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daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001//
2// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
8
9#include "common/debug.h"
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000013#include "libGLESv2/Program.h"
14#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000015#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000016#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000017#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000018#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000019
20#include "libEGL/Config.h"
21#include "libEGL/Display.h"
22
23namespace rx
24{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000025static const DXGI_FORMAT RenderTargetFormats[] =
26 {
27 DXGI_FORMAT_R8G8B8A8_UNORM
28 };
29
30static const DXGI_FORMAT DepthStencilFormats[] =
31 {
32 DXGI_FORMAT_D24_UNORM_S8_UINT
33 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000034
35Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
36{
37 mD3d11Module = NULL;
38 mDxgiModule = NULL;
39
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000040 mDeviceLost = false;
41
daniel@transgaming.com25072f62012-11-28 19:31:32 +000042 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000043 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000044 mDxgiAdapter = NULL;
45 mDxgiFactory = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000046}
47
48Renderer11::~Renderer11()
49{
50 releaseDeviceResources();
51
daniel@transgaming.com65e65372012-11-28 19:33:50 +000052 if (mDxgiFactory)
53 {
54 mDxgiFactory->Release();
55 mDxgiFactory = NULL;
56 }
57
58 if (mDxgiAdapter)
59 {
60 mDxgiAdapter->Release();
61 mDxgiAdapter = NULL;
62 }
63
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000064 if (mDeviceContext)
65 {
66 mDeviceContext->Release();
67 mDeviceContext = NULL;
68 }
69
daniel@transgaming.com25072f62012-11-28 19:31:32 +000070 if (mDevice)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000071 {
daniel@transgaming.com25072f62012-11-28 19:31:32 +000072 mDevice->Release();
73 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000074 }
75
76 if (mD3d11Module)
77 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000078 FreeLibrary(mD3d11Module);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000079 mD3d11Module = NULL;
80 }
81
82 if (mDxgiModule)
83 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000084 FreeLibrary(mDxgiModule);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000085 mDxgiModule = NULL;
86 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000087}
88
daniel@transgaming.comb64ed282012-11-28 20:54:02 +000089Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
90{
91 ASSERT(dynamic_cast<rx::Renderer11*>(renderer) != NULL);
92 return static_cast<rx::Renderer11*>(renderer);
93}
94
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000095EGLint Renderer11::initialize()
96{
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000097 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
98 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000099
100 if (mD3d11Module == NULL || mDxgiModule == NULL)
101 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000102 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000103 return EGL_NOT_INITIALIZED;
104 }
105
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000106 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000107
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000108 if (D3D11CreateDevice == NULL)
109 {
110 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
111 return EGL_NOT_INITIALIZED;
112 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000113
114 D3D_FEATURE_LEVEL featureLevel[] =
115 {
116 D3D_FEATURE_LEVEL_11_0,
117 D3D_FEATURE_LEVEL_10_1,
118 D3D_FEATURE_LEVEL_10_0,
119 };
120
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000121 HRESULT result = D3D11CreateDevice(NULL,
122 D3D_DRIVER_TYPE_HARDWARE,
123 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000124 #if defined(_DEBUG)
125 D3D11_CREATE_DEVICE_DEBUG,
126 #else
127 0,
128 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000129 featureLevel,
130 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000131 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000132 &mDevice,
133 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000134 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000135
136 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000137 {
138 ERR("Could not create D3D11 device - aborting!\n");
139 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
140 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000141
142 IDXGIDevice *dxgiDevice = NULL;
143 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
144
145 if (FAILED(result))
146 {
147 ERR("Could not query DXGI device - aborting!\n");
148 return EGL_NOT_INITIALIZED;
149 }
150
151 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
152
153 if (FAILED(result))
154 {
155 ERR("Could not retrieve DXGI adapter - aborting!\n");
156 return EGL_NOT_INITIALIZED;
157 }
158
159 dxgiDevice->Release();
160
161 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
162
163 if (!mDxgiFactory || FAILED(result))
164 {
165 ERR("Could not create DXGI factory - aborting!\n");
166 return EGL_NOT_INITIALIZED;
167 }
168
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000169 initializeDevice();
170
171 return EGL_SUCCESS;
172}
173
174// do any one-time device initialization
175// NOTE: this is also needed after a device lost/reset
176// to reset the scene status and ensure the default states are reset.
