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shannon.woods@transgaming.combdf2d802013-02-28 23:16:20 +00001#include "precompiled.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002//
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00003// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00004// Use of this source code is governed by a BSD-style license that can be
5// found in the LICENSE file.
6//
7
8// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
9
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000012#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000013#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000014#include "libGLESv2/Framebuffer.h"
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000015#include "libGLESv2/RenderBuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000016#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000017#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000018#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +000019#include "libGLESv2/renderer/ShaderExecutable11.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000020#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.coma8aac672012-12-20 21:08:00 +000021#include "libGLESv2/renderer/Image11.h"
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +000022#include "libGLESv2/renderer/VertexBuffer11.h"
daniel@transgaming.com11c2af52012-12-20 21:10:01 +000023#include "libGLESv2/renderer/IndexBuffer11.h"
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +000024#include "libGLESv2/renderer/BufferStorage11.h"
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000025#include "libGLESv2/renderer/VertexDataManager.h"
26#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +000027#include "libGLESv2/renderer/TextureStorage11.h"
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +000028#include "libGLESv2/renderer/Query11.h"
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +000029#include "libGLESv2/renderer/Fence11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000030
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000031#include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h"
32#include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h"
33#include "libGLESv2/renderer/shaders/compiled/passthroughrgb11ps.h"
34#include "libGLESv2/renderer/shaders/compiled/passthroughlum11ps.h"
35#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha11ps.h"
36
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000037#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
shannonwoods@chromium.org98949842013-05-30 00:01:51 +000038#include "libGLESv2/renderer/shaders/compiled/clearsingle11ps.h"
39#include "libGLESv2/renderer/shaders/compiled/clearmultiple11ps.h"
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000040
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000041#include "libEGL/Display.h"
42
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +000043#ifdef _DEBUG
44// this flag enables suppressing some spurious warnings that pop up in certain WebGL samples
45// and conformance tests. to enable all warnings, remove this define.
46#define ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS 1
47#endif
48
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000049namespace rx
50{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000051static const DXGI_FORMAT RenderTargetFormats[] =
52 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000053 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000054 DXGI_FORMAT_R8G8B8A8_UNORM
55 };
56
57static const DXGI_FORMAT DepthStencilFormats[] =
58 {
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +000059 DXGI_FORMAT_UNKNOWN,
60 DXGI_FORMAT_D24_UNORM_S8_UINT,
61 DXGI_FORMAT_D16_UNORM
daniel@transgaming.com65e65372012-11-28 19:33:50 +000062 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000063
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000064enum
65{
66 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
67};
68
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000069Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
70{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000071 mVertexDataManager = NULL;
72 mIndexDataManager = NULL;
73
daniel@transgaming.comc5114302012-12-20 21:11:36 +000074 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000075 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000076
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000077 mCopyResourcesInitialized = false;
78 mCopyVB = NULL;
79 mCopySampler = NULL;
80 mCopyIL = NULL;
81 mCopyVS = NULL;
82 mCopyRGBAPS = NULL;
83 mCopyRGBPS = NULL;
84 mCopyLumPS = NULL;
85 mCopyLumAlphaPS = NULL;
86
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000087 mClearResourcesInitialized = false;
88 mClearVB = NULL;
89 mClearIL = NULL;
90 mClearVS = NULL;
shannonwoods@chromium.org98949842013-05-30 00:01:51 +000091 mClearSinglePS = NULL;
92 mClearMultiplePS = NULL;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000093 mClearScissorRS = NULL;
94 mClearNoScissorRS = NULL;
95
daniel@transgaming.combdf787f2013-02-01 03:20:36 +000096 mSyncQuery = NULL;
97
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000098 mD3d11Module = NULL;
99 mDxgiModule = NULL;
100
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000101 mDeviceLost = false;
102
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000103 mMaxSupportedSamples = 0;
104
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000105 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000106 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000107 mDxgiAdapter = NULL;
108 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000109
110 mDriverConstantBufferVS = NULL;
111 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000112
113 mBGRATextureSupport = false;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +0000114
115 mIsGeometryShaderActive = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000116}
117
118Renderer11::~Renderer11()
119{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000120 release();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000121}
122
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000123Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
124{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000125 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000126 return static_cast<rx::Renderer11*>(renderer);
127}
128
shannon.woods%transgaming.com@gtempaccount.comf9686c22013-04-13 03:33:45 +0000129#ifndef __d3d11_1_h__
130#define D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET ((D3D11_MESSAGE_ID)3146081)
131#endif
132
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000133EGLint Renderer11::initialize()
134{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000135 if (!initializeCompiler())
136 {
137 return EGL_NOT_INITIALIZED;
138 }
139
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000140 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
141 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000142
143 if (mD3d11Module == NULL || mDxgiModule == NULL)
144 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000145 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000146 return EGL_NOT_INITIALIZED;
147 }
148
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000149 // create the D3D11 device
150 ASSERT(mDevice == NULL);
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000151 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000152
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000153 if (D3D11CreateDevice == NULL)
154 {
155 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
156 return EGL_NOT_INITIALIZED;
157 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000158
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000159 D3D_FEATURE_LEVEL featureLevels[] =
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000160 {
161 D3D_FEATURE_LEVEL_11_0,
162 D3D_FEATURE_LEVEL_10_1,
163 D3D_FEATURE_LEVEL_10_0,
164 };
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000165
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000166 HRESULT result = D3D11CreateDevice(NULL,
167 D3D_DRIVER_TYPE_HARDWARE,
168 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000169 #if defined(_DEBUG)
170 D3D11_CREATE_DEVICE_DEBUG,
171 #else
172 0,
173 #endif
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000174 featureLevels,
175 ArraySize(featureLevels),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000176 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000177 &mDevice,
178 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000179 &mDeviceContext);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000180
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000181 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000182 {
183 ERR("Could not create D3D11 device - aborting!\n");
184 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
185 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000186
187 IDXGIDevice *dxgiDevice = NULL;
188 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
189
190 if (FAILED(result))
191 {
192 ERR("Could not query DXGI device - aborting!\n");
193 return EGL_NOT_INITIALIZED;
194 }
195
196 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
197
198 if (FAILED(result))
199 {
200 ERR("Could not retrieve DXGI adapter - aborting!\n");
201 return EGL_NOT_INITIALIZED;
202 }
203
204 dxgiDevice->Release();
205
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000206 mDxgiAdapter->GetDesc(&mAdapterDescription);
207 memset(mDescription, 0, sizeof(mDescription));
208 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
209
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000210 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
211
212 if (!mDxgiFactory || FAILED(result))
213 {
214 ERR("Could not create DXGI factory - aborting!\n");
215 return EGL_NOT_INITIALIZED;
216 }
217
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000218 // Disable some spurious D3D11 debug warnings to prevent them from flooding the output log
219#if defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG)
220 ID3D11InfoQueue *infoQueue;
221 result = mDevice->QueryInterface(__uuidof(ID3D11InfoQueue), (void **)&infoQueue);
222
223 if (SUCCEEDED(result))
224 {
225 D3D11_MESSAGE_ID hideMessages[] =
226 {
227 D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETS_HAZARD,
shannon.woods%transgaming.com@gtempaccount.comf9686c22013-04-13 03:33:45 +0000228 D3D11_MESSAGE_ID_DEVICE_PSSETSHADERRESOURCES_HAZARD,
229 D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000230 };
231
232 D3D11_INFO_QUEUE_FILTER filter = {0};
233 filter.DenyList.NumIDs = ArraySize(hideMessages);
234 filter.DenyList.pIDList = hideMessages;
235
236 infoQueue->AddStorageFilterEntries(&filter);
237
238 infoQueue->Release();
239 }
240#endif
241
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000242 unsigned int maxSupportedSamples = 0;
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000243 unsigned int rtFormatCount = ArraySize(RenderTargetFormats);
244 unsigned int dsFormatCount = ArraySize(DepthStencilFormats);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000245 for (unsigned int i = 0; i < rtFormatCount + dsFormatCount; ++i)
246 {
247 DXGI_FORMAT format = (i < rtFormatCount) ? RenderTargetFormats[i] : DepthStencilFormats[i - rtFormatCount];
248 if (format != DXGI_FORMAT_UNKNOWN)
249 {
250 UINT formatSupport;
251 result = mDevice->CheckFormatSupport(format, &formatSupport);
252 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
253 {
254 MultisampleSupportInfo supportInfo;
255
256 for (unsigned int j = 1; j <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; j++)
257 {
258 result = mDevice->CheckMultisampleQualityLevels(format, j, &supportInfo.qualityLevels[j - 1]);
259 if (SUCCEEDED(result) && supportInfo.qualityLevels[j - 1] > 0)
260 {
261 maxSupportedSamples = std::max(j, maxSupportedSamples);
262 }
263 else
264 {
265 supportInfo.qualityLevels[j - 1] = 0;
266 }
267 }
268
269 mMultisampleSupportMap.insert(std::make_pair(format, supportInfo));
270 }
271 }
272 }
273 mMaxSupportedSamples = maxSupportedSamples;
274
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000275 initializeDevice();
276
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000277 // BGRA texture support is optional in feature levels 10 and 10_1
278 UINT formatSupport;
279 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
280 if (FAILED(result))
281 {
282 ERR("Error checking BGRA format support: 0x%08X", result);
283 }
284 else
285 {
286 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
287 mBGRATextureSupport = (formatSupport & flags) == flags;
288 }
289
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +0000290 // Check floating point texture support
291 static const unsigned int requiredTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE;
292 static const unsigned int requiredRenderableFlags = D3D11_FORMAT_SUPPORT_RENDER_TARGET;
293 static const unsigned int requiredFilterFlags = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
294
295 DXGI_FORMAT float16Formats[] =
296 {
297 DXGI_FORMAT_R16_FLOAT,
298 DXGI_FORMAT_R16G16_FLOAT,
299 DXGI_FORMAT_R16G16B16A16_FLOAT,
300 };
301
302 DXGI_FORMAT float32Formats[] =
303 {
304 DXGI_FORMAT_R32_FLOAT,
305 DXGI_FORMAT_R32G32_FLOAT,
306 DXGI_FORMAT_R32G32B32_FLOAT,
307 DXGI_FORMAT_R32G32B32A32_FLOAT,
308 };
309
310 mFloat16TextureSupport = true;
311 mFloat16FilterSupport = true;
312 mFloat16RenderSupport = true;
313 for (unsigned int i = 0; i < ArraySize(float16Formats); i++)
314 {
315 if (SUCCEEDED(mDevice->CheckFormatSupport(float16Formats[i], &formatSupport)))
316 {
317 mFloat16TextureSupport = mFloat16TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
318 mFloat16FilterSupport = mFloat16FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
319 mFloat16RenderSupport = mFloat16RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
320 }
321 else
322 {
323 mFloat16TextureSupport = false;
324 mFloat16RenderSupport = false;
325 mFloat16FilterSupport = false;
326 }
327 }
328
329 mFloat32TextureSupport = true;
330 mFloat32FilterSupport = true;
331 mFloat32RenderSupport = true;
332 for (unsigned int i = 0; i < ArraySize(float32Formats); i++)
333 {
334 if (SUCCEEDED(mDevice->CheckFormatSupport(float32Formats[i], &formatSupport)))
335 {
336 mFloat32TextureSupport = mFloat32TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
337 mFloat32FilterSupport = mFloat32FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
338 mFloat32RenderSupport = mFloat32RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
339 }
340 else
341 {
342 mFloat32TextureSupport = false;
343 mFloat32FilterSupport = false;
344 mFloat32RenderSupport = false;
345 }
346 }
347
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +0000348 // Check compressed texture support
349 const unsigned int requiredCompressedTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D;
350
351 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC1_UNORM, &formatSupport)))
352 {
353 mDXT1TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
354 }
355 else
356 {
357 mDXT1TextureSupport = false;
358 }
359
360 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC3_UNORM, &formatSupport)))
361 {
362 mDXT3TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
363 }
364 else
365 {
366 mDXT3TextureSupport = false;
367 }
368
369 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC5_UNORM, &formatSupport)))
370 {
371 mDXT5TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
372 }
373 else
374 {
375 mDXT5TextureSupport = false;
376 }
377
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +0000378 // Check depth texture support
379 DXGI_FORMAT depthTextureFormats[] =
380 {
381 DXGI_FORMAT_D16_UNORM,
382 DXGI_FORMAT_D24_UNORM_S8_UINT,
383 };
384
385 static const unsigned int requiredDepthTextureFlags = D3D11_FORMAT_SUPPORT_DEPTH_STENCIL |
386 D3D11_FORMAT_SUPPORT_TEXTURE2D;
387
388 mDepthTextureSupport = true;
389 for (unsigned int i = 0; i < ArraySize(depthTextureFormats); i++)
390 {
391 if (SUCCEEDED(mDevice->CheckFormatSupport(depthTextureFormats[i], &formatSupport)))
392 {
393 mDepthTextureSupport = mDepthTextureSupport && ((formatSupport & requiredDepthTextureFlags) == requiredDepthTextureFlags);
394 }
395 else
396 {
397 mDepthTextureSupport = false;
398 }
399 }
400
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000401 return EGL_SUCCESS;
402}
403
404// do any one-time device initialization
405// NOTE: this is also needed after a device lost/reset
406// to reset the scene status and ensure the default states are reset.
