 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
2446 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
2447 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
2448 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
2449 samplerDesc.MipLODBias = 0.0f;
2450 samplerDesc.MaxAnisotropy = 0;
2451 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
2452 samplerDesc.BorderColor[0] = 0.0f;
2453 samplerDesc.BorderColor[1] = 0.0f;
2454 samplerDesc.BorderColor[2] = 0.0f;
2455 samplerDesc.BorderColor[3] = 0.0f;
2456 samplerDesc.MinLOD = 0.0f;
2457 samplerDesc.MaxLOD = 0.0f;
2458
2459 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
2460 ASSERT(SUCCEEDED(result));
2461 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
2462
2463 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
2464 {
2465 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2466 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2467 };
2468
2469 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL);
2470 ASSERT(SUCCEEDED(result));
2471 d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout");
2472
2473 result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS);
2474 ASSERT(SUCCEEDED(result));
2475 d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader");
2476
2477 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS);
2478 ASSERT(SUCCEEDED(result));
2479 d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader");
2480
2481 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS);
2482 ASSERT(SUCCEEDED(result));
2483 d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader");
2484
2485 result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS);
2486 ASSERT(SUCCEEDED(result));
2487 d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader");
2488
2489 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS);
2490 ASSERT(SUCCEEDED(result));
2491 d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader");
2492
2493 mCopyResourcesInitialized = true;
2494 }
2495
2496 // Verify the source and destination area sizes
2497 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
2498 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
2499 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
2500 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight))
2501 {
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002502 return gl::error(GL_INVALID_VALUE, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002503 }
2504
2505 // Set vertices
2506 D3D11_MAPPED_SUBRESOURCE mappedResource;
2507 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
2508 if (FAILED(result))
2509 {
2510 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002511 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002512 }
2513
2514 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
2515
2516 // Create a quad in homogeneous coordinates
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002517 float x1 = (destArea.x / float(destWidth)) * 2.0f - 1.0f;
2518 float y1 = (destArea.y / float(destHeight)) * 2.0f - 1.0f;
2519 float x2 = ((destArea.x + destArea.width) / float(destWidth)) * 2.0f - 1.0f;
2520 float y2 = ((destArea.y + destArea.height) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002521
2522 float u1 = sourceArea.x / float(sourceWidth);
2523 float v1 = sourceArea.y / float(sourceHeight);
2524 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
2525 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
2526
2527 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
2528 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
2529 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
2530 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
2531
2532 mDeviceContext->Unmap(mCopyVB, 0);
2533
2534 static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
2535 static UINT startIdx = 0;
2536 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
2537
2538 // Apply state
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002539 mDeviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002540 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
2541 mDeviceContext->RSSetState(NULL);
2542
2543 // Apply shaders
2544 mDeviceContext->IASetInputLayout(mCopyIL);
2545 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
2546 mDeviceContext->VSSetShader(mCopyVS, NULL, 0);
2547
2548 ID3D11PixelShader *ps = NULL;
2549 switch(destFormat)
2550 {
2551 case GL_RGBA: ps = mCopyRGBAPS; break;
2552 case GL_RGB: ps = mCopyRGBPS; break;
2553 case GL_ALPHA: ps = mCopyRGBAPS; break;
2554 case GL_BGRA_EXT: ps = mCopyRGBAPS; break;
2555 case GL_LUMINANCE: ps = mCopyLumPS; break;
2556 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break;
2557 default: UNREACHABLE(); ps = NULL; break;
2558 }
2559
2560 mDeviceContext->PSSetShader(ps, NULL, 0);
2561
2562 // Unset the currently bound shader resource to avoid conflicts
2563 static ID3D11ShaderResourceView *const nullSRV = NULL;
2564 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2565
2566 // Apply render targets
2567 mDeviceContext->OMSetRenderTargets(1, &dest, NULL);
2568
2569 // Set the viewport
2570 D3D11_VIEWPORT viewport;
2571 viewport.TopLeftX = 0;