177void Renderer11::initializeDevice()
178{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000179 mStateCache.initialize(mDevice);
180
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000181 markAllStateDirty();
182
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000183 // Permanent non-default states
184 // TODO
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000185 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000186}
187
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000188int Renderer11::generateConfigs(ConfigDesc **configDescList)
189{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000190 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
191 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000192 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
193 int numConfigs = 0;
194
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000195 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000196 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000197 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000198 {
199 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
200
201 UINT formatSupport = 0;
202 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
203
204 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
205 {
206 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
207
208 UINT formatSupport = 0;
209 HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
210
211 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL))
212 {
213 ConfigDesc newConfig;
214 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
215 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
216 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
217 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
218
219 (*configDescList)[numConfigs++] = newConfig;
220 }
221 }
222 }
223 }
224
225 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000226}
227
228void Renderer11::deleteConfigs(ConfigDesc *configDescList)
229{
230 delete [] (configDescList);
231}
232
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000233void Renderer11::sync(bool block)
234{
235 // TODO
236 UNIMPLEMENTED();
237}
238
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000239SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
240{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000241 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000242}
243
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000244void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
245{
246 // TODO
247 UNIMPLEMENTED();
248}
249
250void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
251{
252 // TODO
253 UNIMPLEMENTED();
254}
255
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000256void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState, unsigned int depthSize)
257{
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000258 if (mForceSetRasterState ||
259 memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0 ||
260 depthSize != mCurDepthSize)
261 {
262 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, depthSize);
263 if (!dxRasterState)
264 {
265 ERR("NULL blend state returned by RenderStateCache::getRasterizerState, setting the "
266 "rasterizer state.");
267 }
268
269 mDeviceContext->RSSetState(dxRasterState);
270
271 if (dxRasterState)
272 {
273 dxRasterState->Release();
274 }
275 mCurRasterState = rasterState;
276 mCurDepthSize = depthSize;
277 }
278
279 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000280}
281
282void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
283 unsigned int sampleMask)
284{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000285 if (mForceSetBlendState ||
286 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
287 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
288 sampleMask != mCurSampleMask)
289 {
290 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
291 if (!dxBlendState)
292 {
293 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
294 "blend state.");
295 }
296
297 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
298 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
299
300 if (dxBlendState)
301 {
302 dxBlendState->Release();
303 }
304 mCurBlendState = blendState;
305 mCurBlendColor = blendColor;
306 mCurSampleMask = sampleMask;
307 }
308
309 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000310}
311
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000312void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
313 int stencilBackRef, bool frontFaceCCW, unsigned int stencilSize)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000314{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000315 if (mForceSetDepthStencilState ||
316 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
317 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
318 {
319 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
320 stencilRef != stencilBackRef ||
321 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
322 {
323 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
324 "invalid under WebGL.");
325 return error(GL_INVALID_OPERATION);
326 }
327
328 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
329 if (!dxDepthStencilState)
330 {
331 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
332 "setting the default depth stencil state.");
333 }
334
335 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
336
337 if (dxDepthStencilState)
338 {
339 dxDepthStencilState->Release();
340 }
341 mCurDepthStencilState = depthStencilState;
342 mCurStencilRef = stencilRef;
343 mCurStencilBackRef = stencilBackRef;
344 }
345
346 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000347}
348
349void Renderer11::setScissorRectangle(const gl::Rectangle& scissor, unsigned int renderTargetWidth,
350 unsigned int renderTargetHeight)
351{
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000352 if (mForceSetScissor ||
353 renderTargetWidth != mCurRenderTargetWidth ||
354 renderTargetHeight != mCurRenderTargetHeight ||
355 memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0)