407void Renderer11::initializeDevice()
408{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000409 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000410 mInputLayoutCache.initialize(mDevice, mDeviceContext);
411
412 ASSERT(!mVertexDataManager && !mIndexDataManager);
413 mVertexDataManager = new VertexDataManager(this);
414 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000415
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000416 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000417}
418
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000419int Renderer11::generateConfigs(ConfigDesc **configDescList)
420{
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000421 unsigned int numRenderFormats = ArraySize(RenderTargetFormats);
422 unsigned int numDepthFormats = ArraySize(DepthStencilFormats);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000423 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
424 int numConfigs = 0;
425
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000426 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000427 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000428 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000429 {
430 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
431
432 UINT formatSupport = 0;
433 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000434
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000435 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
436 {
437 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
438
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000439 bool depthStencilFormatOK = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000440
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000441 if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
442 {
443 UINT formatSupport = 0;
444 result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
445 depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
446 }
447
448 if (depthStencilFormatOK)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000449 {
450 ConfigDesc newConfig;
451 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
452 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
453 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
454 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
shannon.woods%transgaming.com@gtempaccount.comdcf33d52013-04-13 03:33:11 +0000455 newConfig.es3Capable = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000456
457 (*configDescList)[numConfigs++] = newConfig;
458 }
459 }
460 }
461 }
462
463 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000464}
465
466void Renderer11::deleteConfigs(ConfigDesc *configDescList)
467{
468 delete [] (configDescList);
469}
470
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000471void Renderer11::sync(bool block)
472{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000473 if (block)
474 {
475 HRESULT result;
476
477 if (!mSyncQuery)
478 {
479 D3D11_QUERY_DESC queryDesc;
480 queryDesc.Query = D3D11_QUERY_EVENT;
481 queryDesc.MiscFlags = 0;
482
483 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
484 ASSERT(SUCCEEDED(result));
485 }
486
487 mDeviceContext->End(mSyncQuery);
488 mDeviceContext->Flush();
489
490 do
491 {
492 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
493
494 // Keep polling, but allow other threads to do something useful first
495 Sleep(0);
496
497 if (testDeviceLost(true))
498 {
499 return;
500 }
501 }
502 while (result == S_FALSE);
503 }
504 else
505 {
506 mDeviceContext->Flush();
507 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000508}
509
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000510SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
511{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000512 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000513}
514
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000515void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
516{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000517 if (type == gl::SAMPLER_PIXEL)
518 {
519 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
520 {
521 ERR("Pixel shader sampler index %i is not valid.", index);
522 return;
523 }
524
525 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
526 {
527 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
528
529 if (!dxSamplerState)
530 {
531 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
532 "sampler state for pixel shaders at slot %i.", index);
533 }
534
535 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
536
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000537 mCurPixelSamplerStates[index] = samplerState;
538 }
539
540 mForceSetPixelSamplerStates[index] = false;
541 }
542 else if (type == gl::SAMPLER_VERTEX)
543 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000544 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000545 {
546 ERR("Vertex shader sampler index %i is not valid.", index);
547 return;
548 }
549
550 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
551 {
552 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
553
554 if (!dxSamplerState)
555 {
556 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
557 "sampler state for vertex shaders at slot %i.", index);
558 }
559
560 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
561
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000562 mCurVertexSamplerStates[index] = samplerState;
563 }
564
565 mForceSetVertexSamplerStates[index] = false;
566 }
567 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000568}
569
570void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
571{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000572 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000573 unsigned int serial = 0;
574 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000575
576 if (texture)
577 {
578 TextureStorageInterface *texStorage = texture->getNativeTexture();
579 if (texStorage)
580 {
581 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
582 textureSRV = storage11->getSRV();
583 }
584
585 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
586 // missing the shader resource view
587 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000588
589 serial = texture->getTextureSerial();
590 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000591 }
592
593 if (type == gl::SAMPLER_PIXEL)
594 {
595 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
596 {
597 ERR("Pixel shader sampler index %i is not valid.", index);
598 return;
599 }
600
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000601 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
602 {
603 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
604 }
605
606 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000607 }
608 else if (type == gl::SAMPLER_VERTEX)
609 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000610 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000611 {
612 ERR("Vertex shader sampler index %i is not valid.", index);
613 return;
614 }
615
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000616 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
617 {
618 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
619 }
620
621 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000622 }
623 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000624}
625
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000626void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000627{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000628 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000629 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000630 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
631 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000632 if (!dxRasterState)
633 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000634 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000635 "rasterizer state.");
636 }
637
638 mDeviceContext->RSSetState(dxRasterState);
639
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000640 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000641 }
642
643 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000644}
645
646void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
647 unsigned int sampleMask)
648{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000649 if (mForceSetBlendState ||
650 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
651 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
652 sampleMask != mCurSampleMask)
653 {
654 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
655 if (!dxBlendState)
656 {
657 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
658 "blend state.");
659 }
660
661 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
662 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
663
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000664 mCurBlendState = blendState;
665 mCurBlendColor = blendColor;
666 mCurSampleMask = sampleMask;
667 }
668
669 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000670}
671
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000672void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000673 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000674{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000675 if (mForceSetDepthStencilState ||
676 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
677 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
678 {
679 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
680 stencilRef != stencilBackRef ||
681 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
682 {
683 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
684 "invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000685 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000686 }
687
688 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
689 if (!dxDepthStencilState)
690 {
691 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
692 "setting the default depth stencil state.");
693 }
694
695 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
696
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000697 mCurDepthStencilState = depthStencilState;
698 mCurStencilRef = stencilRef;
699 mCurStencilBackRef = stencilBackRef;
700 }
701
702 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000703}
704
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000705void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000706{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000707 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
708 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000709 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000710 if (enabled)
711 {
712 D3D11_RECT rect;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000713 rect.left = std::max(0, scissor.x);
714 rect.top = std::max(0, scissor.y);
715 rect.right = scissor.x + std::max(0, scissor.width);
716 rect.bottom = scissor.y + std::max(0, scissor.height);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000717
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000718 mDeviceContext->RSSetScissorRects(1, &rect);
719 }
720
721 if (enabled != mScissorEnabled)
722 {
723 mForceSetRasterState = true;
724 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000725
726 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000727 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000728 }
729
730 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000731}
732
daniel@transgaming.com12985182012-12-20 20:56:31 +0000733bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000734 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000735{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000736 gl::Rectangle actualViewport = viewport;
737 float actualZNear = gl::clamp01(zNear);
738 float actualZFar = gl::clamp01(zFar);
739 if (ignoreViewport)
740 {
741 actualViewport.x = 0;
742 actualViewport.y = 0;
743 actualViewport.width = mRenderTargetDesc.width;
744 actualViewport.height = mRenderTargetDesc.height;
745 actualZNear = 0.0f;
746 actualZFar = 1.0f;
747 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000748
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000749 // Get D3D viewport bounds, which depends on the feature level
750 const Range& viewportBounds = getViewportBounds();
751
752 // 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 +0000753 D3D11_VIEWPORT dxViewport;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000754 dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end);
755 dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end);
756 dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension());
757 dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension());
758 dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX));
759 dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY));
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000760 dxViewport.MinDepth = actualZNear;
761 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000762
763 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
764 {
765 return false; // Nothing to render
766 }
767
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000768 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
769 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000770
daniel@transgaming.com53670042012-11-28 20:55:51 +0000771 if (viewportChanged)
772 {
773 mDeviceContext->RSSetViewports(1, &dxViewport);
774
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000775 mCurViewport = actualViewport;
776 mCurNear = actualZNear;
777 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000778
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +0000779 mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f;
780 mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f;
781 mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
782 mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000783
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000784 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
785 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000786
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000787 mVertexConstants.depthRange[0] = actualZNear;
788 mVertexConstants.depthRange[1] = actualZFar;
789 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000790
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000791 mPixelConstants.depthRange[0] = actualZNear;
792 mPixelConstants.depthRange[1] = actualZFar;
793 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000794 }
795
796 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000797 return true;
798}
799
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000800bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
801{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000802 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000803
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000804 switch (mode)
805 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000806 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
807 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000808 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000809 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
810 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
811 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000812 // emulate fans via rewriting index buffer
813 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000814 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000815 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000816 }
817
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000818 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000819
820 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000821}
822
823bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000824{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000825 // Get the color render buffer and serial
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000826 // Also extract the render target dimensions and view
827 unsigned int renderTargetWidth = 0;
828 unsigned int renderTargetHeight = 0;
829 GLenum renderTargetFormat = 0;
830 unsigned int renderTargetSerials[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {0};
831 ID3D11RenderTargetView* framebufferRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
832 bool missingColorRenderTarget = true;
833
834 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000835 {
shannon.woods%transgaming.com@gtempaccount.com4059a382013-04-13 03:31:16 +0000836 const GLenum drawBufferState = framebuffer->getDrawBufferState(colorAttachment);
837
838 if (framebuffer->getColorbufferType(colorAttachment) != GL_NONE && drawBufferState != GL_NONE)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000839 {
shannon.woods%transgaming.com@gtempaccount.com4059a382013-04-13 03:31:16 +0000840 // the draw buffer must be either "none", "back" for the default buffer or the same index as this color (in order)
841 ASSERT(drawBufferState == GL_BACK || drawBufferState == (GL_COLOR_ATTACHMENT0_EXT + colorAttachment));
842
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000843 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(colorAttachment);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000844
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000845 if (!colorbuffer)
846 {
847 ERR("render target pointer unexpectedly null.");
848 return false;
849 }
shannon.woods@transgaming.com3e3da582013-02-28 23:09:03 +0000850
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000851 // check for zero-sized default framebuffer, which is a special case.
852 // in this case we do not wish to modify any state and just silently return false.
853 // this will not report any gl error but will cause the calling method to return.