2572 viewport.TopLeftY = 0;
2573 viewport.Width = destWidth;
2574 viewport.Height = destHeight;
2575 viewport.MinDepth = 0.0f;
2576 viewport.MaxDepth = 1.0f;
2577 mDeviceContext->RSSetViewports(1, &viewport);
2578
2579 // Apply textures
2580 mDeviceContext->PSSetShaderResources(0, 1, &source);
2581 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
2582
2583 // Draw the quad
2584 mDeviceContext->Draw(4, 0);
2585
2586 // Unbind textures and render targets and vertex buffer
2587 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2588
2589 static ID3D11RenderTargetView *const nullRTV = NULL;
2590 mDeviceContext->OMSetRenderTargets(1, &nullRTV, NULL);
2591
2592 static UINT zero = 0;
2593 static ID3D11Buffer *const nullBuffer = NULL;
2594 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
2595
2596 markAllStateDirty();
2597
2598 return true;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002599}
2600
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002601RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2602{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002603 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002604 RenderTarget11 *renderTarget = NULL;
2605 if (depth)
2606 {
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002607 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
2608 swapChain11->getDepthStencilTexture(), NULL,
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002609 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002610 }
2611 else
2612 {
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002613 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002614 swapChain11->getOffscreenTexture(),
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002615 swapChain11->getRenderTargetShaderResource(),
2616 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002617 }
2618 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002619}
2620
2621RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2622{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002623 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
2624 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002625}
2626
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002627ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002628{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002629 ShaderExecutable11 *executable = NULL;
2630
2631 switch (type)
2632 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002633 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002634 {
2635 ID3D11VertexShader *vshader = NULL;
2636 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2637 ASSERT(SUCCEEDED(result));
2638
2639 if (vshader)
2640 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002641 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002642 }
2643 }
2644 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002645 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002646 {
2647 ID3D11PixelShader *pshader = NULL;
2648 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2649 ASSERT(SUCCEEDED(result));
2650
2651 if (pshader)
2652 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002653 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002654 }
2655 }
2656 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002657 case rx::SHADER_GEOMETRY:
2658 {
2659 ID3D11GeometryShader *gshader = NULL;
2660 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
2661 ASSERT(SUCCEEDED(result));
2662
2663 if (gshader)
2664 {
2665 executable = new ShaderExecutable11(function, length, gshader);
2666 }
2667 }
2668 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002669 default:
2670 UNREACHABLE();
2671 break;
2672 }
2673
2674 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002675}
2676
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002677ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002678{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002679 const char *profile = NULL;
2680
2681 switch (type)
2682 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002683 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002684 profile = "vs_4_0";
2685 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002686 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002687 profile = "ps_4_0";
2688 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002689 case rx::SHADER_GEOMETRY:
2690 profile = "gs_4_0";
2691 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002692 default:
2693 UNREACHABLE();
2694 return NULL;
2695 }
2696
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00002697 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002698 if (!binary)
2699 return NULL;
2700
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002701 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002702 binary->Release();
2703
2704 return executable;
2705}
2706
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002707VertexBuffer *Renderer11::createVertexBuffer()
2708{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00002709 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002710}
2711
