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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"
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +000025#include "libGLESv2/renderer/BufferStorage11.h"
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000026#include "libGLESv2/renderer/VertexDataManager.h"
27#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +000028#include "libGLESv2/renderer/TextureStorage11.h"
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +000029#include "libGLESv2/renderer/Query11.h"
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +000030#include "libGLESv2/renderer/Fence11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000031
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000032#include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h"
33#include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h"
34#include "libGLESv2/renderer/shaders/compiled/passthroughrgb11ps.h"
35#include "libGLESv2/renderer/shaders/compiled/passthroughlum11ps.h"
36#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha11ps.h"
37
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000038#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
39#include "libGLESv2/renderer/shaders/compiled/clear11ps.h"
40
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +000041#include <sstream>
42
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000043namespace rx
44{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000045static const DXGI_FORMAT RenderTargetFormats[] =
46 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000047 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000048 DXGI_FORMAT_R8G8B8A8_UNORM
49 };
50
51static const DXGI_FORMAT DepthStencilFormats[] =
52 {
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +000053 DXGI_FORMAT_UNKNOWN,
54 DXGI_FORMAT_D24_UNORM_S8_UINT,
55 DXGI_FORMAT_D16_UNORM
daniel@transgaming.com65e65372012-11-28 19:33:50 +000056 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000057
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000058enum
59{
60 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
61};
62
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000063Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
64{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000065 mVertexDataManager = NULL;
66 mIndexDataManager = NULL;
67
daniel@transgaming.comc5114302012-12-20 21:11:36 +000068 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000069 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000070
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000071 mCopyResourcesInitialized = false;
72 mCopyVB = NULL;
73 mCopySampler = NULL;
74 mCopyIL = NULL;
75 mCopyVS = NULL;
76 mCopyRGBAPS = NULL;
77 mCopyRGBPS = NULL;
78 mCopyLumPS = NULL;
79 mCopyLumAlphaPS = NULL;
80
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000081 mClearResourcesInitialized = false;
82 mClearVB = NULL;
83 mClearIL = NULL;
84 mClearVS = NULL;
85 mClearPS = NULL;
86 mClearScissorRS = NULL;
87 mClearNoScissorRS = NULL;
88
daniel@transgaming.combdf787f2013-02-01 03:20:36 +000089 mSyncQuery = NULL;
90
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000091 mD3d11Module = NULL;
92 mDxgiModule = NULL;
93
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000094 mDeviceLost = false;
95
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +000096 mMaxSupportedSamples = 0;
97
daniel@transgaming.com25072f62012-11-28 19:31:32 +000098 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000099 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000100 mDxgiAdapter = NULL;
101 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000102
103 mDriverConstantBufferVS = NULL;
104 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000105
106 mBGRATextureSupport = false;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +0000107
108 mIsGeometryShaderActive = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000109}
110
111Renderer11::~Renderer11()
112{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000113 release();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000114}
115
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000116Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
117{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000118 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000119 return static_cast<rx::Renderer11*>(renderer);
120}
121
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000122EGLint Renderer11::initialize()
123{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000124 if (!initializeCompiler())
125 {
126 return EGL_NOT_INITIALIZED;
127 }
128
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000129 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
130 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000131
132 if (mD3d11Module == NULL || mDxgiModule == NULL)
133 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000134 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000135 return EGL_NOT_INITIALIZED;
136 }
137
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000138 // create the D3D11 device
139 ASSERT(mDevice == NULL);
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000140 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000141
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000142 if (D3D11CreateDevice == NULL)
143 {
144 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
145 return EGL_NOT_INITIALIZED;
146 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000147
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000148 D3D_FEATURE_LEVEL featureLevel[] =
149 {
150 D3D_FEATURE_LEVEL_11_0,
151 D3D_FEATURE_LEVEL_10_1,
152 D3D_FEATURE_LEVEL_10_0,
153 };
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000154
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000155 HRESULT result = D3D11CreateDevice(NULL,
156 D3D_DRIVER_TYPE_HARDWARE,
157 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000158 #if defined(_DEBUG)
159 D3D11_CREATE_DEVICE_DEBUG,
160 #else
161 0,
162 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000163 featureLevel,
164 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000165 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000166 &mDevice,
167 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000168 &mDeviceContext);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000169
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000170 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000171 {
172 ERR("Could not create D3D11 device - aborting!\n");
173 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
174 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000175
176 IDXGIDevice *dxgiDevice = NULL;
177 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
178
179 if (FAILED(result))
180 {
181 ERR("Could not query DXGI device - aborting!\n");
182 return EGL_NOT_INITIALIZED;
183 }
184
185 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
186
187 if (FAILED(result))
188 {
189 ERR("Could not retrieve DXGI adapter - aborting!\n");
190 return EGL_NOT_INITIALIZED;
191 }
192
193 dxgiDevice->Release();
194
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000195 mDxgiAdapter->GetDesc(&mAdapterDescription);
196 memset(mDescription, 0, sizeof(mDescription));
197 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
198
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000199 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
200
201 if (!mDxgiFactory || FAILED(result))
202 {
203 ERR("Could not create DXGI factory - aborting!\n");
204 return EGL_NOT_INITIALIZED;
205 }
206
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000207 unsigned int maxSupportedSamples = 0;
208 unsigned int rtFormatCount = sizeof(RenderTargetFormats) / sizeof(DXGI_FORMAT);
209 unsigned int dsFormatCount = sizeof(DepthStencilFormats) / sizeof(DXGI_FORMAT);
210 for (unsigned int i = 0; i < rtFormatCount + dsFormatCount; ++i)
211 {
212 DXGI_FORMAT format = (i < rtFormatCount) ? RenderTargetFormats[i] : DepthStencilFormats[i - rtFormatCount];
213 if (format != DXGI_FORMAT_UNKNOWN)
214 {
215 UINT formatSupport;
216 result = mDevice->CheckFormatSupport(format, &formatSupport);
217 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
218 {
219 MultisampleSupportInfo supportInfo;
220
221 for (unsigned int j = 1; j <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; j++)
222 {
223 result = mDevice->CheckMultisampleQualityLevels(format, j, &supportInfo.qualityLevels[j - 1]);
224 if (SUCCEEDED(result) && supportInfo.qualityLevels[j - 1] > 0)
225 {
226 maxSupportedSamples = std::max(j, maxSupportedSamples);
227 }
228 else
229 {
230 supportInfo.qualityLevels[j - 1] = 0;
231 }
232 }
233
234 mMultisampleSupportMap.insert(std::make_pair(format, supportInfo));
235 }
236 }
237 }
238 mMaxSupportedSamples = maxSupportedSamples;
239
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000240 initializeDevice();
241
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000242 // BGRA texture support is optional in feature levels 10 and 10_1
243 UINT formatSupport;
244 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
245 if (FAILED(result))
246 {
247 ERR("Error checking BGRA format support: 0x%08X", result);
248 }
249 else
250 {
251 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
252 mBGRATextureSupport = (formatSupport & flags) == flags;
253 }
254
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +0000255 // Check floating point texture support
256 static const unsigned int requiredTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE;
257 static const unsigned int requiredRenderableFlags = D3D11_FORMAT_SUPPORT_RENDER_TARGET;
258 static const unsigned int requiredFilterFlags = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
259
260 DXGI_FORMAT float16Formats[] =
261 {
262 DXGI_FORMAT_R16_FLOAT,
263 DXGI_FORMAT_R16G16_FLOAT,
264 DXGI_FORMAT_R16G16B16A16_FLOAT,
265 };
266
267 DXGI_FORMAT float32Formats[] =
268 {
269 DXGI_FORMAT_R32_FLOAT,
270 DXGI_FORMAT_R32G32_FLOAT,
271 DXGI_FORMAT_R32G32B32_FLOAT,
272 DXGI_FORMAT_R32G32B32A32_FLOAT,
273 };
274
275 mFloat16TextureSupport = true;
276 mFloat16FilterSupport = true;
277 mFloat16RenderSupport = true;
278 for (unsigned int i = 0; i < ArraySize(float16Formats); i++)
279 {
280 if (SUCCEEDED(mDevice->CheckFormatSupport(float16Formats[i], &formatSupport)))
281 {
282 mFloat16TextureSupport = mFloat16TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
283 mFloat16FilterSupport = mFloat16FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
284 mFloat16RenderSupport = mFloat16RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
285 }
286 else
287 {
288 mFloat16TextureSupport = false;
289 mFloat16RenderSupport = false;
290 mFloat16FilterSupport = false;
291 }
292 }
293
294 mFloat32TextureSupport = true;
295 mFloat32FilterSupport = true;
296 mFloat32RenderSupport = true;
297 for (unsigned int i = 0; i < ArraySize(float32Formats); i++)
298 {
299 if (SUCCEEDED(mDevice->CheckFormatSupport(float32Formats[i], &formatSupport)))
300 {
301 mFloat32TextureSupport = mFloat32TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
302 mFloat32FilterSupport = mFloat32FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
303 mFloat32RenderSupport = mFloat32RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
304 }
305 else
306 {
307 mFloat32TextureSupport = false;
308 mFloat32FilterSupport = false;
309 mFloat32RenderSupport = false;
310 }
311 }
312
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000313 return EGL_SUCCESS;
314}
315
316// do any one-time device initialization
317// NOTE: this is also needed after a device lost/reset
318// to reset the scene status and ensure the default states are reset.