854 if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0)
855 {
856 return false;
857 }
858
859 renderTargetSerials[colorAttachment] = colorbuffer->getSerial();
860
861 // Extract the render target dimensions and view
862 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
863 if (!renderTarget)
864 {
865 ERR("render target pointer unexpectedly null.");
866 return false;
867 }
868
869 framebufferRTVs[colorAttachment] = renderTarget->getRenderTargetView();
870 if (!framebufferRTVs[colorAttachment])
871 {
872 ERR("render target view pointer unexpectedly null.");
873 return false;
874 }
875
876 if (missingColorRenderTarget)
877 {
878 renderTargetWidth = colorbuffer->getWidth();
879 renderTargetHeight = colorbuffer->getHeight();
880 renderTargetFormat = colorbuffer->getActualFormat();
881 missingColorRenderTarget = false;
882 }
883 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000884 }
885
886 // Get the depth stencil render buffer and serials
887 gl::Renderbuffer *depthStencil = NULL;
888 unsigned int depthbufferSerial = 0;
889 unsigned int stencilbufferSerial = 0;
890 if (framebuffer->getDepthbufferType() != GL_NONE)
891 {
892 depthStencil = framebuffer->getDepthbuffer();
893 if (!depthStencil)
894 {
895 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000896 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000897 return false;
898 }
899
900 depthbufferSerial = depthStencil->getSerial();
901 }
902 else if (framebuffer->getStencilbufferType() != GL_NONE)
903 {
904 depthStencil = framebuffer->getStencilbuffer();
905 if (!depthStencil)
906 {
907 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000908 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000909 return false;
910 }
911
912 stencilbufferSerial = depthStencil->getSerial();
913 }
914
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000915 // Extract the depth stencil sizes and view
916 unsigned int depthSize = 0;
917 unsigned int stencilSize = 0;
918 ID3D11DepthStencilView* framebufferDSV = NULL;
919 if (depthStencil)
920 {
921 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
922 if (!depthStencilRenderTarget)
923 {
924 ERR("render target pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000925 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000926 return false;
927 }
928
929 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
930 if (!framebufferDSV)
931 {
932 ERR("depth stencil view pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000933 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000934 return false;
935 }
936
937 // If there is no render buffer, the width, height and format values come from
938 // the depth stencil
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000939 if (missingColorRenderTarget)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000940 {
941 renderTargetWidth = depthStencil->getWidth();
942 renderTargetHeight = depthStencil->getHeight();
943 renderTargetFormat = depthStencil->getActualFormat();
944 }
945
946 depthSize = depthStencil->getDepthSize();
947 stencilSize = depthStencil->getStencilSize();
948 }
949
950 // Apply the render target and depth stencil
951 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000952 memcmp(renderTargetSerials, mAppliedRenderTargetSerials, sizeof(renderTargetSerials)) != 0 ||
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000953 depthbufferSerial != mAppliedDepthbufferSerial ||
954 stencilbufferSerial != mAppliedStencilbufferSerial)
955 {
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000956 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), framebufferRTVs, framebufferDSV);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000957
958 mRenderTargetDesc.width = renderTargetWidth;
959 mRenderTargetDesc.height = renderTargetHeight;
960 mRenderTargetDesc.format = renderTargetFormat;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000961 mForceSetViewport = true;
962 mForceSetScissor = true;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000963
964 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
965 {
966 mCurDepthSize = depthSize;
967 mForceSetRasterState = true;
968 }
969
970 mCurStencilSize = stencilSize;
971
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000972 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
973 {
974 mAppliedRenderTargetSerials[rtIndex] = renderTargetSerials[rtIndex];
975 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000976 mAppliedDepthbufferSerial = depthbufferSerial;
977 mAppliedStencilbufferSerial = stencilbufferSerial;
978 mRenderTargetDescInitialized = true;
979 mDepthStencilInitialized = true;
980 }
981
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000982 SafeRelease(framebufferRTVs);
983 SafeRelease(framebufferDSV);
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000984
985 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000986}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000987
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000988GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000989{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000990 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
991 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
992 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000993 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000994 return err;
995 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000996
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000997 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000998}
999
daniel@transgaming.com31240482012-11-28 21:06:41 +00001000GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001001{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001002 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001003
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001004 if (err == GL_NO_ERROR)
1005 {
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001006 if (indexInfo->storage)
1007 {
1008 if (indexInfo->serial != mAppliedStorageIBSerial || indexInfo->startOffset != mAppliedIBOffset)
1009 {
1010 BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(indexInfo->storage);
1011 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1012
1013 mDeviceContext->IASetIndexBuffer(storage->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
1014
1015 mAppliedIBSerial = 0;
1016 mAppliedStorageIBSerial = storage->getSerial();
1017 mAppliedIBOffset = indexInfo->startOffset;
1018 }
1019 }
1020 else if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001021 {
1022 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1023
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +00001024 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001025
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001026 mAppliedIBSerial = indexInfo->serial;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001027 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001028 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001029 }
1030 }
1031
1032 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001033}
1034
1035void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
1036{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001037 if (mode == GL_LINE_LOOP)
1038 {
1039 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1040 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001041 else if (mode == GL_TRIANGLE_FAN)
1042 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001043 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001044 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001045 else if (instances > 0)
1046 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001047 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001048 }
1049 else
1050 {
1051 mDeviceContext->Draw(count, 0);
1052 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001053}
1054
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001055void 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 +00001056{
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001057 if (mode == GL_LINE_LOOP)
1058 {
1059 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
1060 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001061 else if (mode == GL_TRIANGLE_FAN)
1062 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001063 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
1064 }
1065 else if (instances > 0)
1066 {
1067 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001068 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001069 else
1070 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +00001071 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001072 }
1073}
1074
1075void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1076{
1077 // Get the raw indices for an indexed draw
1078 if (type != GL_NONE && elementArrayBuffer)
1079 {
1080 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001081 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001082 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001083 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001084 }
1085
1086 if (!mLineLoopIB)
1087 {
1088 mLineLoopIB = new StreamingIndexBufferInterface(this);
1089 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1090 {
1091 delete mLineLoopIB;
1092 mLineLoopIB = NULL;
1093
1094 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001095 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001096 }
1097 }
1098
1099 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
1100 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1101 {
1102 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001103 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001104 }
1105
1106 void* mappedMemory = NULL;
1107 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1108 if (offset == -1 || mappedMemory == NULL)
1109 {
1110 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001111 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001112 }
1113
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001114 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001115 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001116
1117 switch (type)
1118 {
1119 case GL_NONE: // Non-indexed draw
1120 for (int i = 0; i < count; i++)
1121 {
1122 data[i] = i;
1123 }
1124 data[count] = 0;
1125 break;
1126 case GL_UNSIGNED_BYTE:
1127 for (int i = 0; i < count; i++)
1128 {
1129 data[i] = static_cast<const GLubyte*>(indices)[i];
1130 }
1131 data[count] = static_cast<const GLubyte*>(indices)[0];
1132 break;
1133 case GL_UNSIGNED_SHORT:
1134 for (int i = 0; i < count; i++)
1135 {
1136 data[i] = static_cast<const GLushort*>(indices)[i];
1137 }
1138 data[count] = static_cast<const GLushort*>(indices)[0];
1139 break;
1140 case GL_UNSIGNED_INT:
1141 for (int i = 0; i < count; i++)
1142 {
1143 data[i] = static_cast<const GLuint*>(indices)[i];
1144 }
1145 data[count] = static_cast<const GLuint*>(indices)[0];
1146 break;
1147 default: UNREACHABLE();
1148 }
1149
1150 if (!mLineLoopIB->unmapBuffer())
1151 {
1152 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001153 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001154 }
1155
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001156 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001157 {
1158 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
1159
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001160 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001161 mAppliedIBSerial = mLineLoopIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001162 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001163 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001164 }
1165
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001166 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001167}
1168
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001169void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001170{
1171 // Get the raw indices for an indexed draw
1172 if (type != GL_NONE && elementArrayBuffer)
1173 {
1174 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001175 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001176 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001177 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001178 }
1179
1180 if (!mTriangleFanIB)
1181 {
1182 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1183 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1184 {
1185 delete mTriangleFanIB;
1186 mTriangleFanIB = NULL;
1187
1188 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001189 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001190 }
1191 }
1192
1193 const int numTris = count - 2;
1194 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
1195 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1196 {
1197 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001198 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001199 }
1200
1201 void* mappedMemory = NULL;
1202 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
1203 if (offset == -1 || mappedMemory == NULL)
1204 {
1205 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001206 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001207 }
1208
1209 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1210 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
1211
1212 switch (type)
1213 {
1214 case GL_NONE: // Non-indexed draw
1215 for (int i = 0; i < numTris; i++)
1216 {
1217 data[i*3 + 0] = 0;
1218 data[i*3 + 1] = i + 1;
1219 data[i*3 + 2] = i + 2;
1220 }
1221 break;
1222 case GL_UNSIGNED_BYTE:
1223 for (int i = 0; i < numTris; i++)
1224 {
1225 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1226 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1227 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1228 }
1229 break;
1230 case GL_UNSIGNED_SHORT:
1231 for (int i = 0; i < numTris; i++)
1232 {
1233 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1234 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1235 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1236 }
1237 break;
1238 case GL_UNSIGNED_INT:
1239 for (int i = 0; i < numTris; i++)
1240 {
1241 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1242 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1243 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1244 }
1245 break;
1246 default: UNREACHABLE();
1247 }
1248
1249 if (!mTriangleFanIB->unmapBuffer())
1250 {
1251 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001252 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001253 }
1254
1255 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1256 {
1257 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1258
1259 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1260 mAppliedIBSerial = mTriangleFanIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001261 mAppliedStorageIBSerial = 0;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001262 mAppliedIBOffset = indexBufferOffset;
1263 }
1264
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001265 if (instances > 0)
1266 {
1267 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1268 }
1269 else
1270 {
1271 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1272 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001273}
1274
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001275void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1276{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001277 unsigned int programBinarySerial = programBinary->getSerial();
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001278 const bool updateProgramState = (programBinarySerial != mAppliedProgramBinarySerial);
1279
1280 if (updateProgramState)
daniel@transgaming.come4991412012-12-20 20:55:34 +00001281 {
1282 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1283 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001284
daniel@transgaming.come4991412012-12-20 20:55:34 +00001285 ID3D11VertexShader *vertexShader = NULL;
1286 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001287
daniel@transgaming.come4991412012-12-20 20:55:34 +00001288 ID3D11PixelShader *pixelShader = NULL;
1289 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001290
daniel@transgaming.come4991412012-12-20 20:55:34 +00001291 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1292 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001293
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001294 programBinary->dirtyAllUniforms();
1295
1296 mAppliedProgramBinarySerial = programBinarySerial;
1297 }
1298
1299 // Only use the geometry shader currently for point sprite drawing
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001300 const bool usesGeometryShader = (programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode);
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001301
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001302 if (updateProgramState || usesGeometryShader != mIsGeometryShaderActive)
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001303 {
1304 if (usesGeometryShader)
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001305 {
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001306 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
1307 ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001308 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1309 }
1310 else
1311 {
1312 mDeviceContext->GSSetShader(NULL, NULL, 0);
1313 }
1314
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001315 mIsGeometryShaderActive = usesGeometryShader;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001316 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001317}
1318
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001319void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001320{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001321 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1322 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001323
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001324 unsigned int totalRegisterCountVS = 0;
1325 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001326
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001327 bool vertexUniformsDirty = false;
1328 bool pixelUniformsDirty = false;
1329
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001330 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1331 {
1332 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001333
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001334 if (uniform->vsRegisterIndex >= 0)
1335 {
1336 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001337 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001338 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001339
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001340 if (uniform->psRegisterIndex >= 0)
1341 {
1342 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001343 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001344 }
1345 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001346
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001347 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1348 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1349
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001350 float (*mapVS)[4] = NULL;
1351 float (*mapPS)[4] = NULL;
1352
1353 if (totalRegisterCountVS > 0 && vertexUniformsDirty)
1354 {
1355 D3D11_MAPPED_SUBRESOURCE map = {0};
1356 HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1357 ASSERT(SUCCEEDED(result));
1358 mapVS = (float(*)[4])map.pData;
1359 }
1360
1361 if (totalRegisterCountPS > 0 && pixelUniformsDirty)
1362 {
1363 D3D11_MAPPED_SUBRESOURCE map = {0};
1364 HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1365 ASSERT(SUCCEEDED(result));
1366 mapPS = (float(*)[4])map.pData;
1367 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001368
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001369 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001370 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001371 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001372
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001373 if (uniform->type != GL_SAMPLER_2D && uniform->type != GL_SAMPLER_CUBE)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001374 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001375 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001376 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001377 memcpy(mapVS + uniform->vsRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001378 }
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001379