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002712IndexBuffer *Renderer11::createIndexBuffer()
2713{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00002714 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002715}
2716
2717QueryImpl *Renderer11::createQuery(GLenum type)
2718{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002719 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002720}
2721
2722FenceImpl *Renderer11::createFence()
2723{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002724 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002725}
2726
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002727bool Renderer11::getRenderTargetResource(gl::Framebuffer *framebuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
2728{
2729 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2730 if (colorbuffer)
2731 {
2732 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2733 if (renderTarget)
2734 {
2735 *subresourceIndex = renderTarget->getSubresourceIndex();
2736
2737 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
2738 if (colorBufferRTV)
2739 {
2740 ID3D11Resource *textureResource = NULL;
2741 colorBufferRTV->GetResource(&textureResource);
2742 colorBufferRTV->Release();
2743
2744 if (textureResource)
2745 {
2746 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
2747 textureResource->Release();
2748
2749 if (SUCCEEDED(result))
2750 {
2751 return true;
2752 }
2753 else
2754 {
2755 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
2756 "HRESULT: 0x%X.", result);
2757 }
2758 }
2759 }
2760 }
2761 }
2762
2763 return false;
2764}
2765
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002766bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002767 bool blitRenderTarget, bool blitDepthStencil)
2768{
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002769 if (blitRenderTarget && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_RENDERTARGET))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002770 {
2771 return false;
2772 }
2773
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002774 if (blitDepthStencil && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_DEPTHSTENCIL))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002775 {
2776 return false;
2777 }
2778
2779 return true;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002780}
2781
2782void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2783 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2784{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002785 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002786 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002787
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002788 if (getRenderTargetResource(framebuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002789 {
2790 gl::Rectangle area;
2791 area.x = x;
2792 area.y = y;
2793 area.width = width;
2794 area.height = height;
2795
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002796 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
2797 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002798
2799 colorBufferTexture->Release();
2800 colorBufferTexture = NULL;
2801 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002802}
2803
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002804Image *Renderer11::createImage()
2805{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00002806 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002807}
2808
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002809void Renderer11::generateMipmap(Image *dest, Image *src)
2810{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00002811 Image11 *dest11 = Image11::makeImage11(dest);
2812 Image11 *src11 = Image11::makeImage11(src);
2813 Image11::generateMipmap(dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002814}
2815
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002816TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
2817{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002818 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
2819 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002820}
2821
2822TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
2823{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002824 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002825}
2826
2827TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
2828{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002829 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002830}
2831
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002832static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
2833{
2834 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
2835 destFormat == GL_ALPHA &&
2836 destType == GL_UNSIGNED_BYTE)
2837 {
2838 return 1;
2839 }
2840 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
2841 destFormat == GL_RGBA &&
2842 destType == GL_UNSIGNED_BYTE)
2843 {
2844 return 4;
2845 }
2846 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
2847 destFormat == GL_BGRA_EXT &&
2848 destType == GL_UNSIGNED_BYTE)
2849 {
2850 return 4;
2851 }
2852 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
2853 destFormat == GL_RGBA &&