319void Renderer11::initializeDevice()
320{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000321 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000322 mInputLayoutCache.initialize(mDevice, mDeviceContext);
323
324 ASSERT(!mVertexDataManager && !mIndexDataManager);
325 mVertexDataManager = new VertexDataManager(this);
326 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000327
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000328 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000329}
330
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000331int Renderer11::generateConfigs(ConfigDesc **configDescList)
332{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000333 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
334 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000335 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
336 int numConfigs = 0;
337
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000338 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000339 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000340 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000341 {
342 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
343
344 UINT formatSupport = 0;
345 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000346
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000347 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
348 {
349 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
350
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000351 bool depthStencilFormatOK = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000352
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000353 if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
354 {
355 UINT formatSupport = 0;
356 result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
357 depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
358 }
359
360 if (depthStencilFormatOK)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000361 {
362 ConfigDesc newConfig;
363 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
364 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
365 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
366 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
367
368 (*configDescList)[numConfigs++] = newConfig;
369 }
370 }
371 }
372 }
373
374 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000375}
376
377void Renderer11::deleteConfigs(ConfigDesc *configDescList)
378{
379 delete [] (configDescList);
380}
381
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000382void Renderer11::sync(bool block)
383{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000384 if (block)
385 {
386 HRESULT result;
387
388 if (!mSyncQuery)
389 {
390 D3D11_QUERY_DESC queryDesc;
391 queryDesc.Query = D3D11_QUERY_EVENT;
392 queryDesc.MiscFlags = 0;
393
394 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
395 ASSERT(SUCCEEDED(result));
396 }
397
398 mDeviceContext->End(mSyncQuery);
399 mDeviceContext->Flush();
400
401 do
402 {
403 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
404
405 // Keep polling, but allow other threads to do something useful first
406 Sleep(0);
407
408 if (testDeviceLost(true))
409 {
410 return;
411 }
412 }
413 while (result == S_FALSE);
414 }
415 else
416 {
417 mDeviceContext->Flush();
418 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000419}
420
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000421SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
422{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000423 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000424}
425
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000426void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
427{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000428 if (type == gl::SAMPLER_PIXEL)
429 {
430 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
431 {
432 ERR("Pixel shader sampler index %i is not valid.", index);
433 return;
434 }
435
436 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
437 {
438 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
439
440 if (!dxSamplerState)
441 {
442 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
443 "sampler state for pixel shaders at slot %i.", index);
444 }
445
446 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
447
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000448 mCurPixelSamplerStates[index] = samplerState;
449 }
450
451 mForceSetPixelSamplerStates[index] = false;
452 }
453 else if (type == gl::SAMPLER_VERTEX)
454 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000455 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000456 {
457 ERR("Vertex shader sampler index %i is not valid.", index);
458 return;
459 }
460
461 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
462 {
463 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
464
465 if (!dxSamplerState)
466 {
467 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
468 "sampler state for vertex shaders at slot %i.", index);
469 }
470
471 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
472
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000473 mCurVertexSamplerStates[index] = samplerState;
474 }
475
476 mForceSetVertexSamplerStates[index] = false;
477 }
478 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000479}
480
481void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
482{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000483 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000484 unsigned int serial = 0;
485 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000486
487 if (texture)
488 {
489 TextureStorageInterface *texStorage = texture->getNativeTexture();
490 if (texStorage)
491 {
492 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
493 textureSRV = storage11->getSRV();
494 }
495
496 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
497 // missing the shader resource view
498 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000499
500 serial = texture->getTextureSerial();
501 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000502 }
503
504 if (type == gl::SAMPLER_PIXEL)
505 {
506 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
507 {
508 ERR("Pixel shader sampler index %i is not valid.", index);
509 return;
510 }
511
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000512 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
513 {
514 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
515 }
516
517 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000518 }
519 else if (type == gl::SAMPLER_VERTEX)
520 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000521 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000522 {
523 ERR("Vertex shader sampler index %i is not valid.", index);
524 return;
525 }
526
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000527 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
528 {
529 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
530 }
531
532 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000533 }
534 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000535}
536
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000537void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000538{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000539 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000540 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000541 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
542 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000543 if (!dxRasterState)
544 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000545 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000546 "rasterizer state.");
547 }
548
549 mDeviceContext->RSSetState(dxRasterState);
550
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000551 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000552 }
553
554 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000555}
556
557void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
558 unsigned int sampleMask)
559{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000560 if (mForceSetBlendState ||
561 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
562 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
563 sampleMask != mCurSampleMask)
564 {
565 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
566 if (!dxBlendState)
567 {
568 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
569 "blend state.");
570 }
571
572 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
573 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
574
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000575 mCurBlendState = blendState;
576 mCurBlendColor = blendColor;
577 mCurSampleMask = sampleMask;
578 }
579
580 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000581}
582
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000583void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000584 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000585{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000586 if (mForceSetDepthStencilState ||
587 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
588 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
589 {
590 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
591 stencilRef != stencilBackRef ||
592 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
593 {
594 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
595 "invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000596 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000597 }
598
599 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
600 if (!dxDepthStencilState)
601 {
602 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
603 "setting the default depth stencil state.");
604 }
605
606 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
607
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000608 mCurDepthStencilState = depthStencilState;
609 mCurStencilRef = stencilRef;
610 mCurStencilBackRef = stencilBackRef;
611 }
612
613 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000614}
615
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000616void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000617{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000618 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
619 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000620 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000621 if (enabled)
622 {
623 D3D11_RECT rect;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000624 rect.left = std::max(0, scissor.x);
625 rect.top = std::max(0, scissor.y);
626 rect.right = scissor.x + std::max(0, scissor.width);
627 rect.bottom = scissor.y + std::max(0, scissor.height);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000628
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000629 mDeviceContext->RSSetScissorRects(1, &rect);
630 }
631
632 if (enabled != mScissorEnabled)
633 {
634 mForceSetRasterState = true;
635 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000636
637 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000638 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000639 }
640
641 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000642}
643
daniel@transgaming.com12985182012-12-20 20:56:31 +0000644bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000645 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000646{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000647 gl::Rectangle actualViewport = viewport;
648 float actualZNear = gl::clamp01(zNear);
649 float actualZFar = gl::clamp01(zFar);
650 if (ignoreViewport)
651 {
652 actualViewport.x = 0;
653 actualViewport.y = 0;
654 actualViewport.width = mRenderTargetDesc.width;
655 actualViewport.height = mRenderTargetDesc.height;
656 actualZNear = 0.0f;
657 actualZFar = 1.0f;
658 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000659
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000660 // Get D3D viewport bounds, which depends on the feature level
661 const Range& viewportBounds = getViewportBounds();
662
663 // 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 +0000664 D3D11_VIEWPORT dxViewport;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000665 dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end);
666 dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end);
667 dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension());
668 dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension());
669 dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX));
670 dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY));
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000671 dxViewport.MinDepth = actualZNear;
672 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000673
674 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
675 {
676 return false; // Nothing to render
677 }
678
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000679 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
680 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000681
daniel@transgaming.com53670042012-11-28 20:55:51 +0000682 if (viewportChanged)
683 {
684 mDeviceContext->RSSetViewports(1, &dxViewport);
685
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000686 mCurViewport = actualViewport;
687 mCurNear = actualZNear;
688 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000689
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000690 mVertexConstants.halfPixelSize[0] = 0.0f;
691 mVertexConstants.halfPixelSize[1] = 0.0f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000692
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000693 mPixelConstants.coord[0] = actualViewport.width * 0.5f;
694 mPixelConstants.coord[1] = actualViewport.height * 0.5f;
695 mPixelConstants.coord[2] = actualViewport.x + (actualViewport.width * 0.5f);
696 mPixelConstants.coord[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000697
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000698 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
699 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
700 mPixelConstants.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000701
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000702 mVertexConstants.depthRange[0] = actualZNear;
703 mVertexConstants.depthRange[1] = actualZFar;
704 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000705
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000706 mPixelConstants.depthRange[0] = actualZNear;
707 mPixelConstants.depthRange[1] = actualZFar;
708 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000709 }
710
711 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000712 return true;
713}
714
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000715bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
716{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000717 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000718
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000719 switch (mode)
720 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000721 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
722 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000723 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000724 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
725 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
726 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000727 // emulate fans via rewriting index buffer
728 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000729 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000730 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000731 }
732
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000733 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000734
735 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000736}
737
738bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000739{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000740 // Get the color render buffer and serial
741 gl::Renderbuffer *renderbufferObject = NULL;
742 unsigned int renderTargetSerial = 0;
743 if (framebuffer->getColorbufferType() != GL_NONE)
744 {
745 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000746
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000747 if (!renderbufferObject)
748 {
749 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000750 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000751 }
752
shannon.woods@transgaming.com3e3da582013-02-28 23:09:03 +0000753 // check for zero-sized default framebuffer, which is a special case.
754 // in this case we do not wish to modify any state and just silently return false.
755 // this will not report any gl error but will cause the calling method to return.
756 if (renderbufferObject->getWidth() == 0 || renderbufferObject->getHeight() == 0)
757 {
758 return false;
759 }
760
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000761 renderTargetSerial = renderbufferObject->getSerial();
762 }
763
764 // Get the depth stencil render buffer and serials
765 gl::Renderbuffer *depthStencil = NULL;
766 unsigned int depthbufferSerial = 0;
767 unsigned int stencilbufferSerial = 0;
768 if (framebuffer->getDepthbufferType() != GL_NONE)
769 {
770 depthStencil = framebuffer->getDepthbuffer();
771 if (!depthStencil)
772 {
773 ERR("Depth stencil pointer unexpectedly null.");
774 return false;
775 }
776
777 depthbufferSerial = depthStencil->getSerial();
778 }
779 else if (framebuffer->getStencilbufferType() != GL_NONE)
780 {
781 depthStencil = framebuffer->getStencilbuffer();
782 if (!depthStencil)
783 {
784 ERR("Depth stencil pointer unexpectedly null.");
785 return false;
786 }
787
788 stencilbufferSerial = depthStencil->getSerial();
789 }
790
791 // Extract the render target dimensions and view