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001380 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001381 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001382 memcpy(mapPS + uniform->psRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001383 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001384 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001385
1386 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001387 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001388
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001389 if (mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001390 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001391 mDeviceContext->Unmap(vertexConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001392 }
1393
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001394 if (mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001395 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001396 mDeviceContext->Unmap(pixelConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001397 }
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001398
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001399 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1400 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001401
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001402 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001403 if (!mDriverConstantBufferVS)
1404 {
1405 D3D11_BUFFER_DESC constantBufferDescription = {0};
1406 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1407 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1408 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1409 constantBufferDescription.CPUAccessFlags = 0;
1410 constantBufferDescription.MiscFlags = 0;
1411 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001412
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001413 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001414 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001415
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001416 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1417 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001418
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001419 if (!mDriverConstantBufferPS)
1420 {
1421 D3D11_BUFFER_DESC constantBufferDescription = {0};
1422 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1423 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1424 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1425 constantBufferDescription.CPUAccessFlags = 0;
1426 constantBufferDescription.MiscFlags = 0;
1427 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001428
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001429 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001430 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001431
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001432 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1433 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001434
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001435 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1436 {
1437 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1438 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1439 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001440
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001441 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1442 {
1443 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1444 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1445 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001446
1447 // needed for the point sprite geometry shader
1448 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001449}
1450
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001451void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001452{
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001453 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1454 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1455 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1456 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001457
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001458 unsigned int stencilUnmasked = 0x0;
1459 if (frameBuffer->hasStencil())
1460 {
1461 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1462 stencilUnmasked = (0x1 << stencilSize) - 1;
1463 }
1464 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1465 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001466
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001467 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1468 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1469 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001470
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001471 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1472 {
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001473 maskedClear(clearParams, frameBuffer->usingExtendedDrawBuffers());
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001474 }
1475 else
1476 {
1477 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1478 {
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001479 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001480 {
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001481 if (frameBuffer->isEnabledColorAttachment(colorAttachment))
1482 {
1483 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer(colorAttachment);
1484 if (renderbufferObject)
1485 {
1486 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1487 if (!renderTarget)
1488 {
1489 ERR("render target pointer unexpectedly null.");
1490 return;
1491 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001492
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001493 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1494 if (!framebufferRTV)
1495 {
1496 ERR("render target view pointer unexpectedly null.");
1497 return;
1498 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001499
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001500 const float clearValues[4] = { clearParams.colorClearValue.red,
1501 clearParams.colorClearValue.green,
1502 clearParams.colorClearValue.blue,
1503 clearParams.colorClearValue.alpha };
1504 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001505
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001506 framebufferRTV->Release();
1507 }
1508 }
1509 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001510 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001511 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001512 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001513 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1514 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001515 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001516 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1517 if (!renderTarget)
1518 {
1519 ERR("render target pointer unexpectedly null.");
1520 return;
1521 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001522
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001523 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1524 if (!framebufferDSV)
1525 {
1526 ERR("depth stencil view pointer unexpectedly null.");
1527 return;
1528 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001529
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001530 UINT clearFlags = 0;
1531 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1532 {
1533 clearFlags |= D3D11_CLEAR_DEPTH;
1534 }
1535 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1536 {
1537 clearFlags |= D3D11_CLEAR_STENCIL;
1538 }
1539
shannon.woods@transgaming.combe211b32013-02-28 23:17:16 +00001540 float depthClear = gl::clamp01(clearParams.depthClearValue);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001541 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1542
1543 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001544
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001545 framebufferDSV->Release();
1546 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001547 }
1548 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001549}
1550
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001551void Renderer11::maskedClear(const gl::ClearParameters &clearParams, bool usingExtendedDrawBuffers)
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001552{
1553 HRESULT result;
1554
1555 if (!mClearResourcesInitialized)
1556 {
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001557 ASSERT(!mClearVB && !mClearVS && !mClearSinglePS && !mClearMultiplePS && !mClearScissorRS && !mClearNoScissorRS);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001558
1559 D3D11_BUFFER_DESC vbDesc;
1560 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1561 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1562 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1563 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1564 vbDesc.MiscFlags = 0;
1565 vbDesc.StructureByteStride = 0;
1566
1567 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1568 ASSERT(SUCCEEDED(result));
1569 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1570
1571 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1572 {
1573 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1574 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1575 };
1576
1577 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1578 ASSERT(SUCCEEDED(result));
1579 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1580
1581 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1582 ASSERT(SUCCEEDED(result));
1583 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1584
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001585 result = mDevice->CreatePixelShader(g_PS_ClearSingle, sizeof(g_PS_ClearSingle), NULL, &mClearSinglePS);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001586 ASSERT(SUCCEEDED(result));
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001587 d3d11::SetDebugName(mClearSinglePS, "Renderer11 masked clear pixel shader (1 RT)");
1588
1589 result = mDevice->CreatePixelShader(g_PS_ClearMultiple, sizeof(g_PS_ClearMultiple), NULL, &mClearMultiplePS);
1590 ASSERT(SUCCEEDED(result));
1591 d3d11::SetDebugName(mClearMultiplePS, "Renderer11 masked clear pixel shader (MRT)");
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001592
1593 D3D11_RASTERIZER_DESC rsScissorDesc;
1594 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1595 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1596 rsScissorDesc.FrontCounterClockwise = FALSE;
1597 rsScissorDesc.DepthBias = 0;
1598 rsScissorDesc.DepthBiasClamp = 0.0f;
1599 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1600 rsScissorDesc.DepthClipEnable = FALSE;
1601 rsScissorDesc.ScissorEnable = TRUE;
1602 rsScissorDesc.MultisampleEnable = FALSE;
1603 rsScissorDesc.AntialiasedLineEnable = FALSE;
1604
1605 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1606 ASSERT(SUCCEEDED(result));
1607 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1608
1609 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1610 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1611 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1612 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1613 rsNoScissorDesc.DepthBias = 0;
1614 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1615 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1616 rsNoScissorDesc.DepthClipEnable = FALSE;
1617 rsNoScissorDesc.ScissorEnable = FALSE;
1618 rsNoScissorDesc.MultisampleEnable = FALSE;
1619 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1620
1621 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1622 ASSERT(SUCCEEDED(result));
1623 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1624
1625 mClearResourcesInitialized = true;
1626 }
1627
1628 // Prepare the depth stencil state to write depth values if the depth should be cleared
1629 // and stencil values if the stencil should be cleared
1630 gl::DepthStencilState glDSState;
1631 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1632 glDSState.depthFunc = GL_ALWAYS;
1633 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1634 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1635 glDSState.stencilFunc = GL_ALWAYS;
1636 glDSState.stencilMask = 0;
1637 glDSState.stencilFail = GL_REPLACE;
1638 glDSState.stencilPassDepthFail = GL_REPLACE;
1639 glDSState.stencilPassDepthPass = GL_REPLACE;
1640 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1641 glDSState.stencilBackFunc = GL_ALWAYS;
1642 glDSState.stencilBackMask = 0;
1643 glDSState.stencilBackFail = GL_REPLACE;
1644 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1645 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1646 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1647
1648 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1649
1650 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1651
1652 // Prepare the blend state to use a write mask if the color buffer should be cleared
1653 gl::BlendState glBlendState;
1654 glBlendState.blend = false;
1655 glBlendState.sourceBlendRGB = GL_ONE;
1656 glBlendState.destBlendRGB = GL_ZERO;
1657 glBlendState.sourceBlendAlpha = GL_ONE;
1658 glBlendState.destBlendAlpha = GL_ZERO;
1659 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1660 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1661 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1662 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1663 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
shannon.woods@transgaming.com50ea9932013-02-28 23:13:40 +00001664 glBlendState.colorMaskAlpha = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskAlpha : false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001665 glBlendState.sampleAlphaToCoverage = false;
1666 glBlendState.dither = false;
1667
1668 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1669 static const UINT sampleMask = 0xFFFFFFFF;
1670
1671 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1672
1673 // Set the vertices
1674 D3D11_MAPPED_SUBRESOURCE mappedResource;
1675 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1676 if (FAILED(result))
1677 {
1678 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1679 return;
1680 }
1681
1682 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1683
1684 float depthClear = gl::clamp01(clearParams.depthClearValue);
1685 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1686 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1687 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1688 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1689
1690 mDeviceContext->Unmap(mClearVB, 0);
1691
1692 // Apply state
1693 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1694 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1695 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1696
1697 // Apply shaders
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001698 ID3D11PixelShader *pixelShader = usingExtendedDrawBuffers ? mClearMultiplePS : mClearSinglePS;
1699
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001700 mDeviceContext->IASetInputLayout(mClearIL);
1701 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001702 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
shannon.woods@transgaming.com2c53e472013-02-28 23:13:56 +00001703 mDeviceContext->GSSetShader(NULL, NULL, 0);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001704
1705 // Apply vertex buffer
1706 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1707 static UINT startIdx = 0;
1708 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1709 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1710
1711 // Draw the clear quad
1712 mDeviceContext->Draw(4, 0);
1713
1714 // Clean up
1715 markAllStateDirty();
1716}
1717
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001718void Renderer11::markAllStateDirty()
1719{
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001720 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
1721 {
1722 mAppliedRenderTargetSerials[rtIndex] = 0;
1723 }
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001724 mAppliedDepthbufferSerial = 0;
1725 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001726 mDepthStencilInitialized = false;
1727 mRenderTargetDescInitialized = false;
1728
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001729 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001730 {
1731 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001732 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001733 }
1734 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1735 {
1736 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001737 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001738 }
1739
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001740 mForceSetBlendState = true;
1741 mForceSetRasterState = true;
1742 mForceSetDepthStencilState = true;
1743 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001744 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001745
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001746 mAppliedIBSerial = 0;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001747 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001748 mAppliedIBOffset = 0;
1749
daniel@transgaming.come4991412012-12-20 20:55:34 +00001750 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001751 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1752 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001753}
1754
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001755void Renderer11::releaseDeviceResources()
1756{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001757 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001758 mInputLayoutCache.clear();
1759
1760 delete mVertexDataManager;
1761 mVertexDataManager = NULL;
1762
1763 delete mIndexDataManager;
1764 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001765
1766 delete mLineLoopIB;
1767 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001768
1769 delete mTriangleFanIB;
1770 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001771
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001772 SafeRelease(mCopyVB);
1773 SafeRelease(mCopySampler);
1774 SafeRelease(mCopyIL);
1775 SafeRelease(mCopyIL);
1776 SafeRelease(mCopyVS);
1777 SafeRelease(mCopyRGBAPS);
1778 SafeRelease(mCopyRGBPS);
1779 SafeRelease(mCopyLumPS);
1780 SafeRelease(mCopyLumAlphaPS);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001781
1782 mCopyResourcesInitialized = false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001783
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001784 SafeRelease(mClearVB);
1785 SafeRelease(mClearIL);
1786 SafeRelease(mClearVS);
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001787 SafeRelease(mClearSinglePS);
1788 SafeRelease(mClearMultiplePS);
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001789 SafeRelease(mClearScissorRS);
1790 SafeRelease(mClearNoScissorRS);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001791
1792 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001793
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001794 SafeRelease(mDriverConstantBufferVS);
1795 SafeRelease(mDriverConstantBufferPS);
1796 SafeRelease(mSyncQuery);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001797}
1798
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001799void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001800{
1801 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001802 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001803}
1804
1805bool Renderer11::isDeviceLost()
1806{
1807 return mDeviceLost;
1808}
1809
1810// set notify to true to broadcast a message to all contexts of the device loss
1811bool Renderer11::testDeviceLost(bool notify)
1812{
1813 bool isLost = false;
1814
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001815 // GetRemovedReason is used to test if the device is removed
1816 HRESULT result = mDevice->GetDeviceRemovedReason();
1817 isLost = d3d11::isDeviceLostError(result);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001818
1819 if (isLost)
1820 {
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001821 // Log error if this is a new device lost event
1822 if (mDeviceLost == false)
1823 {
1824 ERR("The D3D11 device was removed: 0x%08X", result);
1825 }
1826
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001827 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001828 // we'll probably get this done again by notifyDeviceLost
1829 // but best to remember it!