2854 destType == GL_HALF_FLOAT_OES)
2855 {
2856 return 8;
2857 }
2858 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
2859 destFormat == GL_RGB &&
2860 destType == GL_FLOAT)
2861 {
2862 return 12;
2863 }
2864 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
2865 destFormat == GL_RGBA &&
2866 destType == GL_FLOAT)
2867 {
2868 return 16;
2869 }
2870 else
2871 {
2872 return 0;
2873 }
2874}
2875
2876static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
2877 unsigned int y, int inputPitch, gl::Color *outColor)
2878{
2879 switch (format)
2880 {
2881 case DXGI_FORMAT_R8G8B8A8_UNORM:
2882 {
2883 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00002884 outColor->red = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
2885 outColor->green = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
2886 outColor->blue = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
2887 outColor->alpha = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002888 }
2889 break;
2890
2891 case DXGI_FORMAT_A8_UNORM:
2892 {
2893 outColor->red = 0.0f;
2894 outColor->green = 0.0f;
2895 outColor->blue = 0.0f;
2896 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
2897 }
2898 break;
2899
2900 case DXGI_FORMAT_R32G32B32A32_FLOAT:
2901 {
2902 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
2903 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
2904 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
2905 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
2906 }
2907 break;
2908
2909 case DXGI_FORMAT_R32G32B32_FLOAT:
2910 {
2911 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
2912 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
2913 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
2914 outColor->alpha = 1.0f;
2915 }
2916 break;
2917
2918 case DXGI_FORMAT_R16G16B16A16_FLOAT:
2919 {
2920 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
2921 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
2922 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
2923 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
2924 }
2925 break;
2926
2927 case DXGI_FORMAT_B8G8R8A8_UNORM:
2928 {
2929 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00002930 outColor->red = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
2931 outColor->blue = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
2932 outColor->green = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
2933 outColor->alpha = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002934 }
2935 break;
2936
2937 case DXGI_FORMAT_R8_UNORM:
2938 {
2939 outColor->red = *(data + x + y * inputPitch) / 255.0f;
2940 outColor->green = 0.0f;
2941 outColor->blue = 0.0f;
2942 outColor->alpha = 1.0f;
2943 }
2944 break;
2945
2946 case DXGI_FORMAT_R8G8_UNORM:
2947 {
2948 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
2949
2950 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
2951 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
2952 outColor->blue = 0.0f;
2953 outColor->alpha = 1.0f;
2954 }
2955 break;
2956
2957 case DXGI_FORMAT_R16_FLOAT:
2958 {
2959 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
2960 outColor->green = 0.0f;
2961 outColor->blue = 0.0f;
2962 outColor->alpha = 1.0f;
2963 }
2964 break;
2965
2966 case DXGI_FORMAT_R16G16_FLOAT:
2967 {
2968 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
2969 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
2970 outColor->blue = 0.0f;
2971 outColor->alpha = 1.0f;
2972 }
2973 break;
2974
2975 default:
2976 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
2977 UNIMPLEMENTED();
2978 break;
2979 }
2980}
2981
2982static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
2983 unsigned int y, int outputPitch, void *outData)
2984{
2985 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
2986 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
2987
2988 switch (format)
2989 {
2990 case GL_RGBA:
2991 switch (type)
2992 {
2993 case GL_UNSIGNED_BYTE:
2994 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
2995 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2996 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2997 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
2998 break;
2999
3000 default:
3001 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
3002 UNIMPLEMENTED();
3003 break;
3004 }
3005 break;
3006
3007 case GL_BGRA_EXT:
3008 switch (type)
3009 {
3010 case GL_UNSIGNED_BYTE:
3011 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3012 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3013 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
3014 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3015 break;
3016
3017 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
3018 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3019 // this type is packed as follows:
3020 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3021 // --------------------------------------------------------------------------------
3022 // | 4th | 3rd | 2nd | 1st component |
3023 // --------------------------------------------------------------------------------