792 unsigned int renderTargetWidth = 0;
793 unsigned int renderTargetHeight = 0;
794 GLenum renderTargetFormat = 0;
795 ID3D11RenderTargetView* framebufferRTV = NULL;
796 if (renderbufferObject)
797 {
798 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
799 if (!renderTarget)
800 {
801 ERR("render target pointer unexpectedly null.");
802 return false;
803 }
804
805 framebufferRTV = renderTarget->getRenderTargetView();
806 if (!framebufferRTV)
807 {
808 ERR("render target view pointer unexpectedly null.");
809 return false;
810 }
811
812 renderTargetWidth = renderbufferObject->getWidth();
813 renderTargetHeight = renderbufferObject->getHeight();
814 renderTargetFormat = renderbufferObject->getActualFormat();
815 }
816
817 // Extract the depth stencil sizes and view
818 unsigned int depthSize = 0;
819 unsigned int stencilSize = 0;
820 ID3D11DepthStencilView* framebufferDSV = NULL;
821 if (depthStencil)
822 {
823 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
824 if (!depthStencilRenderTarget)
825 {
826 ERR("render target pointer unexpectedly null.");
827 if (framebufferRTV)
828 {
829 framebufferRTV->Release();
830 }
831 return false;
832 }
833
834 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
835 if (!framebufferDSV)
836 {
837 ERR("depth stencil view pointer unexpectedly null.");
838 if (framebufferRTV)
839 {
840 framebufferRTV->Release();
841 }
842 return false;
843 }
844
845 // If there is no render buffer, the width, height and format values come from
846 // the depth stencil
847 if (!renderbufferObject)
848 {
849 renderTargetWidth = depthStencil->getWidth();
850 renderTargetHeight = depthStencil->getHeight();
851 renderTargetFormat = depthStencil->getActualFormat();
852 }
853
854 depthSize = depthStencil->getDepthSize();
855 stencilSize = depthStencil->getStencilSize();
856 }
857
858 // Apply the render target and depth stencil
859 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
860 renderTargetSerial != mAppliedRenderTargetSerial ||
861 depthbufferSerial != mAppliedDepthbufferSerial ||
862 stencilbufferSerial != mAppliedStencilbufferSerial)
863 {
864 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
865
866 mRenderTargetDesc.width = renderTargetWidth;
867 mRenderTargetDesc.height = renderTargetHeight;
868 mRenderTargetDesc.format = renderTargetFormat;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000869 mForceSetViewport = true;
870 mForceSetScissor = true;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000871
872 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
873 {
874 mCurDepthSize = depthSize;
875 mForceSetRasterState = true;
876 }
877
878 mCurStencilSize = stencilSize;
879
880 mAppliedRenderTargetSerial = renderTargetSerial;
881 mAppliedDepthbufferSerial = depthbufferSerial;
882 mAppliedStencilbufferSerial = stencilbufferSerial;
883 mRenderTargetDescInitialized = true;
884 mDepthStencilInitialized = true;
885 }
886
887 if (framebufferRTV)
888 {
889 framebufferRTV->Release();
890 }
891 if (framebufferDSV)
892 {
893 framebufferDSV->Release();
894 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000895
896 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000897}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000898
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000899GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000900{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000901 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
902 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
903 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000904 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000905 return err;
906 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000907
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000908 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000909}
910
daniel@transgaming.com31240482012-11-28 21:06:41 +0000911GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000912{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000913 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000914
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000915 if (err == GL_NO_ERROR)
916 {
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +0000917 if (indexInfo->storage)
918 {
919 if (indexInfo->serial != mAppliedStorageIBSerial || indexInfo->startOffset != mAppliedIBOffset)
920 {
921 BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(indexInfo->storage);
922 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
923
924 mDeviceContext->IASetIndexBuffer(storage->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
925
926 mAppliedIBSerial = 0;
927 mAppliedStorageIBSerial = storage->getSerial();
928 mAppliedIBOffset = indexInfo->startOffset;
929 }
930 }
931 else if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000932 {
933 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
934
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000935 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +0000936
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000937 mAppliedIBSerial = indexInfo->serial;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +0000938 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000939 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000940 }
941 }
942
943 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000944}
945
946void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
947{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000948 if (mode == GL_LINE_LOOP)
949 {
950 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
951 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000952 else if (mode == GL_TRIANGLE_FAN)
953 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000954 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000955 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000956 else if (instances > 0)
957 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000958 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000959 }
960 else
961 {
962 mDeviceContext->Draw(count, 0);
963 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000964}
965
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000966void 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 +0000967{
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000968 if (mode == GL_LINE_LOOP)
969 {
970 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
971 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000972 else if (mode == GL_TRIANGLE_FAN)
973 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000974 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
975 }
976 else if (instances > 0)
977 {
978 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000979 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000980 else
981 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +0000982 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000983 }
984}
985
986void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
987{
988 // Get the raw indices for an indexed draw
989 if (type != GL_NONE && elementArrayBuffer)
990 {
991 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +0000992 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000993 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +0000994 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000995 }
996
997 if (!mLineLoopIB)
998 {
999 mLineLoopIB = new StreamingIndexBufferInterface(this);
1000 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1001 {
1002 delete mLineLoopIB;
1003 mLineLoopIB = NULL;
1004
1005 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001006 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001007 }
1008 }
1009
1010 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
1011 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1012 {
1013 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001014 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001015 }
1016
1017 void* mappedMemory = NULL;
1018 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1019 if (offset == -1 || mappedMemory == NULL)
1020 {
1021 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001022 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001023 }
1024
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001025 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001026 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001027
1028 switch (type)
1029 {
1030 case GL_NONE: // Non-indexed draw
1031 for (int i = 0; i < count; i++)
1032 {
1033 data[i] = i;
1034 }
1035 data[count] = 0;
1036 break;
1037 case GL_UNSIGNED_BYTE:
1038 for (int i = 0; i < count; i++)
1039 {
1040 data[i] = static_cast<const GLubyte*>(indices)[i];
1041 }
1042 data[count] = static_cast<const GLubyte*>(indices)[0];
1043 break;
1044 case GL_UNSIGNED_SHORT:
1045 for (int i = 0; i < count; i++)
1046 {
1047 data[i] = static_cast<const GLushort*>(indices)[i];
1048 }
1049 data[count] = static_cast<const GLushort*>(indices)[0];
1050 break;
1051 case GL_UNSIGNED_INT:
1052 for (int i = 0; i < count; i++)
1053 {
1054 data[i] = static_cast<const GLuint*>(indices)[i];
1055 }
1056 data[count] = static_cast<const GLuint*>(indices)[0];
1057 break;
1058 default: UNREACHABLE();
1059 }
1060
1061 if (!mLineLoopIB->unmapBuffer())
1062 {
1063 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001064 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001065 }
1066
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001067 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001068 {
1069 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
1070
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001071 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001072 mAppliedIBSerial = mLineLoopIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001073 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001074 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001075 }
1076
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001077 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001078}
1079
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001080void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001081{
1082 // Get the raw indices for an indexed draw
1083 if (type != GL_NONE && elementArrayBuffer)
1084 {
1085 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001086 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001087 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001088 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001089 }
1090
1091 if (!mTriangleFanIB)
1092 {
1093 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1094 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1095 {
1096 delete mTriangleFanIB;
1097 mTriangleFanIB = NULL;
1098
1099 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001100 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001101 }
1102 }
1103
1104 const int numTris = count - 2;
1105 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
1106 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1107 {
1108 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001109 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001110 }
1111
1112 void* mappedMemory = NULL;
1113 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
1114 if (offset == -1 || mappedMemory == NULL)
1115 {
1116 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001117 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001118 }
1119
1120 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1121 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
1122
1123 switch (type)
1124 {
1125 case GL_NONE: // Non-indexed draw
1126 for (int i = 0; i < numTris; i++)
1127 {
1128 data[i*3 + 0] = 0;
1129 data[i*3 + 1] = i + 1;
1130 data[i*3 + 2] = i + 2;
1131 }
1132 break;
1133 case GL_UNSIGNED_BYTE:
1134 for (int i = 0; i < numTris; i++)
1135 {
1136 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1137 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1138 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1139 }
1140 break;
1141 case GL_UNSIGNED_SHORT:
1142 for (int i = 0; i < numTris; i++)
1143 {
1144 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1145 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1146 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1147 }
1148 break;
1149 case GL_UNSIGNED_INT:
1150 for (int i = 0; i < numTris; i++)
1151 {
1152 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1153 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1154 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1155 }
1156 break;
1157 default: UNREACHABLE();
1158 }
1159
1160 if (!mTriangleFanIB->unmapBuffer())
1161 {
1162 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001163 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001164 }
1165
1166 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1167 {
1168 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1169
1170 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1171 mAppliedIBSerial = mTriangleFanIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001172 mAppliedStorageIBSerial = 0;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001173 mAppliedIBOffset = indexBufferOffset;
1174 }
1175
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001176 if (instances > 0)
1177 {
1178 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1179 }
1180 else
1181 {
1182 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1183 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001184}
1185
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001186void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1187{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001188 unsigned int programBinarySerial = programBinary->getSerial();
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001189 const bool updateProgramState = (programBinarySerial != mAppliedProgramBinarySerial);
1190
1191 if (updateProgramState)
daniel@transgaming.come4991412012-12-20 20:55:34 +00001192 {
1193 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1194 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001195
daniel@transgaming.come4991412012-12-20 20:55:34 +00001196 ID3D11VertexShader *vertexShader = NULL;
1197 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001198
daniel@transgaming.come4991412012-12-20 20:55:34 +00001199 ID3D11PixelShader *pixelShader = NULL;
1200 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001201
daniel@transgaming.come4991412012-12-20 20:55:34 +00001202 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1203 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001204
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001205 programBinary->dirtyAllUniforms();
1206
1207 mAppliedProgramBinarySerial = programBinarySerial;
1208 }
1209
1210 // Only use the geometry shader currently for point sprite drawing
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001211 const bool usesGeometryShader = (programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode);
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001212
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001213 if (updateProgramState || usesGeometryShader != mIsGeometryShaderActive)
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001214 {
1215 if (usesGeometryShader)
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001216 {
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001217 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
1218 ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001219 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1220 }
1221 else
1222 {
1223 mDeviceContext->GSSetShader(NULL, NULL, 0);
1224 }
1225
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001226 mIsGeometryShaderActive = usesGeometryShader;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001227 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001228}
1229
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001230void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001231{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001232 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1233 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001234
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001235 unsigned int totalRegisterCountVS = 0;
1236 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001237
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001238 bool vertexUniformsDirty = false;
1239 bool pixelUniformsDirty = false;
1240
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001241 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1242 {
1243 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001244
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001245 if (uniform->vsRegisterIndex >= 0)
1246 {
1247 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001248 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001249 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001250
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001251 if (uniform->psRegisterIndex >= 0)
1252 {
1253 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001254 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001255 }
1256 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001257
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001258 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1259 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1260
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001261 void *mapVS = (totalRegisterCountVS > 0 && vertexUniformsDirty) ? new float[4 * totalRegisterCountVS] : NULL;
1262 void *mapPS = (totalRegisterCountPS > 0 && pixelUniformsDirty) ? new float[4 * totalRegisterCountPS] : NULL;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001263