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001830 // Note that we don't want to clear the device loss status here
1831 // -- this needs to be done by resetDevice
1832 mDeviceLost = true;
1833 if (notify)
1834 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001835 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001836 }
1837 }
1838
1839 return isLost;
1840}
1841
1842bool Renderer11::testDeviceResettable()
1843{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001844 // determine if the device is resettable by creating a dummy device
1845 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001846
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001847 if (D3D11CreateDevice == NULL)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001848 {
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001849 return false;
1850 }
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001851
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001852 D3D_FEATURE_LEVEL featureLevels[] =
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001853 {
1854 D3D_FEATURE_LEVEL_11_0,
1855 D3D_FEATURE_LEVEL_10_1,
1856 D3D_FEATURE_LEVEL_10_0,
1857 };
1858
1859 ID3D11Device* dummyDevice;
1860 D3D_FEATURE_LEVEL dummyFeatureLevel;
1861 ID3D11DeviceContext* dummyContext;
1862
1863 HRESULT result = D3D11CreateDevice(NULL,
1864 D3D_DRIVER_TYPE_HARDWARE,
1865 NULL,
1866 #if defined(_DEBUG)
1867 D3D11_CREATE_DEVICE_DEBUG,
1868 #else
1869 0,
1870 #endif
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001871 featureLevels,
1872 ArraySize(featureLevels),
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001873 D3D11_SDK_VERSION,
1874 &dummyDevice,
1875 &dummyFeatureLevel,
1876 &dummyContext);
1877
1878 if (!mDevice || FAILED(result))
1879 {
1880 return false;
1881 }
1882
1883 dummyContext->Release();
1884 dummyDevice->Release();
1885
1886 return true;
1887}
1888
1889void Renderer11::release()
1890{
1891 releaseDeviceResources();
1892
1893 if (mDxgiFactory)
1894 {
1895 mDxgiFactory->Release();
1896 mDxgiFactory = NULL;
1897 }
1898
1899 if (mDxgiAdapter)
1900 {
1901 mDxgiAdapter->Release();
1902 mDxgiAdapter = NULL;
1903 }
1904
1905 if (mDeviceContext)
1906 {
1907 mDeviceContext->ClearState();
1908 mDeviceContext->Flush();
1909 mDeviceContext->Release();
1910 mDeviceContext = NULL;
1911 }
1912
1913 if (mDevice)
1914 {
1915 mDevice->Release();
1916 mDevice = NULL;
1917 }
1918
1919 if (mD3d11Module)
1920 {
1921 FreeLibrary(mD3d11Module);
1922 mD3d11Module = NULL;
1923 }
1924
1925 if (mDxgiModule)
1926 {
1927 FreeLibrary(mDxgiModule);
1928 mDxgiModule = NULL;
1929 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001930}
1931
1932bool Renderer11::resetDevice()
1933{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001934 // recreate everything
1935 release();
1936 EGLint result = initialize();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001937
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001938 if (result != EGL_SUCCESS)
1939 {
1940 ERR("Could not reinitialize D3D11 device: %08X", result);
1941 return false;
1942 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001943
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001944 mDeviceLost = false;
1945
1946 return true;
1947}
1948
1949DWORD Renderer11::getAdapterVendor() const
1950{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001951 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001952}
1953
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001954std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001955{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001956 std::ostringstream rendererString;
1957
1958 rendererString << mDescription;
1959 rendererString << " Direct3D11";
1960
1961 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1962 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1963
1964 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001965}
1966
1967GUID Renderer11::getAdapterIdentifier() const
1968{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00001969 // Use the adapter LUID as our adapter ID
1970 // This number is local to a machine is only guaranteed to be unique between restarts
1971 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
1972 GUID adapterId = {0};
1973 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
1974 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001975}
1976
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00001977bool Renderer11::getBGRATextureSupport() const
1978{
1979 return mBGRATextureSupport;
1980}
1981
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001982bool Renderer11::getDXT1TextureSupport()
1983{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00001984 return mDXT1TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001985}
1986
1987bool Renderer11::getDXT3TextureSupport()
1988{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00001989 return mDXT3TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001990}
1991
1992bool Renderer11::getDXT5TextureSupport()
1993{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00001994 return mDXT5TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001995}
1996
1997bool Renderer11::getDepthTextureSupport() const
1998{
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +00001999 return mDepthTextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002000}
2001
2002bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
2003{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002004 *renderable = mFloat32RenderSupport;
2005 *filtering = mFloat32FilterSupport;
2006 return mFloat32TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002007}
2008
2009bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
2010{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002011 *renderable = mFloat16RenderSupport;
2012 *filtering = mFloat16FilterSupport;
2013 return mFloat16TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002014}
2015
2016bool Renderer11::getLuminanceTextureSupport()
2017{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002018 return false;
2019}
2020
2021bool Renderer11::getLuminanceAlphaTextureSupport()
2022{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002023 return false;
2024}
2025
2026bool Renderer11::getTextureFilterAnisotropySupport() const
2027{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002028 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002029}
2030
2031float Renderer11::getTextureMaxAnisotropy() const
2032{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002033 switch (mFeatureLevel)
2034 {
2035 case D3D_FEATURE_LEVEL_11_0:
2036 return D3D11_MAX_MAXANISOTROPY;
2037 case D3D_FEATURE_LEVEL_10_1:
2038 case D3D_FEATURE_LEVEL_10_0:
2039 return D3D10_MAX_MAXANISOTROPY;
2040 default: UNREACHABLE();
2041 return 0;
2042 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002043}
2044
2045bool Renderer11::getEventQuerySupport()
2046{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002047 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002048}
2049
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002050Range Renderer11::getViewportBounds() const
2051{
2052 switch (mFeatureLevel)
2053 {
2054 case D3D_FEATURE_LEVEL_11_0:
2055 return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
2056 case D3D_FEATURE_LEVEL_10_1:
2057 case D3D_FEATURE_LEVEL_10_0:
2058 return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
2059 default: UNREACHABLE();
2060 return Range(0, 0);
2061 }
2062}
2063
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002064unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002065{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002066 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2067 switch (mFeatureLevel)
2068 {
2069 case D3D_FEATURE_LEVEL_11_0:
2070 case D3D_FEATURE_LEVEL_10_1:
2071 case D3D_FEATURE_LEVEL_10_0:
2072 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
2073 default: UNREACHABLE();
2074 return 0;
2075 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002076}
2077
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002078unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
2079{
2080 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2081}
2082
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002083unsigned int Renderer11::getReservedVertexUniformVectors() const
2084{
2085 return 0; // Driver uniforms are stored in a separate constant buffer
2086}
2087
2088unsigned int Renderer11::getReservedFragmentUniformVectors() const
2089{
2090 return 0; // Driver uniforms are stored in a separate constant buffer
2091}
2092
2093unsigned int Renderer11::getMaxVertexUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002094{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002095 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2096 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2097 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002098}
2099
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002100unsigned int Renderer11::getMaxFragmentUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002101{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002102 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2103 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2104 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002105}
2106
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002107unsigned int Renderer11::getMaxVaryingVectors() const
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002108{
2109 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
2110 switch (mFeatureLevel)
2111 {
2112 case D3D_FEATURE_LEVEL_11_0:
2113 return D3D11_VS_OUTPUT_REGISTER_COUNT;
2114 case D3D_FEATURE_LEVEL_10_1:
2115 case D3D_FEATURE_LEVEL_10_0:
2116 return D3D10_VS_OUTPUT_REGISTER_COUNT;
2117 default: UNREACHABLE();
2118 return 0;
2119 }
2120}
2121
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002122unsigned int Renderer11::getMaxVertexShaderUniformBuffers() const
2123{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002124 META_ASSERT(gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
2125 gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
2126
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002127 switch (mFeatureLevel)
2128 {
2129 case D3D_FEATURE_LEVEL_11_0:
2130 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT;
2131 case D3D_FEATURE_LEVEL_10_1:
2132 case D3D_FEATURE_LEVEL_10_0:
2133 return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT;
2134 default: UNREACHABLE();
2135 return 0;
2136 }
2137}
2138
2139unsigned int Renderer11::getMaxFragmentShaderUniformBuffers() const
2140{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002141 META_ASSERT(gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
2142 gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
2143
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002144 switch (mFeatureLevel)
2145 {
2146 case D3D_FEATURE_LEVEL_11_0:
2147 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT;
2148 case D3D_FEATURE_LEVEL_10_1:
2149 case D3D_FEATURE_LEVEL_10_0:
2150 return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT;
2151 default: UNREACHABLE();
2152 return 0;
2153 }
2154}
2155
2156unsigned int Renderer11::getMaxTransformFeedbackBuffers() const
2157{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002158 META_ASSERT(gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D11_SO_BUFFER_SLOT_COUNT &&
2159 gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D10_SO_BUFFER_SLOT_COUNT);
2160
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002161 switch (mFeatureLevel)
2162 {
2163 case D3D_FEATURE_LEVEL_11_0:
2164 return D3D11_SO_BUFFER_SLOT_COUNT;
2165 case D3D_FEATURE_LEVEL_10_1:
2166 case D3D_FEATURE_LEVEL_10_0:
2167 return D3D10_SO_BUFFER_SLOT_COUNT;
2168 default: UNREACHABLE();
2169 return 0;
2170 }
2171}
2172
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002173bool Renderer11::getNonPower2TextureSupport() const
2174{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00002175 switch (mFeatureLevel)
2176 {
2177 case D3D_FEATURE_LEVEL_11_0:
2178 case D3D_FEATURE_LEVEL_10_1:
2179 case D3D_FEATURE_LEVEL_10_0:
2180 return true;
2181 default: UNREACHABLE();
2182 return false;
2183 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002184}
2185
2186bool Renderer11::getOcclusionQuerySupport() const
2187{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002188 switch (mFeatureLevel)
2189 {
2190 case D3D_FEATURE_LEVEL_11_0:
2191 case D3D_FEATURE_LEVEL_10_1:
2192 case D3D_FEATURE_LEVEL_10_0:
2193 return true;
2194 default: UNREACHABLE();
2195 return false;
2196 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002197}
2198
2199bool Renderer11::getInstancingSupport() const
2200{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002201 switch (mFeatureLevel)
2202 {
2203 case D3D_FEATURE_LEVEL_11_0:
2204 case D3D_FEATURE_LEVEL_10_1:
2205 case D3D_FEATURE_LEVEL_10_0:
2206 return true;
2207 default: UNREACHABLE();
2208 return false;
2209 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002210}
2211
2212bool Renderer11::getShareHandleSupport() const
2213{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002214 // We only currently support share handles with BGRA surfaces, because
2215 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002216 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002217 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002218}
2219
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002220bool Renderer11::getDerivativeInstructionSupport() const
2221{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002222 switch (mFeatureLevel)
2223 {
2224 case D3D_FEATURE_LEVEL_11_0:
2225 case D3D_FEATURE_LEVEL_10_1:
2226 case D3D_FEATURE_LEVEL_10_0:
2227 return true;
2228 default: UNREACHABLE();
2229 return false;
2230 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002231}
2232
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002233bool Renderer11::getPostSubBufferSupport() const
2234{
2235 // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2.
2236 return false;
2237}
2238
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002239int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002240{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002241 switch (mFeatureLevel)
2242 {
2243 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002244 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002245 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2246 default: UNREACHABLE(); return 0;
2247 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002248}
2249
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002250int Renderer11::getMinorShaderModel() const
2251{
2252 switch (mFeatureLevel)
2253 {
2254 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2255 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2256 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2257 default: UNREACHABLE(); return 0;
2258 }
2259}
2260
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002261float Renderer11::getMaxPointSize() const
2262{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002263 // choose a reasonable maximum. we enforce this in the shader.
2264 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2265 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002266}
2267
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002268int Renderer11::getMaxViewportDimension() const
2269{
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002270 // Maximum viewport size must be at least as large as the largest render buffer (or larger).
2271 // In our case return the maximum texture size, which is the maximum render buffer size.