3024 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3025 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3026 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
3027 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
3028 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
3029 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
3030 break;
3031
3032 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
3033 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3034 // this type is packed as follows:
3035 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3036 // --------------------------------------------------------------------------------
3037 // | 4th | 3rd | 2nd | 1st component |
3038 // --------------------------------------------------------------------------------
3039 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3040 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3041 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
3042 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
3043 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
3044 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
3045 break;
3046
3047 default:
3048 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
3049 UNIMPLEMENTED();
3050 break;
3051 }
3052 break;
3053
3054 case GL_RGB:
3055 switch (type)
3056 {
3057 case GL_UNSIGNED_SHORT_5_6_5:
3058 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3059 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
3060 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
3061 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
3062 break;
3063
3064 case GL_UNSIGNED_BYTE:
3065 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3066 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3067 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3068 break;
3069
3070 default:
3071 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
3072 UNIMPLEMENTED();
3073 break;
3074 }
3075 break;
3076
3077 default:
3078 ERR("WritePixelColor not implemented for format 0x%X.", format);
3079 UNIMPLEMENTED();
3080 break;
3081 }
3082}
3083
3084void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
3085 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
3086 GLint packAlignment, void *pixels)
3087{
3088 D3D11_TEXTURE2D_DESC textureDesc;
3089 texture->GetDesc(&textureDesc);
3090
3091 D3D11_TEXTURE2D_DESC stagingDesc;
3092 stagingDesc.Width = area.width;
3093 stagingDesc.Height = area.height;
3094 stagingDesc.MipLevels = 1;
3095 stagingDesc.ArraySize = 1;
3096 stagingDesc.Format = textureDesc.Format;
3097 stagingDesc.SampleDesc.Count = 1;
3098 stagingDesc.SampleDesc.Quality = 0;
3099 stagingDesc.Usage = D3D11_USAGE_STAGING;
3100 stagingDesc.BindFlags = 0;
3101 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
3102 stagingDesc.MiscFlags = 0;
3103
3104 ID3D11Texture2D* stagingTex = NULL;
3105 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
3106 if (FAILED(result))
3107 {
3108 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
3109 return;
3110 }
3111
3112 ID3D11Texture2D* srcTex = NULL;
3113 if (textureDesc.SampleDesc.Count > 1)
3114 {
3115 D3D11_TEXTURE2D_DESC resolveDesc;
3116 resolveDesc.Width = textureDesc.Width;
3117 resolveDesc.Height = textureDesc.Height;
3118 resolveDesc.MipLevels = 1;
3119 resolveDesc.ArraySize = 1;
3120 resolveDesc.Format = textureDesc.Format;
3121 resolveDesc.SampleDesc.Count = 1;
3122 resolveDesc.SampleDesc.Quality = 0;
3123 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
3124 resolveDesc.BindFlags = 0;
3125 resolveDesc.CPUAccessFlags = 0;
3126 resolveDesc.MiscFlags = 0;
3127
3128 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
3129 if (FAILED(result))
3130 {
3131 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
3132 stagingTex->Release();
3133 return;
3134 }
3135
3136 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
3137 subResource = 0;
3138 }
3139 else
3140 {
3141 srcTex = texture;
3142 srcTex->AddRef();
3143 }
3144
3145 D3D11_BOX srcBox;
3146 srcBox.left = area.x;
3147 srcBox.right = area.x + area.width;
3148 srcBox.top = area.y;
3149 srcBox.bottom = area.y + area.height;
3150 srcBox.front = 0;
3151 srcBox.back = 1;
3152
3153 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
3154
3155 srcTex->Release();
3156 srcTex = NULL;
3157
3158 D3D11_MAPPED_SUBRESOURCE mapping;
3159 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
3160
3161 unsigned char *source;
3162 int inputPitch;
3163 if (packReverseRowOrder)
3164 {
3165 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
3166 inputPitch = -static_cast<int>(mapping.RowPitch);
3167 }
3168 else
3169 {
3170 source = static_cast<unsigned char*>(mapping.pData);
3171 inputPitch = static_cast<int>(mapping.RowPitch);
3172 }
3173
3174 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
3175 if (fastPixelSize != 0)
3176 {
3177 unsigned char *dest = static_cast<unsigned char*>(pixels);
3178 for (int j = 0; j < area.height; j++)
3179 {
3180 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
3181 }
3182 }
3183 else
3184 {
3185 gl::Color pixelColor;
3186 for (int j = 0; j < area.height; j++)
3187 {
3188 for (int i = 0; i < area.width; i++)
3189 {