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001264 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001265 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001266 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001267
1268 switch (uniform->type)
1269 {
daniel@transgaming.comda8d3802012-12-20 21:12:55 +00001270 case GL_SAMPLER_2D:
1271 case GL_SAMPLER_CUBE:
1272 break;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001273 case GL_FLOAT:
1274 case GL_FLOAT_VEC2:
1275 case GL_FLOAT_VEC3:
1276 case GL_FLOAT_VEC4:
1277 case GL_FLOAT_MAT2:
1278 case GL_FLOAT_MAT3:
1279 case GL_FLOAT_MAT4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001280 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001281 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001282 GLfloat (*c)[4] = (GLfloat(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001283 float (*f)[4] = (float(*)[4])uniform->data;
1284
1285 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001286 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001287 c[uniform->vsRegisterIndex + i][0] = f[i][0];
1288 c[uniform->vsRegisterIndex + i][1] = f[i][1];
1289 c[uniform->vsRegisterIndex + i][2] = f[i][2];
1290 c[uniform->vsRegisterIndex + i][3] = f[i][3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001291 }
1292 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001293 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001294 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001295 GLfloat (*c)[4] = (GLfloat(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001296 float (*f)[4] = (float(*)[4])uniform->data;
1297
1298 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001299 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001300 c[uniform->psRegisterIndex + i][0] = f[i][0];
1301 c[uniform->psRegisterIndex + i][1] = f[i][1];
1302 c[uniform->psRegisterIndex + i][2] = f[i][2];
1303 c[uniform->psRegisterIndex + i][3] = f[i][3];
1304 }
1305 }
1306 break;
1307 case GL_INT:
1308 case GL_INT_VEC2:
1309 case GL_INT_VEC3:
1310 case GL_INT_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001311 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001312 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001313 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001314 GLint *x = (GLint*)uniform->data;
1315 int count = gl::VariableColumnCount(uniform->type);
1316
1317 for (unsigned int i = 0; i < uniform->registerCount; i++)
1318 {
1319 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = x[i * count + 0];
1320 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = x[i * count + 1];
1321 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = x[i * count + 2];
1322 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = x[i * count + 3];
1323 }
1324 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001325 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001326 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001327 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001328 GLint *x = (GLint*)uniform->data;
1329 int count = gl::VariableColumnCount(uniform->type);
1330
1331 for (unsigned int i = 0; i < uniform->registerCount; i++)
1332 {
1333 if (count >= 1) c[uniform->psRegisterIndex + i][0] = x[i * count + 0];
1334 if (count >= 2) c[uniform->psRegisterIndex + i][1] = x[i * count + 1];
1335 if (count >= 3) c[uniform->psRegisterIndex + i][2] = x[i * count + 2];
1336 if (count >= 4) c[uniform->psRegisterIndex + i][3] = x[i * count + 3];
1337 }
1338 }
1339 break;
1340 case GL_BOOL:
1341 case GL_BOOL_VEC2:
1342 case GL_BOOL_VEC3:
1343 case GL_BOOL_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001344 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001345 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001346 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001347 GLboolean *b = (GLboolean*)uniform->data;
1348 int count = gl::VariableColumnCount(uniform->type);
1349
1350 for (unsigned int i = 0; i < uniform->registerCount; i++)
1351 {
1352 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = b[i * count + 0];
1353 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = b[i * count + 1];
1354 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = b[i * count + 2];
1355 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = b[i * count + 3];
1356 }
1357 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001358 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001359 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001360 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001361 GLboolean *b = (GLboolean*)uniform->data;
1362 int count = gl::VariableColumnCount(uniform->type);
1363
1364 for (unsigned int i = 0; i < uniform->registerCount; i++)
1365 {
1366 if (count >= 1) c[uniform->psRegisterIndex + i][0] = b[i * count + 0];
1367 if (count >= 2) c[uniform->psRegisterIndex + i][1] = b[i * count + 1];
1368 if (count >= 3) c[uniform->psRegisterIndex + i][2] = b[i * count + 2];
1369 if (count >= 4) c[uniform->psRegisterIndex + i][3] = b[i * count + 3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001370 }
1371 }
1372 break;
1373 default:
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001374 UNREACHABLE();
1375 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001376
1377 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001378 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001379
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001380 if (vertexConstantBuffer && mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001381 {
1382 mDeviceContext->UpdateSubresource(vertexConstantBuffer, 0, NULL, mapVS, 0, 0);
1383 }
1384
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001385 if (pixelConstantBuffer && mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001386 {
1387 mDeviceContext->UpdateSubresource(pixelConstantBuffer, 0, NULL, mapPS, 0, 0);
1388 }
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001389
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001390 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1391 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001392
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001393 delete[] mapVS;
1394 delete[] mapPS;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001395
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001396 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001397 if (!mDriverConstantBufferVS)
1398 {
1399 D3D11_BUFFER_DESC constantBufferDescription = {0};
1400 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1401 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1402 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1403 constantBufferDescription.CPUAccessFlags = 0;
1404 constantBufferDescription.MiscFlags = 0;
1405 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001406
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001407 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001408 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001409
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001410 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1411 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001412
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001413 if (!mDriverConstantBufferPS)
1414 {
1415 D3D11_BUFFER_DESC constantBufferDescription = {0};
1416 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1417 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1418 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1419 constantBufferDescription.CPUAccessFlags = 0;
1420 constantBufferDescription.MiscFlags = 0;
1421 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001422
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001423 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001424 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001425
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001426 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1427 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001428
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001429 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1430 {
1431 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1432 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1433 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001434
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001435 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1436 {
1437 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1438 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1439 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001440
1441 // needed for the point sprite geometry shader
1442 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001443}
1444
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001445void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001446{
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001447 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1448 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1449 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1450 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001451
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001452 unsigned int stencilUnmasked = 0x0;
1453 if (frameBuffer->hasStencil())
1454 {
1455 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1456 stencilUnmasked = (0x1 << stencilSize) - 1;
1457 }
1458 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1459 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001460
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001461 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1462 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1463 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001464
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001465 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1466 {
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001467 maskedClear(clearParams);
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001468 }
1469 else
1470 {
1471 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1472 {
1473 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
1474 if (renderbufferObject)
1475 {
1476 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1477 if (!renderTarget)
1478 {
1479 ERR("render target pointer unexpectedly null.");
1480 return;
1481 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001482
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001483 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1484 if (!framebufferRTV)
1485 {
1486 ERR("render target view pointer unexpectedly null.");
1487 return;
1488 }
1489
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001490 const float clearValues[4] = { clearParams.colorClearValue.red,
1491 clearParams.colorClearValue.green,
1492 clearParams.colorClearValue.blue,
1493 clearParams.colorClearValue.alpha };
1494 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001495
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001496 framebufferRTV->Release();
1497 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001498 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001499 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001500 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001501 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1502 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001503 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001504 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1505 if (!renderTarget)
1506 {
1507 ERR("render target pointer unexpectedly null.");
1508 return;
1509 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001510
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001511 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1512 if (!framebufferDSV)
1513 {
1514 ERR("depth stencil view pointer unexpectedly null.");
1515 return;
1516 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001517
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001518 UINT clearFlags = 0;
1519 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1520 {
1521 clearFlags |= D3D11_CLEAR_DEPTH;
1522 }
1523 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1524 {
1525 clearFlags |= D3D11_CLEAR_STENCIL;
1526 }
1527
1528 float depthClear = clearParams.depthClearValue;
1529 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1530
1531 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001532
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001533 framebufferDSV->Release();
1534 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001535 }
1536 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001537}
1538
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001539void Renderer11::maskedClear(const gl::ClearParameters &clearParams)
1540{
1541 HRESULT result;
1542
1543 if (!mClearResourcesInitialized)
1544 {
1545 ASSERT(!mClearVB && !mClearVS && !mClearPS && !mClearScissorRS && !mClearNoScissorRS);
1546
1547 D3D11_BUFFER_DESC vbDesc;
1548 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1549 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1550 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1551 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1552 vbDesc.MiscFlags = 0;
1553 vbDesc.StructureByteStride = 0;
1554
1555 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1556 ASSERT(SUCCEEDED(result));
1557 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1558
1559 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1560 {
1561 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1562 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1563 };
1564
1565 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1566 ASSERT(SUCCEEDED(result));
1567 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1568
1569 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1570 ASSERT(SUCCEEDED(result));
1571 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1572
1573 result = mDevice->CreatePixelShader(g_PS_Clear, sizeof(g_PS_Clear), NULL, &mClearPS);
1574 ASSERT(SUCCEEDED(result));
1575 d3d11::SetDebugName(mClearPS, "Renderer11 masked clear pixel shader");
1576
1577 D3D11_RASTERIZER_DESC rsScissorDesc;
1578 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1579 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1580 rsScissorDesc.FrontCounterClockwise = FALSE;
1581 rsScissorDesc.DepthBias = 0;
1582 rsScissorDesc.DepthBiasClamp = 0.0f;
1583 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1584 rsScissorDesc.DepthClipEnable = FALSE;
1585 rsScissorDesc.ScissorEnable = TRUE;
1586 rsScissorDesc.MultisampleEnable = FALSE;
1587 rsScissorDesc.AntialiasedLineEnable = FALSE;
1588
1589 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1590 ASSERT(SUCCEEDED(result));
1591 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1592
1593 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1594 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1595 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1596 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1597 rsNoScissorDesc.DepthBias = 0;
1598 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1599 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1600 rsNoScissorDesc.DepthClipEnable = FALSE;
1601 rsNoScissorDesc.ScissorEnable = FALSE;
1602 rsNoScissorDesc.MultisampleEnable = FALSE;
1603 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1604
1605 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1606 ASSERT(SUCCEEDED(result));
1607 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1608
1609 mClearResourcesInitialized = true;
1610 }
1611
1612 // Prepare the depth stencil state to write depth values if the depth should be cleared
1613 // and stencil values if the stencil should be cleared
1614 gl::DepthStencilState glDSState;
1615 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1616 glDSState.depthFunc = GL_ALWAYS;
1617 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1618 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1619 glDSState.stencilFunc = GL_ALWAYS;
1620 glDSState.stencilMask = 0;
1621 glDSState.stencilFail = GL_REPLACE;
1622 glDSState.stencilPassDepthFail = GL_REPLACE;
1623 glDSState.stencilPassDepthPass = GL_REPLACE;
1624 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1625 glDSState.stencilBackFunc = GL_ALWAYS;
1626 glDSState.stencilBackMask = 0;
1627 glDSState.stencilBackFail = GL_REPLACE;
1628 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1629 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1630 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1631
1632 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1633
1634 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1635
1636 // Prepare the blend state to use a write mask if the color buffer should be cleared
1637 gl::BlendState glBlendState;
1638 glBlendState.blend = false;
1639 glBlendState.sourceBlendRGB = GL_ONE;
1640 glBlendState.destBlendRGB = GL_ZERO;
1641 glBlendState.sourceBlendAlpha = GL_ONE;
1642 glBlendState.destBlendAlpha = GL_ZERO;
1643 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1644 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1645 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1646 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1647 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1648 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1649 glBlendState.sampleAlphaToCoverage = false;
1650 glBlendState.dither = false;
1651
1652 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1653 static const UINT sampleMask = 0xFFFFFFFF;
1654
1655 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1656
1657 // Set the vertices
1658 D3D11_MAPPED_SUBRESOURCE mappedResource;
1659 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1660 if (FAILED(result))
1661 {
1662 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1663 return;
1664 }
1665