2272 META_ASSERT(D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D11_VIEWPORT_BOUNDS_MAX);
2273 META_ASSERT(D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D10_VIEWPORT_BOUNDS_MAX);
2274
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002275 switch (mFeatureLevel)
2276 {
2277 case D3D_FEATURE_LEVEL_11_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002278 return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002279 case D3D_FEATURE_LEVEL_10_1:
2280 case D3D_FEATURE_LEVEL_10_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002281 return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002282 default: UNREACHABLE();
2283 return 0;
2284 }
2285}
2286
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002287int Renderer11::getMaxTextureWidth() const
2288{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002289 switch (mFeatureLevel)
2290 {
2291 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2292 case D3D_FEATURE_LEVEL_10_1:
2293 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2294 default: UNREACHABLE(); return 0;
2295 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002296}
2297
2298int Renderer11::getMaxTextureHeight() const
2299{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002300 switch (mFeatureLevel)
2301 {
2302 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2303 case D3D_FEATURE_LEVEL_10_1:
2304 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2305 default: UNREACHABLE(); return 0;
2306 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002307}
2308
shannon.woods%transgaming.com@gtempaccount.comc1fdf6b2013-04-13 03:44:41 +00002309int Renderer11::getMaxTextureDepth() const
2310{
2311 switch (mFeatureLevel)
2312 {
2313 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; // 2048
2314 case D3D_FEATURE_LEVEL_10_1:
2315 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; // 2048
2316 default: UNREACHABLE(); return 0;
2317 }
2318}
2319
shannon.woods%transgaming.com@gtempaccount.coma98a8112013-04-13 03:45:57 +00002320int Renderer11::getMaxTextureArrayLayers() const
2321{
2322 switch (mFeatureLevel)
2323 {
2324 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; // 2048
2325 case D3D_FEATURE_LEVEL_10_1:
2326 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; // 512
2327 default: UNREACHABLE(); return 0;
2328 }
2329}
2330
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002331bool Renderer11::get32BitIndexSupport() const
2332{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002333 switch (mFeatureLevel)
2334 {
2335 case D3D_FEATURE_LEVEL_11_0:
2336 case D3D_FEATURE_LEVEL_10_1:
2337 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2338 default: UNREACHABLE(); return false;
2339 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002340}
2341
2342int Renderer11::getMinSwapInterval() const
2343{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002344 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002345}
2346
2347int Renderer11::getMaxSwapInterval() const
2348{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002349 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002350}
2351
2352int Renderer11::getMaxSupportedSamples() const
2353{
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +00002354 return mMaxSupportedSamples;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002355}
2356
shannon.woods@transgaming.com88fbd0f2013-02-28 23:05:46 +00002357int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
2358{
2359 if (requested == 0)
2360 {
2361 return 0;
2362 }
2363
2364 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2365 if (iter != mMultisampleSupportMap.end())
2366 {
2367 const MultisampleSupportInfo& info = iter->second;
2368 for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2369 {
2370 if (info.qualityLevels[i] > 0)
2371 {
2372 return i + 1;
2373 }
2374 }
2375 }
2376
2377 return -1;
2378}
2379
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002380unsigned int Renderer11::getMaxRenderTargets() const
2381{
shannon.woods%transgaming.com@gtempaccount.comf30ccc22013-04-13 03:28:36 +00002382 META_ASSERT(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2383 META_ASSERT(D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2384
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002385 switch (mFeatureLevel)
2386 {
2387 case D3D_FEATURE_LEVEL_11_0:
2388 return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2389 case D3D_FEATURE_LEVEL_10_1:
2390 case D3D_FEATURE_LEVEL_10_0:
2391 return D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2392 default:
2393 UNREACHABLE();
2394 return 1;
2395 }
2396}
2397
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002398bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002399{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002400 if (source && dest)
2401 {
2402 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2403 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2404
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002405 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002406 return true;
2407 }
2408
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002409 return false;
2410}
2411
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002412bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002413{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002414 if (source && dest)
2415 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002416 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2417 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002418
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002419 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002420 return true;
2421 }
2422
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002423 return false;
2424}
2425
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002426bool Renderer11::copyToRenderTarget(TextureStorageInterface3D *dest, TextureStorageInterface3D *source)
2427{
2428 if (source && dest)
2429 {
2430 TextureStorage11_3D *source11 = TextureStorage11_3D::makeTextureStorage11_3D(source->getStorageInstance());
2431 TextureStorage11_3D *dest11 = TextureStorage11_3D::makeTextureStorage11_3D(dest->getStorageInstance());
2432
2433 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
2434 return true;
2435 }
2436
2437 return false;
2438}
2439
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002440bool Renderer11::copyToRenderTarget(TextureStorageInterface2DArray *dest, TextureStorageInterface2DArray *source)
2441{
2442 if (source && dest)
2443 {
2444 TextureStorage11_2DArray *source11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(source->getStorageInstance());
2445 TextureStorage11_2DArray *dest11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(dest->getStorageInstance());
2446
2447 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
2448 return true;
2449 }
2450
2451 return false;
2452}
2453
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002454bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002455 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002456{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002457 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002458 if (!colorbuffer)
2459 {
2460 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002461 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002462 }
2463
2464 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2465 if (!sourceRenderTarget)
2466 {
2467 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002468 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002469 }
2470
2471 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2472 if (!source)
2473 {
2474 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002475 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002476 }
2477
2478 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2479 if (!storage11)
2480 {
2481 source->Release();
2482 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002483 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002484 }
2485
2486 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2487 if (!destRenderTarget)
2488 {
2489 source->Release();
2490 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002491 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002492 }
2493
2494 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2495 if (!dest)
2496 {
2497 source->Release();
2498 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002499 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002500 }
2501
2502 gl::Rectangle destRect;
2503 destRect.x = xoffset;
2504 destRect.y = yoffset;
2505 destRect.width = sourceRect.width;
2506 destRect.height = sourceRect.height;
2507
2508 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2509 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2510
2511 source->Release();
2512 dest->Release();
2513
2514 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002515}
2516
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002517bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002518 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002519{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002520 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002521 if (!colorbuffer)
2522 {
2523 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002524 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002525 }
2526
2527 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2528 if (!sourceRenderTarget)
2529 {
2530 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002531 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002532 }
2533
2534 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2535 if (!source)
2536 {
2537 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002538 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002539 }
2540
2541 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2542 if (!storage11)
2543 {
2544 source->Release();
2545 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002546 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002547 }
2548
2549 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
2550 if (!destRenderTarget)
2551 {
2552 source->Release();
2553 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002554 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002555 }
2556
2557 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2558 if (!dest)
2559 {
2560 source->Release();
2561 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002562 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002563 }
2564
2565 gl::Rectangle destRect;
2566 destRect.x = xoffset;
2567 destRect.y = yoffset;
2568 destRect.width = sourceRect.width;
2569 destRect.height = sourceRect.height;
2570
2571 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2572 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2573
2574 source->Release();
2575 dest->Release();
2576
2577 return ret;
2578}
2579
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002580bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2581 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface3D *storage, GLint level)
2582{
2583 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2584 if (!colorbuffer)
2585 {
2586 ERR("Failed to retrieve the color buffer from the frame buffer.");
2587 return gl::error(GL_OUT_OF_MEMORY, false);
2588 }
2589
2590 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2591 if (!sourceRenderTarget)
2592 {
2593 ERR("Failed to retrieve the render target from the frame buffer.");
2594 return gl::error(GL_OUT_OF_MEMORY, false);
2595 }
2596
2597 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2598 if (!source)
2599 {
2600 ERR("Failed to retrieve the render target view from the render target.");
2601 return gl::error(GL_OUT_OF_MEMORY, false);
2602 }
2603
2604 TextureStorage11_3D *storage11 = TextureStorage11_3D::makeTextureStorage11_3D(storage->getStorageInstance());
2605 if (!storage11)
2606 {
2607 source->Release();
2608 ERR("Failed to retrieve the texture storage from the destination.");
2609 return gl::error(GL_OUT_OF_MEMORY, false);
2610 }
2611
2612 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
2613 if (!destRenderTarget)
2614 {
2615 source->Release();
2616 ERR("Failed to retrieve the render target from the destination storage.");
2617 return gl::error(GL_OUT_OF_MEMORY, false);
2618 }
2619
2620 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2621 if (!dest)
2622 {
2623 source->Release();
2624 ERR("Failed to retrieve the render target view from the destination render target.");
2625 return gl::error(GL_OUT_OF_MEMORY, false);
2626 }
2627
2628 gl::Rectangle destRect;
2629 destRect.x = xoffset;
2630 destRect.y = yoffset;
2631 destRect.width = sourceRect.width;
2632 destRect.height = sourceRect.height;
2633
2634 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2635 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2636
2637 source->Release();
2638 dest->Release();
2639
2640 return ret;
2641}
2642
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002643bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2644 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface2DArray *storage, GLint level)
2645{
2646 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2647 if (!colorbuffer)
2648 {
2649 ERR("Failed to retrieve the color buffer from the frame buffer.");
2650 return gl::error(GL_OUT_OF_MEMORY, false);
2651 }
2652
2653 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2654 if (!sourceRenderTarget)
2655 {
2656 ERR("Failed to retrieve the render target from the frame buffer.");
2657 return gl::error(GL_OUT_OF_MEMORY, false);
2658 }
2659
2660 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2661 if (!source)
2662 {
2663 ERR("Failed to retrieve the render target view from the render target.");
2664 return gl::error(GL_OUT_OF_MEMORY, false);
2665 }
2666
2667 TextureStorage11_2DArray *storage11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(storage->getStorageInstance());
2668 if (!storage11)
2669 {
2670 source->Release();
2671 ERR("Failed to retrieve the texture storage from the destination.");
2672 return gl::error(GL_OUT_OF_MEMORY, false);
2673 }
2674
2675 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
2676 if (!destRenderTarget)
2677 {
2678 source->Release();
2679 ERR("Failed to retrieve the render target from the destination storage.");
2680 return gl::error(GL_OUT_OF_MEMORY, false);
2681 }
2682
2683 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2684 if (!dest)
2685 {
2686 source->Release();
2687 ERR("Failed to retrieve the render target view from the destination render target.");
2688 return gl::error(GL_OUT_OF_MEMORY, false);
2689 }
2690
2691 gl::Rectangle destRect;
2692 destRect.x = xoffset;
2693 destRect.y = yoffset;
2694 destRect.width = sourceRect.width;
2695 destRect.height = sourceRect.height;
2696
2697 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2698 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2699
2700 source->Release();
2701 dest->Release();
2702
2703 return ret;
2704}
2705
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002706bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight,
2707 ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat)
2708{
2709 HRESULT result;
2710
2711 if (!mCopyResourcesInitialized)
2712 {
2713 ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS);
2714
2715 D3D11_BUFFER_DESC vbDesc;
2716 vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
2717 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
2718 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
2719 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2720 vbDesc.MiscFlags = 0;
2721 vbDesc.StructureByteStride = 0;
2722
2723 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
2724 ASSERT(SUCCEEDED(result));
2725 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
2726
2727 D3D11_SAMPLER_DESC samplerDesc;
2728 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
2729 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
2730 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
2731 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
2732 samplerDesc.MipLODBias = 0.0f;
2733 samplerDesc.MaxAnisotropy = 0;
2734 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
2735 samplerDesc.BorderColor[0] = 0.0f;
2736 samplerDesc.BorderColor[1] = 0.0f;
2737 samplerDesc.BorderColor[2] = 0.0f;
2738 samplerDesc.BorderColor[3] = 0.0f;
2739 samplerDesc.MinLOD = 0.0f;
2740 samplerDesc.MaxLOD = 0.0f;
2741
2742 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
2743 ASSERT(SUCCEEDED(result));
2744 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
2745
2746 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
2747 {
2748 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2749 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2750 };
2751
2752 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL);