356 {
357 D3D11_RECT rect;
358 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(renderTargetWidth));
daniel@transgaming.com1dd557a2012-11-28 19:44:00 +0000359 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(renderTargetHeight));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000360 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(renderTargetWidth));
daniel@transgaming.com1dd557a2012-11-28 19:44:00 +0000361 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(renderTargetHeight));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000362
363 mDeviceContext->RSSetScissorRects(1, &rect);
364
365 mCurScissor = scissor;
366 mCurRenderTargetWidth = renderTargetWidth;
367 mCurRenderTargetHeight = renderTargetHeight;
368 }
369
370 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000371}
372
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000373bool Renderer11::setViewport(const gl::Rectangle& viewport, float zNear, float zFar,
374 unsigned int renderTargetWidth, unsigned int renderTargetHeight,
375 gl::ProgramBinary *currentProgram, bool forceSetUniforms)
376{
daniel@transgaming.com53670042012-11-28 20:55:51 +0000377 bool viewportChanged = mForceSetViewport || memcmp(&viewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
378 zNear != mCurNear || zFar != mCurFar;
379
380 D3D11_VIEWPORT dxViewport;
381 dxViewport.TopLeftX = gl::clamp(viewport.x, 0, static_cast<int>(renderTargetWidth));
382 dxViewport.TopLeftY = gl::clamp(viewport.y, 0, static_cast<int>(renderTargetHeight));
383 dxViewport.Width = gl::clamp(viewport.width, 0, static_cast<int>(renderTargetWidth) - static_cast<int>(dxViewport.TopLeftX));
384 dxViewport.Height = gl::clamp(viewport.height, 0, static_cast<int>(renderTargetHeight) - static_cast<int>(dxViewport.TopLeftY));
385 dxViewport.MinDepth = zNear;
386 dxViewport.MaxDepth = zFar;
387
388 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
389 {
390 return false; // Nothing to render
391 }
392
393 if (viewportChanged)
394 {
395 mDeviceContext->RSSetViewports(1, &dxViewport);
396
397 mCurViewport = viewport;
398 mCurNear = zNear;
399 mCurFar = zFar;
400 }
401
402 if (currentProgram && (viewportChanged || forceSetUniforms))
403 {
404 GLint halfPixelSize = currentProgram->getDxHalfPixelSizeLocation();
405 GLfloat xy[2] = { 0.0f, 0.0f };
406 currentProgram->setUniform2fv(halfPixelSize, 1, xy);
407
408 // These values are used for computing gl_FragCoord in Program::linkVaryings().
409 GLint coord = currentProgram->getDxCoordLocation();
410 GLfloat whxy[4] = { viewport.width * 0.5f,
411 viewport.height * 0.5f,
412 viewport.x + (viewport.width * 0.5f),
413 viewport.y + (viewport.height * 0.5f) };
414 currentProgram->setUniform4fv(coord, 1, whxy);
415
416 GLint depth = currentProgram->getDxDepthLocation();
417 GLfloat dz[2] = { (zFar - zNear) * 0.5f, (zNear + zFar) * 0.5f };
418 currentProgram->setUniform2fv(depth, 1, dz);
419
420 GLint depthRange = currentProgram->getDxDepthRangeLocation();
421 GLfloat nearFarDiff[3] = { zNear, zFar, zFar - zNear };
422 currentProgram->setUniform3fv(depthRange, 1, nearFarDiff);
423 }
424
425 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000426 return true;
427}
428
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000429bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
430{
431 // TODO
432 UNIMPLEMENTED();
433
434 return false;
435}
436
437bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000438{
439 // TODO
440 UNIMPLEMENTED();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000441
442 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000443 mForceSetViewport = true;
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000444
445 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000446}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000447
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000448GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000449{
450 // TODO
451 UNIMPLEMENTED();
452
453 return GL_OUT_OF_MEMORY;
454}
455
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000456GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, gl::TranslatedIndexData *indexInfo)
457{
458 // TODO
459 UNIMPLEMENTED();
460
461 return GL_OUT_OF_MEMORY;
462}
463
464void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
465{
466 // TODO
467 UNIMPLEMENTED();
468}
469
470void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer)
471{
472 // TODO
473 UNIMPLEMENTED();
474}
475
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +0000476void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
477{
478 // TODO
479 UNIMPLEMENTED();
480}
481
daniel@transgaming.com084a2572012-11-28 20:55:17 +0000482void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +0000483{
484 // TODO
485 UNIMPLEMENTED();
486}
487
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000488void Renderer11::markAllStateDirty()
489{
490 mForceSetBlendState = true;
491 mForceSetRasterState = true;
492 mForceSetDepthStencilState = true;
493 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000494 mForceSetViewport = true;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000495}
496
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000497void Renderer11::releaseDeviceResources()
498{
499 // TODO
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000500 // UNIMPLEMENTED();
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000501 mStateCache.clear();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000502}
503
504void Renderer11::markDeviceLost()
505{
506 mDeviceLost = true;
507}
508
509bool Renderer11::isDeviceLost()
510{
511 return mDeviceLost;
512}
513
514// set notify to true to broadcast a message to all contexts of the device loss
515bool Renderer11::testDeviceLost(bool notify)
516{
517 bool isLost = false;
518
519 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000520 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000521
522 if (isLost)
523 {
524 // ensure we note the device loss --
525 // we'll probably get this done again by markDeviceLost
526 // but best to remember it!