1666 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1667
1668 float depthClear = gl::clamp01(clearParams.depthClearValue);
1669 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1670 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1671 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1672 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1673
1674 mDeviceContext->Unmap(mClearVB, 0);
1675
1676 // Apply state
1677 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1678 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1679 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1680
1681 // Apply shaders
1682 mDeviceContext->IASetInputLayout(mClearIL);
1683 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
1684 mDeviceContext->PSSetShader(mClearPS, NULL, 0);
1685
1686 // Apply vertex buffer
1687 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1688 static UINT startIdx = 0;
1689 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1690 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1691
1692 // Draw the clear quad
1693 mDeviceContext->Draw(4, 0);
1694
1695 // Clean up
1696 markAllStateDirty();
1697}
1698
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001699void Renderer11::markAllStateDirty()
1700{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001701 mAppliedRenderTargetSerial = 0;
1702 mAppliedDepthbufferSerial = 0;
1703 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001704 mDepthStencilInitialized = false;
1705 mRenderTargetDescInitialized = false;
1706
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001707 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001708 {
1709 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001710 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001711 }
1712 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1713 {
1714 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001715 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001716 }
1717
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001718 mForceSetBlendState = true;
1719 mForceSetRasterState = true;
1720 mForceSetDepthStencilState = true;
1721 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001722 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001723
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001724 mAppliedIBSerial = 0;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001725 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001726 mAppliedIBOffset = 0;
1727
daniel@transgaming.come4991412012-12-20 20:55:34 +00001728 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001729 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1730 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001731}
1732
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001733void Renderer11::releaseDeviceResources()
1734{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001735 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001736 mInputLayoutCache.clear();
1737
1738 delete mVertexDataManager;
1739 mVertexDataManager = NULL;
1740
1741 delete mIndexDataManager;
1742 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001743
1744 delete mLineLoopIB;
1745 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001746
1747 delete mTriangleFanIB;
1748 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001749
1750 if (mCopyVB)
1751 {
1752 mCopyVB->Release();
1753 mCopyVB = NULL;
1754 }
1755
1756 if (mCopySampler)
1757 {
1758 mCopySampler->Release();
1759 mCopySampler = NULL;
1760 }
1761
1762 if (mCopyIL)
1763 {
1764 mCopyIL->Release();
1765 mCopyIL = NULL;
1766 }
1767
1768 if (mCopyVS)
1769 {
1770 mCopyVS->Release();
1771 mCopyVS = NULL;
1772 }
1773
1774 if (mCopyRGBAPS)
1775 {
1776 mCopyRGBAPS->Release();
1777 mCopyRGBAPS = NULL;
1778 }
1779
1780 if (mCopyRGBPS)
1781 {
1782 mCopyRGBPS->Release();
1783 mCopyRGBPS = NULL;
1784 }
1785
1786 if (mCopyLumPS)
1787 {
1788 mCopyLumPS->Release();
1789 mCopyLumPS = NULL;
1790 }
1791
1792 if (mCopyLumAlphaPS)
1793 {
1794 mCopyLumAlphaPS->Release();
1795 mCopyLumAlphaPS = NULL;
1796 }
1797
1798 mCopyResourcesInitialized = false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001799
1800 if (mClearVB)
1801 {
1802 mClearVB->Release();
1803 mClearVB = NULL;
1804 }
1805
1806 if (mClearIL)
1807 {
1808 mClearIL->Release();
1809 mClearIL = NULL;
1810 }
1811
1812 if (mClearVS)
1813 {
1814 mClearVS->Release();
1815 mClearVS = NULL;
1816 }
1817
1818 if (mClearPS)
1819 {
1820 mClearPS->Release();
1821 mClearPS = NULL;
1822 }
1823
1824 if (mClearScissorRS)
1825 {
1826 mClearScissorRS->Release();
1827 mClearScissorRS = NULL;
1828 }
1829
1830 if (mClearNoScissorRS)
1831 {
1832 mClearNoScissorRS->Release();
1833 mClearNoScissorRS = NULL;
1834 }
1835
1836 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001837
1838 if (mDriverConstantBufferVS)
1839 {
1840 mDriverConstantBufferVS->Release();
1841 mDriverConstantBufferVS = NULL;
1842 }
1843
1844 if (mDriverConstantBufferPS)
1845 {
1846 mDriverConstantBufferPS->Release();
1847 mDriverConstantBufferPS = NULL;
1848 }
daniel@transgaming.combdf787f2013-02-01 03:20:36 +00001849
1850 if (mSyncQuery)
1851 {
1852 mSyncQuery->Release();
1853 mSyncQuery = NULL;
1854 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001855}
1856
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001857void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001858{
1859 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001860 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001861}
1862
1863bool Renderer11::isDeviceLost()
1864{
1865 return mDeviceLost;
1866}
1867
1868// set notify to true to broadcast a message to all contexts of the device loss
1869bool Renderer11::testDeviceLost(bool notify)
1870{
1871 bool isLost = false;
1872
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001873 // GetRemovedReason is used to test if the device is removed
1874 HRESULT result = mDevice->GetDeviceRemovedReason();
1875 isLost = d3d11::isDeviceLostError(result);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001876
1877 if (isLost)
1878 {
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001879 // Log error if this is a new device lost event
1880 if (mDeviceLost == false)
1881 {
1882 ERR("The D3D11 device was removed: 0x%08X", result);
1883 }
1884
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001885 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001886 // we'll probably get this done again by notifyDeviceLost
1887 // but best to remember it!
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001888 // Note that we don't want to clear the device loss status here
1889 // -- this needs to be done by resetDevice
1890 mDeviceLost = true;
1891 if (notify)
1892 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001893 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001894 }
1895 }
1896
1897 return isLost;
1898}
1899
1900bool Renderer11::testDeviceResettable()
1901{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001902 // determine if the device is resettable by creating a dummy device
1903 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001904
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001905 if (D3D11CreateDevice == NULL)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001906 {
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001907 return false;
1908 }
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001909
1910 D3D_FEATURE_LEVEL featureLevel[] =
1911 {
1912 D3D_FEATURE_LEVEL_11_0,
1913 D3D_FEATURE_LEVEL_10_1,
1914 D3D_FEATURE_LEVEL_10_0,
1915 };
1916
1917 ID3D11Device* dummyDevice;
1918 D3D_FEATURE_LEVEL dummyFeatureLevel;
1919 ID3D11DeviceContext* dummyContext;
1920
1921 HRESULT result = D3D11CreateDevice(NULL,
1922 D3D_DRIVER_TYPE_HARDWARE,
1923 NULL,
1924 #if defined(_DEBUG)
1925 D3D11_CREATE_DEVICE_DEBUG,
1926 #else
1927 0,
1928 #endif
1929 featureLevel,
1930 sizeof(featureLevel)/sizeof(featureLevel[0]),
1931 D3D11_SDK_VERSION,
1932 &dummyDevice,
1933 &dummyFeatureLevel,
1934 &dummyContext);
1935
1936 if (!mDevice || FAILED(result))
1937 {
1938 return false;
1939 }
1940
1941 dummyContext->Release();
1942 dummyDevice->Release();
1943
1944 return true;
1945}
1946
1947void Renderer11::release()
1948{
1949 releaseDeviceResources();
1950
1951 if (mDxgiFactory)
1952 {
1953 mDxgiFactory->Release();
1954 mDxgiFactory = NULL;
1955 }
1956
1957 if (mDxgiAdapter)
1958 {
1959 mDxgiAdapter->Release();
1960 mDxgiAdapter = NULL;
1961 }
1962
1963 if (mDeviceContext)
1964 {
1965 mDeviceContext->ClearState();
1966 mDeviceContext->Flush();
1967 mDeviceContext->Release();
1968 mDeviceContext = NULL;
1969 }
1970
1971 if (mDevice)
1972 {
1973 mDevice->Release();
1974 mDevice = NULL;
1975 }
1976
1977 if (mD3d11Module)
1978 {
1979 FreeLibrary(mD3d11Module);
1980 mD3d11Module = NULL;
1981 }
1982
1983 if (mDxgiModule)
1984 {
1985 FreeLibrary(mDxgiModule);
1986 mDxgiModule = NULL;
1987 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001988}
1989
1990bool Renderer11::resetDevice()
1991{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001992 // recreate everything
1993 release();
1994 EGLint result = initialize();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001995
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001996 if (result != EGL_SUCCESS)
1997 {
1998 ERR("Could not reinitialize D3D11 device: %08X", result);
1999 return false;
2000 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002001
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002002 mDeviceLost = false;
2003
2004 return true;
2005}
2006
2007DWORD Renderer11::getAdapterVendor() const
2008{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002009 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002010}
2011
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002012std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002013{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002014 std::ostringstream rendererString;
2015
2016 rendererString << mDescription;
2017 rendererString << " Direct3D11";
2018
2019 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
2020 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
2021
2022 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002023}
2024
2025GUID Renderer11::getAdapterIdentifier() const
2026{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00002027 // Use the adapter LUID as our adapter ID
2028 // This number is local to a machine is only guaranteed to be unique between restarts
2029 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
2030 GUID adapterId = {0};
2031 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
2032 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002033}
2034
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00002035bool Renderer11::getBGRATextureSupport() const
2036{
2037 return mBGRATextureSupport;
2038}
2039
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002040bool Renderer11::getDXT1TextureSupport()
2041{
2042 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002043 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002044 return false;
2045}
2046
2047bool Renderer11::getDXT3TextureSupport()
2048{
2049 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002050 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002051 return false;
2052}
2053
2054bool Renderer11::getDXT5TextureSupport()
2055{
2056 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002057 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002058 return false;
2059}
2060
2061bool Renderer11::getDepthTextureSupport() const
2062{
2063 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002064 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002065 return false;
2066}
2067
2068bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
2069{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002070 *renderable = mFloat32RenderSupport;
2071 *filtering = mFloat32FilterSupport;
2072 return mFloat32TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002073}
2074
2075bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
2076{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002077 *renderable = mFloat16RenderSupport;
2078 *filtering = mFloat16FilterSupport;
2079 return mFloat16TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002080}
2081
2082bool Renderer11::getLuminanceTextureSupport()
2083{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002084 return false;
2085}
2086
2087bool Renderer11::getLuminanceAlphaTextureSupport()
2088{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002089 return false;
2090}
2091
2092bool Renderer11::getTextureFilterAnisotropySupport() const
2093{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002094 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002095}
2096
2097float Renderer11::getTextureMaxAnisotropy() const
2098{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002099 switch (mFeatureLevel)
2100 {
2101 case D3D_FEATURE_LEVEL_11_0:
2102 return D3D11_MAX_MAXANISOTROPY;
2103 case D3D_FEATURE_LEVEL_10_1:
2104 case D3D_FEATURE_LEVEL_10_0:
2105 return D3D10_MAX_MAXANISOTROPY;
2106 default: UNREACHABLE();
2107 return 0;
2108 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002109}
2110
2111bool Renderer11::getEventQuerySupport()
2112{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002113 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002114}
2115
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002116Range Renderer11::getViewportBounds() const
2117{
2118 switch (mFeatureLevel)
2119 {
2120 case D3D_FEATURE_LEVEL_11_0:
2121 return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
2122 case D3D_FEATURE_LEVEL_10_1:
2123 case D3D_FEATURE_LEVEL_10_0:
2124 return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
2125 default: UNREACHABLE();
2126 return Range(0, 0);
2127 }
2128}
2129
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002130unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002131{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002132 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2133 switch (mFeatureLevel)
2134 {
2135 case D3D_FEATURE_LEVEL_11_0:
2136 case D3D_FEATURE_LEVEL_10_1:
2137 case D3D_FEATURE_LEVEL_10_0:
2138 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
2139 default: UNREACHABLE();
2140 return 0;
2141 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002142}
2143
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002144unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
2145{
2146 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2147}
2148
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002149int Renderer11::getMaxVertexUniformVectors() const
2150{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002151 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2152 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2153 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002154}
2155
2156int Renderer11::getMaxFragmentUniformVectors() const
2157{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002158 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2159 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2160 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002161}
2162
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002163int Renderer11::getMaxVaryingVectors() const
2164{
2165 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
2166 switch (mFeatureLevel)
2167 {
2168 case D3D_FEATURE_LEVEL_11_0:
2169 return D3D11_VS_OUTPUT_REGISTER_COUNT;
2170 case D3D_FEATURE_LEVEL_10_1:
2171 case D3D_FEATURE_LEVEL_10_0:
2172 return D3D10_VS_OUTPUT_REGISTER_COUNT;
2173 default: UNREACHABLE();
2174 return 0;
2175 }
2176}
2177
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002178bool Renderer11::getNonPower2TextureSupport() const
2179{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00002180 switch (mFeatureLevel)
2181 {
2182 case D3D_FEATURE_LEVEL_11_0:
2183 case D3D_FEATURE_LEVEL_10_1:
2184 case D3D_FEATURE_LEVEL_10_0:
2185 return true;
2186 default: UNREACHABLE();
2187 return false;
2188 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002189}
2190
2191bool Renderer11::getOcclusionQuerySupport() const
2192{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002193 switch (mFeatureLevel)
2194 {
2195 case D3D_FEATURE_LEVEL_11_0:
2196 case D3D_FEATURE_LEVEL_10_1:
2197 case D3D_FEATURE_LEVEL_10_0:
2198 return true;
2199 default: UNREACHABLE();
2200 return false;
2201 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002202}
2203
2204bool Renderer11::getInstancingSupport() const
2205{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002206 switch (mFeatureLevel)
2207 {
2208 case D3D_FEATURE_LEVEL_11_0:
2209 case D3D_FEATURE_LEVEL_10_1:
2210 case D3D_FEATURE_LEVEL_10_0:
2211 return true;
2212 default: UNREACHABLE();
2213 return false;
2214 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002215}
2216
2217bool Renderer11::getShareHandleSupport() const
2218{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002219 // We only currently support share handles with BGRA surfaces, because
2220 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002221 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002222 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002223}
2224
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002225bool Renderer11::getDerivativeInstructionSupport() const
2226{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002227 switch (mFeatureLevel)
2228 {
2229 case D3D_FEATURE_LEVEL_11_0:
2230 case D3D_FEATURE_LEVEL_10_1:
2231 case D3D_FEATURE_LEVEL_10_0:
2232 return true;
2233 default: UNREACHABLE();
2234 return false;
2235 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002236}
2237
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002238bool Renderer11::getPostSubBufferSupport() const
2239{
2240 // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2.