2753 ASSERT(SUCCEEDED(result));
2754 d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout");
2755
2756 result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS);
2757 ASSERT(SUCCEEDED(result));
2758 d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader");
2759
2760 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS);
2761 ASSERT(SUCCEEDED(result));
2762 d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader");
2763
2764 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS);
2765 ASSERT(SUCCEEDED(result));
2766 d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader");
2767
2768 result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS);
2769 ASSERT(SUCCEEDED(result));
2770 d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader");
2771
2772 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS);
2773 ASSERT(SUCCEEDED(result));
2774 d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader");
2775
2776 mCopyResourcesInitialized = true;
2777 }
2778
2779 // Verify the source and destination area sizes
2780 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
2781 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
2782 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
2783 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight))
2784 {
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002785 return gl::error(GL_INVALID_VALUE, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002786 }
2787
2788 // Set vertices
2789 D3D11_MAPPED_SUBRESOURCE mappedResource;
2790 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
2791 if (FAILED(result))
2792 {
2793 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002794 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002795 }
2796
2797 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
2798
2799 // Create a quad in homogeneous coordinates
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002800 float x1 = (destArea.x / float(destWidth)) * 2.0f - 1.0f;
shannon.woods@transgaming.comcfdfd462013-02-28 23:13:01 +00002801 float y1 = ((destHeight - destArea.y - destArea.height) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002802 float x2 = ((destArea.x + destArea.width) / float(destWidth)) * 2.0f - 1.0f;
shannon.woods@transgaming.comcfdfd462013-02-28 23:13:01 +00002803 float y2 = ((destHeight - destArea.y) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002804
2805 float u1 = sourceArea.x / float(sourceWidth);
2806 float v1 = sourceArea.y / float(sourceHeight);
2807 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
2808 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
2809
2810 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
2811 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
2812 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
2813 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
2814
2815 mDeviceContext->Unmap(mCopyVB, 0);
2816
2817 static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
2818 static UINT startIdx = 0;
2819 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
2820
2821 // Apply state
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002822 mDeviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002823 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
2824 mDeviceContext->RSSetState(NULL);
2825
2826 // Apply shaders
2827 mDeviceContext->IASetInputLayout(mCopyIL);
2828 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
2829 mDeviceContext->VSSetShader(mCopyVS, NULL, 0);
2830
2831 ID3D11PixelShader *ps = NULL;
2832 switch(destFormat)
2833 {
2834 case GL_RGBA: ps = mCopyRGBAPS; break;
2835 case GL_RGB: ps = mCopyRGBPS; break;
2836 case GL_ALPHA: ps = mCopyRGBAPS; break;
2837 case GL_BGRA_EXT: ps = mCopyRGBAPS; break;
2838 case GL_LUMINANCE: ps = mCopyLumPS; break;
2839 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break;
2840 default: UNREACHABLE(); ps = NULL; break;
2841 }
2842
2843 mDeviceContext->PSSetShader(ps, NULL, 0);
shannon.woods@transgaming.com28e7ba02013-02-28 23:09:28 +00002844 mDeviceContext->GSSetShader(NULL, NULL, 0);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002845
2846 // Unset the currently bound shader resource to avoid conflicts
2847 static ID3D11ShaderResourceView *const nullSRV = NULL;
2848 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2849
shannon.woods%transgaming.com@gtempaccount.comba2744f2013-04-13 03:33:38 +00002850 // Apply render target
2851 setOneTimeRenderTarget(dest);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002852
2853 // Set the viewport
2854 D3D11_VIEWPORT viewport;
2855 viewport.TopLeftX = 0;
2856 viewport.TopLeftY = 0;
2857 viewport.Width = destWidth;
2858 viewport.Height = destHeight;
2859 viewport.MinDepth = 0.0f;
2860 viewport.MaxDepth = 1.0f;
2861 mDeviceContext->RSSetViewports(1, &viewport);
2862
2863 // Apply textures
2864 mDeviceContext->PSSetShaderResources(0, 1, &source);
2865 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
2866
2867 // Draw the quad
2868 mDeviceContext->Draw(4, 0);
2869
2870 // Unbind textures and render targets and vertex buffer
2871 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2872
shannon.woods%transgaming.com@gtempaccount.comba2744f2013-04-13 03:33:38 +00002873 unapplyRenderTargets();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002874
shannon.woods%transgaming.com@gtempaccount.comba2744f2013-04-13 03:33:38 +00002875 UINT zero = 0;
2876 ID3D11Buffer *const nullBuffer = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002877 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
2878
2879 markAllStateDirty();
2880
2881 return true;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002882}
2883
shannon.woods%transgaming.com@gtempaccount.comba2744f2013-04-13 03:33:38 +00002884void Renderer11::unapplyRenderTargets()
2885{
2886 setOneTimeRenderTarget(NULL);
2887}
2888
2889void Renderer11::setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView)
2890{
2891 ID3D11RenderTargetView *rtvArray[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
2892
2893 rtvArray[0] = renderTargetView;
2894
2895 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), rtvArray, NULL);
2896
2897 // Do not preserve the serial for this one-time-use render target
2898 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
2899 {
2900 mAppliedRenderTargetSerials[rtIndex] = 0;
2901 }
2902}
2903
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002904RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2905{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002906 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002907 RenderTarget11 *renderTarget = NULL;
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002908
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002909 if (depth)
2910 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002911 // Note: depth stencil may be NULL for 0 sized surfaces
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002912 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
2913 swapChain11->getDepthStencilTexture(), NULL,
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002914 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002915 }
2916 else
2917 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002918 // Note: render target may be NULL for 0 sized surfaces
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002919 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002920 swapChain11->getOffscreenTexture(),
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002921 swapChain11->getRenderTargetShaderResource(),
2922 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002923 }
2924 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002925}
2926
2927RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2928{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002929 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
2930 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002931}
2932
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002933ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002934{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002935 ShaderExecutable11 *executable = NULL;
2936
2937 switch (type)
2938 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002939 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002940 {
2941 ID3D11VertexShader *vshader = NULL;
2942 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2943 ASSERT(SUCCEEDED(result));
2944
2945 if (vshader)
2946 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002947 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002948 }
2949 }
2950 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002951 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002952 {
2953 ID3D11PixelShader *pshader = NULL;
2954 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2955 ASSERT(SUCCEEDED(result));
2956
2957 if (pshader)
2958 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002959 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002960 }
2961 }
2962 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002963 case rx::SHADER_GEOMETRY:
2964 {
2965 ID3D11GeometryShader *gshader = NULL;
2966 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
2967 ASSERT(SUCCEEDED(result));
2968
2969 if (gshader)
2970 {
2971 executable = new ShaderExecutable11(function, length, gshader);
2972 }
2973 }
2974 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002975 default:
2976 UNREACHABLE();
2977 break;
2978 }
2979
2980 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002981}
2982
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002983ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002984{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002985 const char *profile = NULL;
2986
2987 switch (type)
2988 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002989 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002990 profile = "vs_4_0";
2991 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002992 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002993 profile = "ps_4_0";
2994 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002995 case rx::SHADER_GEOMETRY:
2996 profile = "gs_4_0";
2997 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002998 default:
2999 UNREACHABLE();
3000 return NULL;
3001 }
3002
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +00003003 ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, D3DCOMPILE_OPTIMIZATION_LEVEL0, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003004 if (!binary)
3005 return NULL;
3006
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003007 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003008 binary->Release();
3009
3010 return executable;
3011}
3012
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00003013VertexBuffer *Renderer11::createVertexBuffer()
3014{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00003015 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00003016}
3017
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00003018IndexBuffer *Renderer11::createIndexBuffer()
3019{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00003020 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003021}
3022
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +00003023BufferStorage *Renderer11::createBufferStorage()
3024{
3025 return new BufferStorage11(this);
3026}
3027
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003028QueryImpl *Renderer11::createQuery(GLenum type)
3029{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00003030 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003031}
3032
3033FenceImpl *Renderer11::createFence()
3034{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00003035 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00003036}
3037
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003038bool Renderer11::getRenderTargetResource(gl::Renderbuffer *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003039{
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003040 ASSERT(colorbuffer != NULL);
3041
3042 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
3043 if (renderTarget)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003044 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003045 *subresourceIndex = renderTarget->getSubresourceIndex();
3046
3047 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
3048 if (colorBufferRTV)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003049 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003050 ID3D11Resource *textureResource = NULL;
3051 colorBufferRTV->GetResource(&textureResource);
3052 colorBufferRTV->Release();
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003053
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003054 if (textureResource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003055 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003056 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
3057 textureResource->Release();
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003058
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003059 if (SUCCEEDED(result))
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003060 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003061 return true;
3062 }
3063 else
3064 {
3065 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
3066 "HRESULT: 0x%X.", result);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003067 }
3068 }
3069 }
3070 }
3071
3072 return false;
3073}
3074
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003075bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003076 bool blitRenderTarget, bool blitDepthStencil)
3077{
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003078 if (blitRenderTarget)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003079 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003080 gl::Renderbuffer *readBuffer = readTarget->getReadColorbuffer();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003081
3082 if (!readBuffer)
3083 {
3084 ERR("Failed to retrieve the read buffer from the read framebuffer.");
3085 return gl::error(GL_OUT_OF_MEMORY, false);
3086 }
3087
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003088 RenderTarget *readRenderTarget = readBuffer->getRenderTarget();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003089
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003090 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003091 {
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003092 if (drawTarget->isEnabledColorAttachment(colorAttachment))
3093 {
3094 gl::Renderbuffer *drawBuffer = drawTarget->getColorbuffer(colorAttachment);
3095
3096 if (!drawBuffer)
3097 {
3098 ERR("Failed to retrieve the draw buffer from the draw framebuffer.");
3099 return gl::error(GL_OUT_OF_MEMORY, false);
3100 }
3101
3102 RenderTarget *drawRenderTarget = drawBuffer->getRenderTarget();
3103
shannon.woods%transgaming.com@gtempaccount.com86df5a42013-04-13 03:34:07 +00003104 if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, false))
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003105 {
3106 return false;
3107 }
3108 }
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003109 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003110 }
3111
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003112 if (blitDepthStencil)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003113 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003114 gl::Renderbuffer *readBuffer = readTarget->getDepthOrStencilbuffer();
3115 gl::Renderbuffer *drawBuffer = drawTarget->getDepthOrStencilbuffer();
3116
3117 if (!readBuffer)
3118 {
3119 ERR("Failed to retrieve the read depth-stencil buffer from the read framebuffer.");
3120 return gl::error(GL_OUT_OF_MEMORY, false);
3121 }
3122
3123 if (!drawBuffer)
3124 {
3125 ERR("Failed to retrieve the draw depth-stencil buffer from the draw framebuffer.");
3126 return gl::error(GL_OUT_OF_MEMORY, false);
3127 }
3128
3129 RenderTarget *readRenderTarget = readBuffer->getDepthStencil();
3130 RenderTarget *drawRenderTarget = drawBuffer->getDepthStencil();
3131
shannon.woods%transgaming.com@gtempaccount.com86df5a42013-04-13 03:34:07 +00003132 if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, true))
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003133 {
3134 return false;
3135 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003136 }
3137
3138 return true;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003139}
3140
3141void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
3142 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
3143{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003144 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00003145 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003146