3190 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
3191 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
3192 }
3193 }
3194 }
3195
3196 mDeviceContext->Unmap(stagingTex, 0);
3197
3198 stagingTex->Release();
3199 stagingTex = NULL;
3200}
3201
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003202bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget,
3203 const gl::Rectangle &drawRect, BlitTarget target)
3204{
3205 ASSERT(readRect.width == drawRect.width && readRect.height == drawRect.height);
3206
3207 gl::Renderbuffer *readBuffer = NULL;
3208 switch (target)
3209 {
3210 case BLIT_RENDERTARGET:
3211 readBuffer = readTarget->getColorbuffer();
3212 break;
3213 case BLIT_DEPTHSTENCIL:
3214 readBuffer = readTarget->getDepthOrStencilbuffer();
3215 break;
3216 default: UNREACHABLE();
3217 }
3218 if (!readBuffer)
3219 {
3220 ERR("Failed to retrieve the color buffer from the read target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003221 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003222 }
3223
3224 RenderTarget11 *sourceRenderTarget = NULL;
3225 switch (target)
3226 {
3227 case BLIT_RENDERTARGET:
3228 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getRenderTarget());
3229 break;
3230 case BLIT_DEPTHSTENCIL:
3231 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getDepthStencil());
3232 break;
3233 default: UNREACHABLE();
3234 }
3235 if (!sourceRenderTarget)
3236 {
3237 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003238 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003239 }
3240
3241 ID3D11Texture2D *source = NULL;
3242 unsigned int sourceSubresource = 0;
3243 if (sourceRenderTarget->getSamples() > 0)
3244 {
3245 ID3D11Texture2D *unresolvedTexture = sourceRenderTarget->getTexture();
3246
3247 source = resolveMultisampledTexture(unresolvedTexture, sourceRenderTarget->getSubresourceIndex());
3248 sourceSubresource = 0;
3249
3250 unresolvedTexture->Release();
3251 }
3252 else
3253 {
3254 source = sourceRenderTarget->getTexture();
3255 sourceSubresource = sourceRenderTarget->getSubresourceIndex();
3256 }
3257
3258 if (!source)
3259 {
3260 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003261 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003262 }
3263
3264
3265 gl::Renderbuffer *drawBuffer = NULL;
3266 switch (target)
3267 {
3268 case BLIT_RENDERTARGET:
3269 drawBuffer = drawTarget->getColorbuffer();
3270 break;
3271 case BLIT_DEPTHSTENCIL:
3272 drawBuffer = drawTarget->getDepthOrStencilbuffer();
3273 break;
3274 default: UNREACHABLE();
3275 }
3276 if (!drawBuffer)
3277 {
3278 source->Release();
3279 ERR("Failed to retrieve the color buffer from the draw buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003280 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003281 }
3282
3283 RenderTarget11 *drawRenderTarget = NULL;
3284 switch (target)
3285 {
3286 case BLIT_RENDERTARGET:
3287 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getRenderTarget());
3288 break;
3289 case BLIT_DEPTHSTENCIL:
3290 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getDepthStencil());
3291 break;
3292 default: UNREACHABLE();
3293 }
3294 if (!drawRenderTarget)
3295 {
3296 source->Release();
3297 ERR("Failed to retrieve the render target from the render buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003298 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003299 }
3300
3301 ID3D11Texture2D *dest = drawRenderTarget->getTexture();
3302 unsigned int destSubresource = drawRenderTarget->getSubresourceIndex();
3303
3304 D3D11_BOX srcBox;
3305 srcBox.left = readRect.x;
3306 srcBox.right = readRect.x + readRect.width;
3307 srcBox.top = readRect.y;
3308 srcBox.bottom = readRect.y + readRect.height;
3309 srcBox.front = 0;
3310 srcBox.back = 1;
3311
3312 mDeviceContext->CopySubresourceRegion(dest, destSubresource, drawRect.x, drawRect.y, 0,
3313 source, sourceSubresource, &srcBox);
3314
3315 source->Release();
3316 dest->Release();
3317
3318 return true;
3319}
3320
shannon.woods@transgaming.comd67f9ce2013-02-28 23:06:09 +00003321ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
3322{
3323 D3D11_TEXTURE2D_DESC textureDesc;
3324 source->GetDesc(&textureDesc);
3325
3326 if (textureDesc.SampleDesc.Count > 1)
3327 {
3328 D3D11_TEXTURE2D_DESC resolveDesc;
3329 resolveDesc.Width = textureDesc.Width;
3330 resolveDesc.Height = textureDesc.Height;
3331 resolveDesc.MipLevels = 1;
3332 resolveDesc.ArraySize = 1;
3333 resolveDesc.Format = textureDesc.Format;
3334 resolveDesc.SampleDesc.Count = 1;
3335 resolveDesc.SampleDesc.Quality = 0;
3336 resolveDesc.Usage = textureDesc.Usage;
3337 resolveDesc.BindFlags = textureDesc.BindFlags;
3338 resolveDesc.CPUAccessFlags = 0;
3339 resolveDesc.MiscFlags = 0;
3340
3341 ID3D11Texture2D *resolveTexture = NULL;
3342 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
3343 if (FAILED(result))
3344 {
3345 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
3346 return NULL;
3347 }
3348
3349 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
3350 return resolveTexture;
3351 }
3352 else
3353 {
3354 source->AddRef();
3355 return source;
3356 }
3357}
3358
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003359}