2241 return false;
2242}
2243
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002244int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002245{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002246 switch (mFeatureLevel)
2247 {
2248 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002249 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002250 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2251 default: UNREACHABLE(); return 0;
2252 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002253}
2254
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002255int Renderer11::getMinorShaderModel() const
2256{
2257 switch (mFeatureLevel)
2258 {
2259 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2260 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2261 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2262 default: UNREACHABLE(); return 0;
2263 }
2264}
2265
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002266float Renderer11::getMaxPointSize() const
2267{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002268 // choose a reasonable maximum. we enforce this in the shader.
2269 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2270 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002271}
2272
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002273int Renderer11::getMaxViewportDimension() const
2274{
2275 // Clamp viewport width/height to half of the maximum right/bottom edge
2276 switch (mFeatureLevel)
2277 {
2278 case D3D_FEATURE_LEVEL_11_0:
2279 return D3D11_VIEWPORT_BOUNDS_MAX - D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2280 case D3D_FEATURE_LEVEL_10_1:
2281 case D3D_FEATURE_LEVEL_10_0:
2282 return D3D10_VIEWPORT_BOUNDS_MAX - D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2283 default: UNREACHABLE();
2284 return 0;
2285 }
2286}
2287
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002288int Renderer11::getMaxTextureWidth() const
2289{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002290 switch (mFeatureLevel)
2291 {
2292 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2293 case D3D_FEATURE_LEVEL_10_1:
2294 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2295 default: UNREACHABLE(); return 0;
2296 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002297}
2298
2299int Renderer11::getMaxTextureHeight() const
2300{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002301 switch (mFeatureLevel)
2302 {
2303 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2304 case D3D_FEATURE_LEVEL_10_1:
2305 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2306 default: UNREACHABLE(); return 0;
2307 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002308}
2309
2310bool Renderer11::get32BitIndexSupport() const
2311{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002312 switch (mFeatureLevel)
2313 {
2314 case D3D_FEATURE_LEVEL_11_0:
2315 case D3D_FEATURE_LEVEL_10_1:
2316 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2317 default: UNREACHABLE(); return false;
2318 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002319}
2320
2321int Renderer11::getMinSwapInterval() const
2322{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002323 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002324}
2325
2326int Renderer11::getMaxSwapInterval() const
2327{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002328 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002329}
2330
2331int Renderer11::getMaxSupportedSamples() const
2332{
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +00002333 return mMaxSupportedSamples;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002334}
2335
shannon.woods@transgaming.com88fbd0f2013-02-28 23:05:46 +00002336int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
2337{
2338 if (requested == 0)
2339 {
2340 return 0;
2341 }
2342
2343 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2344 if (iter != mMultisampleSupportMap.end())
2345 {
2346 const MultisampleSupportInfo& info = iter->second;
2347 for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2348 {
2349 if (info.qualityLevels[i] > 0)
2350 {
2351 return i + 1;
2352 }
2353 }
2354 }
2355
2356 return -1;
2357}
2358
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002359bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002360{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002361 if (source && dest)
2362 {
2363 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2364 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2365
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002366 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002367 return true;
2368 }
2369
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002370 return false;
2371}
2372
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002373bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002374{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002375 if (source && dest)
2376 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002377 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2378 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002379
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002380 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002381 return true;
2382 }
2383
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002384 return false;
2385}
2386
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002387bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002388 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002389{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002390 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2391 if (!colorbuffer)
2392 {
2393 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002394 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002395 }
2396
2397 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2398 if (!sourceRenderTarget)
2399 {
2400 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002401 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002402 }
2403
2404 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2405 if (!source)
2406 {
2407 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002408 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002409 }
2410
2411 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2412 if (!storage11)
2413 {
2414 source->Release();
2415 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002416 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002417 }
2418
2419 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2420 if (!destRenderTarget)
2421 {
2422 source->Release();
2423 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002424 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002425 }
2426
2427 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2428 if (!dest)
2429 {
2430 source->Release();
2431 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002432 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002433 }
2434
2435 gl::Rectangle destRect;
2436 destRect.x = xoffset;
2437 destRect.y = yoffset;
2438 destRect.width = sourceRect.width;
2439 destRect.height = sourceRect.height;
2440
2441 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2442 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2443
2444 source->Release();
2445 dest->Release();
2446
2447 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002448}
2449
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002450bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002451 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002452{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002453 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2454 if (!colorbuffer)
2455 {
2456 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002457 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002458 }
2459
2460 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2461 if (!sourceRenderTarget)
2462 {
2463 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002464 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002465 }
2466
2467 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2468 if (!source)
2469 {
2470 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002471 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002472 }
2473
2474 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2475 if (!storage11)
2476 {
2477 source->Release();
2478 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002479 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002480 }
2481
2482 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
2483 if (!destRenderTarget)
2484 {
2485 source->Release();
2486 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002487 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002488 }
2489
2490 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2491 if (!dest)
2492 {
2493 source->Release();
2494 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002495 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002496 }
2497
2498 gl::Rectangle destRect;
2499 destRect.x = xoffset;
2500 destRect.y = yoffset;
2501 destRect.width = sourceRect.width;
2502 destRect.height = sourceRect.height;
2503
2504 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2505 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2506
2507 source->Release();
2508 dest->Release();
2509
2510 return ret;
2511}
2512
2513bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight,
2514 ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat)
2515{
2516 HRESULT result;
2517
2518 if (!mCopyResourcesInitialized)
2519 {
2520 ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS);
2521
2522 D3D11_BUFFER_DESC vbDesc;
2523 vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
2524 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
2525 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
2526 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2527 vbDesc.MiscFlags = 0;
2528 vbDesc.StructureByteStride = 0;
2529
2530 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
2531 ASSERT(SUCCEEDED(result));
2532 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
2533
2534 D3D11_SAMPLER_DESC samplerDesc;
2535 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
2536 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
2537 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
2538 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
2539 samplerDesc.MipLODBias = 0.0f;
2540 samplerDesc.MaxAnisotropy = 0;
2541 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
2542 samplerDesc.BorderColor[0] = 0.0f;
2543 samplerDesc.BorderColor[1] = 0.0f;
2544 samplerDesc.BorderColor[2] = 0.0f;
2545 samplerDesc.BorderColor[3] = 0.0f;
2546 samplerDesc.MinLOD = 0.0f;
2547 samplerDesc.MaxLOD = 0.0f;
2548
2549 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
2550 ASSERT(SUCCEEDED(result));
2551 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
2552
2553 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
2554 {
2555 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2556 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2557 };
2558
2559 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL);
2560 ASSERT(SUCCEEDED(result));
2561 d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout");
2562
2563 result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS);
2564 ASSERT(SUCCEEDED(result));
2565 d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader");
2566
2567 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS);
2568 ASSERT(SUCCEEDED(result));
2569 d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader");
2570
2571 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS);
2572 ASSERT(SUCCEEDED(result));
2573 d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader");
2574
2575 result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS);
2576 ASSERT(SUCCEEDED(result));
2577 d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader");
2578
2579 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS);
2580 ASSERT(SUCCEEDED(result));
2581 d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader");
2582
2583 mCopyResourcesInitialized = true;
2584 }
2585
2586 // Verify the source and destination area sizes
2587 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
2588 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
2589 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
2590 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight))
2591 {
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002592 return gl::error(GL_INVALID_VALUE, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002593 }
2594
2595 // Set vertices
2596 D3D11_MAPPED_SUBRESOURCE mappedResource;
2597 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
2598 if (FAILED(result))
2599 {
2600 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002601 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002602 }
2603
2604 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
2605
2606 // Create a quad in homogeneous coordinates
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002607 float x1 = (destArea.x / float(destWidth)) * 2.0f - 1.0f;
2608 float y1 = (destArea.y / float(destHeight)) * 2.0f - 1.0f;
2609 float x2 = ((destArea.x + destArea.width) / float(destWidth)) * 2.0f - 1.0f;
2610 float y2 = ((destArea.y + destArea.height) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002611
2612 float u1 = sourceArea.x / float(sourceWidth);
2613 float v1 = sourceArea.y / float(sourceHeight);
2614 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
2615 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
2616
2617 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
2618 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
2619 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
2620 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
2621