527 // Note that we don't want to clear the device loss status here
528 // -- this needs to be done by resetDevice
529 mDeviceLost = true;
530 if (notify)
531 {
532 mDisplay->notifyDeviceLost();
533 }
534 }
535
536 return isLost;
537}
538
539bool Renderer11::testDeviceResettable()
540{
541 HRESULT status = D3D_OK;
542
543 // TODO
544 UNIMPLEMENTED();
545
546 switch (status)
547 {
548 case D3DERR_DEVICENOTRESET:
549 case D3DERR_DEVICEHUNG:
550 return true;
551 default:
552 return false;
553 }
554}
555
556bool Renderer11::resetDevice()
557{
558 releaseDeviceResources();
559
560 // TODO
561 UNIMPLEMENTED();
562
563 // reset device defaults
564 initializeDevice();
565 mDeviceLost = false;
566
567 return true;
568}
569
570DWORD Renderer11::getAdapterVendor() const
571{
572 // TODO
573 UNIMPLEMENTED();
574 return 0;
575}
576
577const char *Renderer11::getAdapterDescription() const
578{
579 // TODO
580 UNIMPLEMENTED();
581 return "UNIMPLEMENTED";
582}
583
584GUID Renderer11::getAdapterIdentifier() const
585{
586 // TODO
587 UNIMPLEMENTED();
588 GUID foo = {};
589 return foo;
590}
591
592bool Renderer11::getDXT1TextureSupport()
593{
594 // TODO
595 UNIMPLEMENTED();
596 return false;
597}
598
599bool Renderer11::getDXT3TextureSupport()
600{
601 // TODO
602 UNIMPLEMENTED();
603 return false;
604}
605
606bool Renderer11::getDXT5TextureSupport()
607{
608 // TODO
609 UNIMPLEMENTED();
610 return false;
611}
612
613bool Renderer11::getDepthTextureSupport() const
614{
615 // TODO
616 UNIMPLEMENTED();
617 return false;
618}
619
620bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
621{
622 // TODO
623 UNIMPLEMENTED();
624
625 *filtering = false;
626 *renderable = false;
627 return false;
628}
629
630bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
631{
632 // TODO
633 UNIMPLEMENTED();
634
635 *filtering = false;
636 *renderable = false;
637 return false;
638}
639
640bool Renderer11::getLuminanceTextureSupport()
641{
642 // TODO
643 UNIMPLEMENTED();
644 return false;
645}
646
647bool Renderer11::getLuminanceAlphaTextureSupport()
648{
649 // TODO
650 UNIMPLEMENTED();
651 return false;
652}
653
654bool Renderer11::getTextureFilterAnisotropySupport() const
655{
656 // TODO
657 UNIMPLEMENTED();
658 return false;
659}
660
661float Renderer11::getTextureMaxAnisotropy() const
662{
663 // TODO
664 UNIMPLEMENTED();
665 return 1.0f;
666}
667
668bool Renderer11::getEventQuerySupport()
669{
670 // TODO
671 UNIMPLEMENTED();
672 return false;
673}
674
675bool Renderer11::getVertexTextureSupport() const
676{
677 // TODO
678 UNIMPLEMENTED();
679 return false;
680}
681
682bool Renderer11::getNonPower2TextureSupport() const
683{
684 // TODO
685 UNIMPLEMENTED();
686 return false;
687}
688
689bool Renderer11::getOcclusionQuerySupport() const
690{
691 // TODO
692 UNIMPLEMENTED();
693 return false;
694}
695
696bool Renderer11::getInstancingSupport() const
697{
698 // TODO
699 UNIMPLEMENTED();
700 return false;
701}
702
703bool Renderer11::getShareHandleSupport() const
704{
705 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000706 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000707
708 // PIX doesn't seem to support using share handles, so disable them.