2622 mDeviceContext->Unmap(mCopyVB, 0);
2623
2624 static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
2625 static UINT startIdx = 0;
2626 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
2627
2628 // Apply state
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002629 mDeviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002630 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
2631 mDeviceContext->RSSetState(NULL);
2632
2633 // Apply shaders
2634 mDeviceContext->IASetInputLayout(mCopyIL);
2635 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
2636 mDeviceContext->VSSetShader(mCopyVS, NULL, 0);
2637
2638 ID3D11PixelShader *ps = NULL;
2639 switch(destFormat)
2640 {
2641 case GL_RGBA: ps = mCopyRGBAPS; break;
2642 case GL_RGB: ps = mCopyRGBPS; break;
2643 case GL_ALPHA: ps = mCopyRGBAPS; break;
2644 case GL_BGRA_EXT: ps = mCopyRGBAPS; break;
2645 case GL_LUMINANCE: ps = mCopyLumPS; break;
2646 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break;
2647 default: UNREACHABLE(); ps = NULL; break;
2648 }
2649
2650 mDeviceContext->PSSetShader(ps, NULL, 0);
2651
2652 // Unset the currently bound shader resource to avoid conflicts
2653 static ID3D11ShaderResourceView *const nullSRV = NULL;
2654 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2655
2656 // Apply render targets
2657 mDeviceContext->OMSetRenderTargets(1, &dest, NULL);
2658
2659 // Set the viewport
2660 D3D11_VIEWPORT viewport;
2661 viewport.TopLeftX = 0;
2662 viewport.TopLeftY = 0;
2663 viewport.Width = destWidth;
2664 viewport.Height = destHeight;
2665 viewport.MinDepth = 0.0f;
2666 viewport.MaxDepth = 1.0f;
2667 mDeviceContext->RSSetViewports(1, &viewport);
2668
2669 // Apply textures
2670 mDeviceContext->PSSetShaderResources(0, 1, &source);
2671 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
2672
2673 // Draw the quad
2674 mDeviceContext->Draw(4, 0);
2675
2676 // Unbind textures and render targets and vertex buffer
2677 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2678
2679 static ID3D11RenderTargetView *const nullRTV = NULL;
2680 mDeviceContext->OMSetRenderTargets(1, &nullRTV, NULL);
2681
2682 static UINT zero = 0;
2683 static ID3D11Buffer *const nullBuffer = NULL;
2684 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
2685
2686 markAllStateDirty();
2687
2688 return true;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002689}
2690
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002691RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2692{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002693 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002694 RenderTarget11 *renderTarget = NULL;
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002695
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002696 if (depth)
2697 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002698 // Note: depth stencil may be NULL for 0 sized surfaces
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002699 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
2700 swapChain11->getDepthStencilTexture(), NULL,
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002701 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002702 }
2703 else
2704 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002705 // Note: render target may be NULL for 0 sized surfaces
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002706 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002707 swapChain11->getOffscreenTexture(),
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002708 swapChain11->getRenderTargetShaderResource(),
2709 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002710 }
2711 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002712}
2713
2714RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2715{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002716 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
2717 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002718}
2719
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002720ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002721{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002722 ShaderExecutable11 *executable = NULL;
2723
2724 switch (type)
2725 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002726 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002727 {
2728 ID3D11VertexShader *vshader = NULL;
2729 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2730 ASSERT(SUCCEEDED(result));
2731
2732 if (vshader)
2733 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002734 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002735 }
2736 }
2737 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002738 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002739 {
2740 ID3D11PixelShader *pshader = NULL;
2741 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2742 ASSERT(SUCCEEDED(result));
2743
2744 if (pshader)
2745 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002746 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002747 }
2748 }
2749 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002750 case rx::SHADER_GEOMETRY:
2751 {
2752 ID3D11GeometryShader *gshader = NULL;
2753 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
2754 ASSERT(SUCCEEDED(result));
2755
2756 if (gshader)
2757 {
2758 executable = new ShaderExecutable11(function, length, gshader);
2759 }
2760 }
2761 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002762 default:
2763 UNREACHABLE();
2764 break;
2765 }
2766
2767 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002768}
2769
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002770ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002771{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002772 const char *profile = NULL;
2773
2774 switch (type)
2775 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002776 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002777 profile = "vs_4_0";
2778 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002779 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002780 profile = "ps_4_0";
2781 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002782 case rx::SHADER_GEOMETRY:
2783 profile = "gs_4_0";
2784 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002785 default:
2786 UNREACHABLE();
2787 return NULL;
2788 }
2789
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00002790 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002791 if (!binary)
2792 return NULL;
2793
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002794 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002795 binary->Release();
2796
2797 return executable;
2798}
2799
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002800VertexBuffer *Renderer11::createVertexBuffer()
2801{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00002802 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002803}
2804
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002805IndexBuffer *Renderer11::createIndexBuffer()
2806{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00002807 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002808}
2809
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +00002810BufferStorage *Renderer11::createBufferStorage()
2811{
2812 return new BufferStorage11(this);
2813}
2814
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002815QueryImpl *Renderer11::createQuery(GLenum type)
2816{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002817 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002818}
2819
2820FenceImpl *Renderer11::createFence()
2821{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002822 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002823}
2824
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002825bool Renderer11::getRenderTargetResource(gl::Framebuffer *framebuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
2826{
2827 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2828 if (colorbuffer)
2829 {
2830 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2831 if (renderTarget)
2832 {
2833 *subresourceIndex = renderTarget->getSubresourceIndex();
2834
2835 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
2836 if (colorBufferRTV)
2837 {
2838 ID3D11Resource *textureResource = NULL;
2839 colorBufferRTV->GetResource(&textureResource);
2840 colorBufferRTV->Release();
2841
2842 if (textureResource)
2843 {
2844 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
2845 textureResource->Release();
2846
2847 if (SUCCEEDED(result))
2848 {
2849 return true;
2850 }
2851 else
2852 {
2853 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
2854 "HRESULT: 0x%X.", result);
2855 }
2856 }
2857 }
2858 }
2859 }
2860
2861 return false;
2862}
2863
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002864bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002865 bool blitRenderTarget, bool blitDepthStencil)
2866{
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002867 if (blitRenderTarget && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_RENDERTARGET))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002868 {
2869 return false;
2870 }
2871
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002872 if (blitDepthStencil && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_DEPTHSTENCIL))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002873 {
2874 return false;
2875 }
2876
2877 return true;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002878}
2879
2880void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2881 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2882{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002883 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002884 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002885
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002886 if (getRenderTargetResource(framebuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002887 {
2888 gl::Rectangle area;
2889 area.x = x;
2890 area.y = y;
2891 area.width = width;
2892 area.height = height;
2893
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002894 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
2895 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002896
2897 colorBufferTexture->Release();
2898 colorBufferTexture = NULL;
2899 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002900}
2901
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002902Image *Renderer11::createImage()
2903{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00002904 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002905}
2906
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002907void Renderer11::generateMipmap(Image *dest, Image *src)
2908{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00002909 Image11 *dest11 = Image11::makeImage11(dest);
2910 Image11 *src11 = Image11::makeImage11(src);
2911 Image11::generateMipmap(dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002912}
2913
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002914TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
2915{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002916 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
2917 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002918}
2919
2920TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
2921{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002922 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002923}
2924
2925TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
2926{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002927 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002928}
2929
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002930static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
2931{
2932 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
2933 destFormat == GL_ALPHA &&
2934 destType == GL_UNSIGNED_BYTE)
2935 {
2936 return 1;
2937 }
2938 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
2939 destFormat == GL_RGBA &&
2940 destType == GL_UNSIGNED_BYTE)
2941 {
2942 return 4;
2943 }
2944 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
2945 destFormat == GL_BGRA_EXT &&
2946 destType == GL_UNSIGNED_BYTE)
2947 {
2948 return 4;
2949 }
2950 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
2951 destFormat == GL_RGBA &&
2952 destType == GL_HALF_FLOAT_OES)
2953 {
2954 return 8;
2955 }
2956 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
2957 destFormat == GL_RGB &&
2958 destType == GL_FLOAT)
2959 {
2960 return 12;
2961 }
2962 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
2963 destFormat == GL_RGBA &&
2964 destType == GL_FLOAT)
2965 {
2966 return 16;
2967 }
2968 else
2969 {
2970 return 0;
2971 }
2972}
2973
2974static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
2975 unsigned int y, int inputPitch, gl::Color *outColor)
2976{
2977 switch (format)
2978 {
2979 case DXGI_FORMAT_R8G8B8A8_UNORM:
2980 {
2981 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00002982 outColor->red = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
2983 outColor->green = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
2984 outColor->blue = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
2985 outColor->alpha = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002986 }
2987 break;
2988
2989 case DXGI_FORMAT_A8_UNORM:
2990 {
2991 outColor->red = 0.0f;
2992 outColor->green = 0.0f;
2993 outColor->blue = 0.0f;
2994 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
2995 }
2996 break;
2997
2998 case DXGI_FORMAT_R32G32B32A32_FLOAT:
2999 {
3000 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
3001 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
3002 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
3003 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
3004 }
3005 break;
3006
3007 case DXGI_FORMAT_R32G32B32_FLOAT:
3008 {