709 return false && !gl::perfActive();
710}
711
712bool Renderer11::getShaderModel3Support() const
713{
714 // TODO
715 UNIMPLEMENTED();
716 return true;
717}
718
719float Renderer11::getMaxPointSize() const
720{
721 // TODO
722 UNIMPLEMENTED();
723 return 1.0f;
724}
725
726int Renderer11::getMaxTextureWidth() const
727{
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000728 switch (mFeatureLevel)
729 {
730 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
731 case D3D_FEATURE_LEVEL_10_1:
732 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
733 default: UNREACHABLE(); return 0;
734 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000735}
736
737int Renderer11::getMaxTextureHeight() const
738{
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000739 switch (mFeatureLevel)
740 {
741 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
742 case D3D_FEATURE_LEVEL_10_1:
743 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
744 default: UNREACHABLE(); return 0;
745 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000746}
747
748bool Renderer11::get32BitIndexSupport() const
749{
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000750 switch (mFeatureLevel)
751 {
752 case D3D_FEATURE_LEVEL_11_0:
753 case D3D_FEATURE_LEVEL_10_1:
754 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
755 default: UNREACHABLE(); return false;
756 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000757}
758
759int Renderer11::getMinSwapInterval() const
760{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +0000761 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000762}
763
764int Renderer11::getMaxSwapInterval() const
765{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +0000766 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000767}
768
769int Renderer11::getMaxSupportedSamples() const
770{
771 // TODO
772 UNIMPLEMENTED();
773 return 1;
774}
775
daniel@transgaming.com31b13e12012-11-28 19:34:30 +0000776bool Renderer11::copyToRenderTarget(TextureStorage2D *dest, TextureStorage2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +0000777{
778 // TODO
779 UNIMPLEMENTED();
780 return false;
781}
782
daniel@transgaming.com31b13e12012-11-28 19:34:30 +0000783bool Renderer11::copyToRenderTarget(TextureStorageCubeMap *dest, TextureStorageCubeMap *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +0000784{
785 // TODO
786 UNIMPLEMENTED();
787 return false;
788}
789
daniel@transgaming.com38380882012-11-28 19:36:39 +0000790bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
791 GLint xoffset, GLint yoffset, TextureStorage2D *storage, GLint level)
792{
793 // TODO
794 UNIMPLEMENTED();
795 return false;
796}
797
798bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
799 GLint xoffset, GLint yoffset, TextureStorageCubeMap *storage, GLenum target, GLint level)
800{
801 // TODO
802 UNIMPLEMENTED();
803 return false;
804}
805
daniel@transgaming.comf2423652012-11-28 20:53:50 +0000806RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
807{
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +0000808 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
809 RenderTarget11 *renderTarget = NULL;
810 if (depth)
811 {
812 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), swapChain11->getWidth(), swapChain11->getHeight());
813 }
814 else
815 {
816 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(), swapChain11->getWidth(), swapChain11->getHeight());
817 }
818 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +0000819}
820
821RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
822{
823 // TODO
824 UNIMPLEMENTED();
825 return NULL;
826}
827
daniel@transgaming.com6c872172012-11-28 19:39:33 +0000828bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
829 bool blitRenderTarget, bool blitDepthStencil)
830{
831 // TODO
832 UNIMPLEMENTED();
833 return false;
834}
835
836void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
837 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
838{
839 // TODO
840 UNIMPLEMENTED();
841 return;
842}
843
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000844}