3009 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
3010 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
3011 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
3012 outColor->alpha = 1.0f;
3013 }
3014 break;
3015
3016 case DXGI_FORMAT_R16G16B16A16_FLOAT:
3017 {
3018 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
3019 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
3020 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
3021 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
3022 }
3023 break;
3024
3025 case DXGI_FORMAT_B8G8R8A8_UNORM:
3026 {
3027 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00003028 outColor->red = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
3029 outColor->blue = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
3030 outColor->green = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
3031 outColor->alpha = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003032 }
3033 break;
3034
3035 case DXGI_FORMAT_R8_UNORM:
3036 {
3037 outColor->red = *(data + x + y * inputPitch) / 255.0f;
3038 outColor->green = 0.0f;
3039 outColor->blue = 0.0f;
3040 outColor->alpha = 1.0f;
3041 }
3042 break;
3043
3044 case DXGI_FORMAT_R8G8_UNORM:
3045 {
3046 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
3047
3048 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
3049 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
3050 outColor->blue = 0.0f;
3051 outColor->alpha = 1.0f;
3052 }
3053 break;
3054
3055 case DXGI_FORMAT_R16_FLOAT:
3056 {
3057 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
3058 outColor->green = 0.0f;
3059 outColor->blue = 0.0f;
3060 outColor->alpha = 1.0f;
3061 }
3062 break;
3063
3064 case DXGI_FORMAT_R16G16_FLOAT:
3065 {
3066 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
3067 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
3068 outColor->blue = 0.0f;
3069 outColor->alpha = 1.0f;
3070 }
3071 break;
3072
3073 default:
3074 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
3075 UNIMPLEMENTED();
3076 break;
3077 }
3078}
3079
3080static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
3081 unsigned int y, int outputPitch, void *outData)
3082{
3083 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
3084 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
3085
3086 switch (format)
3087 {
3088 case GL_RGBA:
3089 switch (type)
3090 {
3091 case GL_UNSIGNED_BYTE:
3092 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3093 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3094 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3095 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3096 break;
3097
3098 default:
3099 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
3100 UNIMPLEMENTED();
3101 break;
3102 }
3103 break;
3104
3105 case GL_BGRA_EXT:
3106 switch (type)
3107 {
3108 case GL_UNSIGNED_BYTE:
3109 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3110 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3111 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
3112 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3113 break;
3114
3115 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
3116 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3117 // this type is packed as follows:
3118 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3119 // --------------------------------------------------------------------------------
3120 // | 4th | 3rd | 2nd | 1st component |
3121 // --------------------------------------------------------------------------------
3122 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3123 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3124 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
3125 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
3126 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
3127 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
3128 break;
3129
3130 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
3131 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3132 // this type is packed as follows:
3133 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3134 // --------------------------------------------------------------------------------
3135 // | 4th | 3rd | 2nd | 1st component |
3136 // --------------------------------------------------------------------------------
3137 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3138 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3139 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
3140 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
3141 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
3142 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
3143 break;
3144
3145 default:
3146 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
3147 UNIMPLEMENTED();
3148 break;
3149 }
3150 break;
3151
3152 case GL_RGB:
3153 switch (type)
3154 {
3155 case GL_UNSIGNED_SHORT_5_6_5:
3156 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3157 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
3158 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
3159 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
3160 break;
3161
3162 case GL_UNSIGNED_BYTE:
3163 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3164 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3165 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3166 break;
3167
3168 default:
3169 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
3170 UNIMPLEMENTED();
3171 break;
3172 }
3173 break;
3174
3175 default:
3176 ERR("WritePixelColor not implemented for format 0x%X.", format);
3177 UNIMPLEMENTED();
3178 break;
3179 }
3180}
3181
3182void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
3183 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
3184 GLint packAlignment, void *pixels)
3185{
3186 D3D11_TEXTURE2D_DESC textureDesc;
3187 texture->GetDesc(&textureDesc);
3188
3189 D3D11_TEXTURE2D_DESC stagingDesc;
3190 stagingDesc.Width = area.width;
3191 stagingDesc.Height = area.height;
3192 stagingDesc.MipLevels = 1;
3193 stagingDesc.ArraySize = 1;
3194 stagingDesc.Format = textureDesc.Format;
3195 stagingDesc.SampleDesc.Count = 1;
3196 stagingDesc.SampleDesc.Quality = 0;
3197 stagingDesc.Usage = D3D11_USAGE_STAGING;
3198 stagingDesc.BindFlags = 0;
3199 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
3200 stagingDesc.MiscFlags = 0;
3201
3202 ID3D11Texture2D* stagingTex = NULL;
3203 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
3204 if (FAILED(result))
3205 {
3206 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
3207 return;
3208 }
3209
3210 ID3D11Texture2D* srcTex = NULL;
3211 if (textureDesc.SampleDesc.Count > 1)
3212 {
3213 D3D11_TEXTURE2D_DESC resolveDesc;
3214 resolveDesc.Width = textureDesc.Width;
3215 resolveDesc.Height = textureDesc.Height;
3216 resolveDesc.MipLevels = 1;
3217 resolveDesc.ArraySize = 1;
3218 resolveDesc.Format = textureDesc.Format;
3219 resolveDesc.SampleDesc.Count = 1;
3220 resolveDesc.SampleDesc.Quality = 0;
3221 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
3222 resolveDesc.BindFlags = 0;
3223 resolveDesc.CPUAccessFlags = 0;
3224 resolveDesc.MiscFlags = 0;
3225
3226 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
3227 if (FAILED(result))
3228 {
3229 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
3230 stagingTex->Release();
3231 return;
3232 }
3233
3234 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
3235 subResource = 0;
3236 }
3237 else
3238 {
3239 srcTex = texture;
3240 srcTex->AddRef();
3241 }
3242
3243 D3D11_BOX srcBox;
3244 srcBox.left = area.x;
3245 srcBox.right = area.x + area.width;
3246 srcBox.top = area.y;
3247 srcBox.bottom = area.y + area.height;
3248 srcBox.front = 0;
3249 srcBox.back = 1;
3250
3251 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
3252
3253 srcTex->Release();
3254 srcTex = NULL;
3255
3256 D3D11_MAPPED_SUBRESOURCE mapping;
3257 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
3258
3259 unsigned char *source;
3260 int inputPitch;
3261 if (packReverseRowOrder)
3262 {
3263 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
3264 inputPitch = -static_cast<int>(mapping.RowPitch);
3265 }
3266 else
3267 {
3268 source = static_cast<unsigned char*>(mapping.pData);
3269 inputPitch = static_cast<int>(mapping.RowPitch);
3270 }
3271
3272 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
3273 if (fastPixelSize != 0)
3274 {
3275 unsigned char *dest = static_cast<unsigned char*>(pixels);
3276 for (int j = 0; j < area.height; j++)
3277 {
3278 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
3279 }
3280 }
3281 else
3282 {
3283 gl::Color pixelColor;
3284 for (int j = 0; j < area.height; j++)
3285 {
3286 for (int i = 0; i < area.width; i++)
3287 {
3288 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
3289 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
3290 }
3291 }
3292 }
3293
3294 mDeviceContext->Unmap(stagingTex, 0);
3295
3296 stagingTex->Release();
3297 stagingTex = NULL;
3298}
3299
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003300bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget,
3301 const gl::Rectangle &drawRect, BlitTarget target)
3302{
3303 ASSERT(readRect.width == drawRect.width && readRect.height == drawRect.height);
3304
3305 gl::Renderbuffer *readBuffer = NULL;
3306 switch (target)
3307 {
3308 case BLIT_RENDERTARGET:
3309 readBuffer = readTarget->getColorbuffer();
3310 break;
3311 case BLIT_DEPTHSTENCIL:
3312 readBuffer = readTarget->getDepthOrStencilbuffer();
3313 break;
3314 default: UNREACHABLE();
3315 }
3316 if (!readBuffer)
3317 {
3318 ERR("Failed to retrieve the color buffer from the read target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003319 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003320 }
3321
3322 RenderTarget11 *sourceRenderTarget = NULL;
3323 switch (target)
3324 {
3325 case BLIT_RENDERTARGET:
3326 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getRenderTarget());
3327 break;
3328 case BLIT_DEPTHSTENCIL:
3329 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getDepthStencil());
3330 break;
3331 default: UNREACHABLE();
3332 }
3333 if (!sourceRenderTarget)
3334 {
3335 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003336 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003337 }
3338
3339 ID3D11Texture2D *source = NULL;
3340 unsigned int sourceSubresource = 0;
3341 if (sourceRenderTarget->getSamples() > 0)
3342 {
3343 ID3D11Texture2D *unresolvedTexture = sourceRenderTarget->getTexture();
3344
3345 source = resolveMultisampledTexture(unresolvedTexture, sourceRenderTarget->getSubresourceIndex());
3346 sourceSubresource = 0;
3347
3348 unresolvedTexture->Release();
3349 }
3350 else
3351 {
3352 source = sourceRenderTarget->getTexture();
3353 sourceSubresource = sourceRenderTarget->getSubresourceIndex();
3354 }
3355
3356 if (!source)
3357 {
3358 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003359 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003360 }
3361
3362
3363 gl::Renderbuffer *drawBuffer = NULL;
3364 switch (target)
3365 {
3366 case BLIT_RENDERTARGET:
3367 drawBuffer = drawTarget->getColorbuffer();
3368 break;
3369 case BLIT_DEPTHSTENCIL:
3370 drawBuffer = drawTarget->getDepthOrStencilbuffer();
3371 break;
3372 default: UNREACHABLE();
3373 }
3374 if (!drawBuffer)
3375 {
3376 source->Release();
3377 ERR("Failed to retrieve the color buffer from the draw buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003378 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003379 }
3380
3381 RenderTarget11 *drawRenderTarget = NULL;
3382 switch (target)
3383 {
3384 case BLIT_RENDERTARGET:
3385 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getRenderTarget());
3386 break;
3387 case BLIT_DEPTHSTENCIL:
3388 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getDepthStencil());
3389 break;
3390 default: UNREACHABLE();
3391 }
3392 if (!drawRenderTarget)
3393 {
3394 source->Release();
3395 ERR("Failed to retrieve the render target from the render buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003396 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003397 }
3398
3399 ID3D11Texture2D *dest = drawRenderTarget->getTexture();
3400 unsigned int destSubresource = drawRenderTarget->getSubresourceIndex();
3401
3402 D3D11_BOX srcBox;
3403 srcBox.left = readRect.x;
3404 srcBox.right = readRect.x + readRect.width;
3405 srcBox.top = readRect.y;
3406 srcBox.bottom = readRect.y + readRect.height;
3407 srcBox.front = 0;
3408 srcBox.back = 1;
3409
3410 mDeviceContext->CopySubresourceRegion(dest, destSubresource, drawRect.x, drawRect.y, 0,
3411 source, sourceSubresource, &srcBox);
3412
3413 source->Release();
3414 dest->Release();
3415
3416 return true;
3417}
3418
shannon.woods@transgaming.comd67f9ce2013-02-28 23:06:09 +00003419ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
3420{
3421 D3D11_TEXTURE2D_DESC textureDesc;
3422 source->GetDesc(&textureDesc);
3423
3424 if (textureDesc.SampleDesc.Count > 1)
3425 {
3426 D3D11_TEXTURE2D_DESC resolveDesc;
3427 resolveDesc.Width = textureDesc.Width;
3428 resolveDesc.Height = textureDesc.Height;
3429 resolveDesc.MipLevels = 1;
3430 resolveDesc.ArraySize = 1;
3431 resolveDesc.Format = textureDesc.Format;
3432 resolveDesc.SampleDesc.Count = 1;
3433 resolveDesc.SampleDesc.Quality = 0;
3434 resolveDesc.Usage = textureDesc.Usage;
3435 resolveDesc.BindFlags = textureDesc.BindFlags;
3436 resolveDesc.CPUAccessFlags = 0;
3437 resolveDesc.MiscFlags = 0;
3438
3439 ID3D11Texture2D *resolveTexture = NULL;
3440 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
3441 if (FAILED(result))
3442 {
3443 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
3444 return NULL;
3445 }
3446
3447 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
3448 return resolveTexture;
3449 }
3450 else
3451 {
3452 source->AddRef();
3453 return source;
3454 }
3455}
3456
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003457}