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003147 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
3148
3149 if (colorbuffer && getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003150 {
3151 gl::Rectangle area;
3152 area.x = x;
3153 area.y = y;
3154 area.width = width;
3155 area.height = height;
3156
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00003157 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
3158 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003159
3160 colorBufferTexture->Release();
3161 colorBufferTexture = NULL;
3162 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003163}
3164
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003165Image *Renderer11::createImage()
3166{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00003167 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003168}
3169
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003170void Renderer11::generateMipmap(Image *dest, Image *src)
3171{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00003172 Image11 *dest11 = Image11::makeImage11(dest);
3173 Image11 *src11 = Image11::makeImage11(src);
3174 Image11::generateMipmap(dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003175}
3176
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003177TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
3178{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00003179 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
3180 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003181}
3182
3183TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
3184{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00003185 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003186}
3187
3188TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
3189{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00003190 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003191}
3192
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +00003193TextureStorage *Renderer11::createTextureStorage3D(int levels, GLenum internalformat, GLenum usage, GLsizei width, GLsizei height, GLsizei depth)
3194{
3195 return new TextureStorage11_3D(this, levels, internalformat, usage, width, height, depth);
3196}
3197
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00003198TextureStorage *Renderer11::createTextureStorage2DArray(int levels, GLenum internalformat, GLenum usage, GLsizei width, GLsizei height, GLsizei depth)
3199{
3200 return new TextureStorage11_2DArray(this, levels, internalformat, usage, width, height, depth);
3201}
3202
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003203static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
3204{
3205 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
3206 destFormat == GL_ALPHA &&
3207 destType == GL_UNSIGNED_BYTE)
3208 {
3209 return 1;
3210 }
3211 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
3212 destFormat == GL_RGBA &&
3213 destType == GL_UNSIGNED_BYTE)
3214 {
3215 return 4;
3216 }
3217 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
3218 destFormat == GL_BGRA_EXT &&
3219 destType == GL_UNSIGNED_BYTE)
3220 {
3221 return 4;
3222 }
3223 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
3224 destFormat == GL_RGBA &&
3225 destType == GL_HALF_FLOAT_OES)
3226 {
3227 return 8;
3228 }
3229 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
3230 destFormat == GL_RGB &&
3231 destType == GL_FLOAT)
3232 {
3233 return 12;
3234 }
3235 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
3236 destFormat == GL_RGBA &&
3237 destType == GL_FLOAT)
3238 {
3239 return 16;
3240 }
3241 else
3242 {
3243 return 0;
3244 }
3245}
3246
3247static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
3248 unsigned int y, int inputPitch, gl::Color *outColor)
3249{
3250 switch (format)
3251 {
3252 case DXGI_FORMAT_R8G8B8A8_UNORM:
shannon.woods%transgaming.com@gtempaccount.com8dce6512013-04-13 03:42:19 +00003253 case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB:
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003254 {
3255 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00003256 outColor->red = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
3257 outColor->green = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
3258 outColor->blue = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
3259 outColor->alpha = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003260 }
3261 break;
3262
3263 case DXGI_FORMAT_A8_UNORM:
3264 {
3265 outColor->red = 0.0f;
3266 outColor->green = 0.0f;
3267 outColor->blue = 0.0f;
3268 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
3269 }
3270 break;
3271
3272 case DXGI_FORMAT_R32G32B32A32_FLOAT:
3273 {
3274 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
3275 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
3276 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
3277 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
3278 }
3279 break;
3280
3281 case DXGI_FORMAT_R32G32B32_FLOAT:
3282 {
3283 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
3284 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
3285 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
3286 outColor->alpha = 1.0f;
3287 }
3288 break;
3289
3290 case DXGI_FORMAT_R16G16B16A16_FLOAT:
3291 {
3292 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
3293 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
3294 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
3295 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
3296 }
3297 break;
3298
3299 case DXGI_FORMAT_B8G8R8A8_UNORM:
3300 {
3301 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00003302 outColor->red = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
3303 outColor->blue = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
3304 outColor->green = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
3305 outColor->alpha = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003306 }
3307 break;
3308
3309 case DXGI_FORMAT_R8_UNORM:
3310 {
3311 outColor->red = *(data + x + y * inputPitch) / 255.0f;
3312 outColor->green = 0.0f;
3313 outColor->blue = 0.0f;
3314 outColor->alpha = 1.0f;
3315 }
3316 break;
3317
3318 case DXGI_FORMAT_R8G8_UNORM:
3319 {
3320 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
3321
3322 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
3323 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
3324 outColor->blue = 0.0f;
3325 outColor->alpha = 1.0f;
3326 }
3327 break;
3328
3329 case DXGI_FORMAT_R16_FLOAT:
3330 {
3331 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
3332 outColor->green = 0.0f;
3333 outColor->blue = 0.0f;
3334 outColor->alpha = 1.0f;
3335 }
3336 break;
3337
3338 case DXGI_FORMAT_R16G16_FLOAT:
3339 {
3340 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
3341 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
3342 outColor->blue = 0.0f;
3343 outColor->alpha = 1.0f;
3344 }
3345 break;
3346
shannon.woods%transgaming.com@gtempaccount.com8dce6512013-04-13 03:42:19 +00003347 case DXGI_FORMAT_R10G10B10A2_UNORM:
3348 {
3349 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
3350 outColor->red = (rgba & 0x000003FF) * (1.0f / 0x000003FF);
3351 outColor->green = (rgba & 0x000FFC00) * (1.0f / 0x000FFC00);
3352 outColor->blue = (rgba & 0x3FF00000) * (1.0f / 0x3FF00000);
3353 outColor->alpha = (rgba & 0xC0000000) * (1.0f / 0xC0000000);
3354 }
3355 break;
3356
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003357 default:
3358 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
3359 UNIMPLEMENTED();
3360 break;
3361 }
3362}
3363
3364static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
3365 unsigned int y, int outputPitch, void *outData)
3366{
3367 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
3368 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
3369
3370 switch (format)
3371 {
3372 case GL_RGBA:
3373 switch (type)
3374 {
3375 case GL_UNSIGNED_BYTE:
3376 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3377 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3378 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3379 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3380 break;
3381
3382 default:
3383 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
3384 UNIMPLEMENTED();
3385 break;
3386 }
3387 break;
3388
3389 case GL_BGRA_EXT:
3390 switch (type)
3391 {
3392 case GL_UNSIGNED_BYTE:
3393 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3394 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3395 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
3396 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3397 break;
3398
3399 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
3400 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3401 // this type is packed as follows:
3402 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3403 // --------------------------------------------------------------------------------
3404 // | 4th | 3rd | 2nd | 1st component |
3405 // --------------------------------------------------------------------------------
3406 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3407 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3408 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
3409 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
3410 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
3411 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
3412 break;
3413
3414 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
3415 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3416 // this type is packed as follows:
3417 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3418 // --------------------------------------------------------------------------------
3419 // | 4th | 3rd | 2nd | 1st component |
3420 // --------------------------------------------------------------------------------
3421 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3422 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3423 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
3424 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
3425 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
3426 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
3427 break;
3428
3429 default:
3430 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
3431 UNIMPLEMENTED();
3432 break;
3433 }
3434 break;
3435
3436 case GL_RGB:
3437 switch (type)
3438 {
3439 case GL_UNSIGNED_SHORT_5_6_5:
3440 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3441 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
3442 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
3443 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
3444 break;
3445
3446 case GL_UNSIGNED_BYTE:
3447 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3448 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3449 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3450 break;
3451
3452 default:
3453 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
3454 UNIMPLEMENTED();
3455 break;
3456 }
3457 break;
3458
3459 default:
3460 ERR("WritePixelColor not implemented for format 0x%X.", format);
3461 UNIMPLEMENTED();
3462 break;
3463 }
3464}
3465
3466void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
3467 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
3468 GLint packAlignment, void *pixels)
3469{
3470 D3D11_TEXTURE2D_DESC textureDesc;
3471 texture->GetDesc(&textureDesc);
3472
3473 D3D11_TEXTURE2D_DESC stagingDesc;
3474 stagingDesc.Width = area.width;
3475 stagingDesc.Height = area.height;
3476 stagingDesc.MipLevels = 1;
3477 stagingDesc.ArraySize = 1;
3478 stagingDesc.Format = textureDesc.Format;
3479 stagingDesc.SampleDesc.Count = 1;
3480 stagingDesc.SampleDesc.Quality = 0;
3481 stagingDesc.Usage = D3D11_USAGE_STAGING;
3482 stagingDesc.BindFlags = 0;
3483 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
3484 stagingDesc.MiscFlags = 0;
3485
3486 ID3D11Texture2D* stagingTex = NULL;
3487 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
3488 if (FAILED(result))
3489 {
3490 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
3491 return;
3492 }
3493
3494 ID3D11Texture2D* srcTex = NULL;
3495 if (textureDesc.SampleDesc.Count > 1)
3496 {
3497 D3D11_TEXTURE2D_DESC resolveDesc;
3498 resolveDesc.Width = textureDesc.Width;
3499 resolveDesc.Height = textureDesc.Height;
3500 resolveDesc.MipLevels = 1;
3501 resolveDesc.ArraySize = 1;
3502 resolveDesc.Format = textureDesc.Format;
3503 resolveDesc.SampleDesc.Count = 1;
3504 resolveDesc.SampleDesc.Quality = 0;
3505 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
3506 resolveDesc.BindFlags = 0;
3507 resolveDesc.CPUAccessFlags = 0;
3508 resolveDesc.MiscFlags = 0;
3509
3510 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
3511 if (FAILED(result))
3512 {
3513 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
3514 stagingTex->Release();
3515 return;
3516 }
3517
3518 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
3519 subResource = 0;
3520 }
3521 else
3522 {
3523 srcTex = texture;
3524 srcTex->AddRef();
3525 }
3526
3527 D3D11_BOX srcBox;
3528 srcBox.left = area.x;
3529 srcBox.right = area.x + area.width;
3530 srcBox.top = area.y;
3531 srcBox.bottom = area.y + area.height;
3532 srcBox.front = 0;
3533 srcBox.back = 1;
3534
3535 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
3536
3537 srcTex->Release();
3538 srcTex = NULL;
3539
3540 D3D11_MAPPED_SUBRESOURCE mapping;
3541 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
3542
3543 unsigned char *source;
3544 int inputPitch;
3545 if (packReverseRowOrder)
3546 {
3547 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
3548 inputPitch = -static_cast<int>(mapping.RowPitch);
3549 }
3550 else
3551 {
3552 source = static_cast<unsigned char*>(mapping.pData);
3553 inputPitch = static_cast<int>(mapping.RowPitch);
3554 }
3555
3556 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
3557 if (fastPixelSize != 0)
3558 {
3559 unsigned char *dest = static_cast<unsigned char*>(pixels);
3560 for (int j = 0; j < area.height; j++)
3561 {
3562 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
3563 }
3564 }
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003565 else if (textureDesc.Format == DXGI_FORMAT_B8G8R8A8_UNORM &&
3566 format == GL_RGBA &&
3567 type == GL_UNSIGNED_BYTE)
3568 {
3569 // Fast path for swapping red with blue
3570 unsigned char *dest = static_cast<unsigned char*>(pixels);
3571
3572 for (int j = 0; j < area.height; j++)
3573 {
3574 for (int i = 0; i < area.width; i++)
3575 {
3576 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
3577 *(unsigned int*)(dest + 4 * i + j * outputPitch) =
3578 (argb & 0xFF00FF00) | // Keep alpha and green
3579 (argb & 0x00FF0000) >> 16 | // Move red to blue
3580 (argb & 0x000000FF) << 16; // Move blue to red
3581 }
3582 }
3583 }
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003584 else
3585 {
3586 gl::Color pixelColor;
3587 for (int j = 0; j < area.height; j++)
3588 {
3589 for (int i = 0; i < area.width; i++)
3590 {
3591 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
3592 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
3593 }
3594 }
3595 }
3596
3597 mDeviceContext->Unmap(stagingTex, 0);
3598
3599 stagingTex->Release();
3600 stagingTex = NULL;
3601}
3602
shannon.woods%transgaming.com@gtempaccount.com86df5a42013-04-13 03:34:07 +00003603bool Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget,
3604 RenderTarget *drawRenderTarget, bool wholeBufferCopy)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003605{
3606 ASSERT(readRect.width == drawRect.width && readRect.height == drawRect.height);
3607
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003608 RenderTarget11 *readRenderTarget11 = RenderTarget11::makeRenderTarget11(readRenderTarget);
3609 if (!readRenderTarget)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003610 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003611 ERR("Failed to retrieve the read render target from the read framebuffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003612 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003613 }
3614
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003615 ID3D11Resource *readTexture = NULL;
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003616 unsigned int readSubresource = 0;
3617 if (readRenderTarget->getSamples() > 0)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003618 {
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003619 ID3D11Resource *unresolvedResource = readRenderTarget11->getTexture();
3620 ID3D11Texture2D *unresolvedTexture = d3d11::DynamicCastComObject<ID3D11Texture2D>(unresolvedResource);
3621 unresolvedResource->Release();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003622
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003623 if (unresolvedTexture)
3624 {
3625 readTexture = resolveMultisampledTexture(unresolvedTexture, readRenderTarget11->getSubresourceIndex());
3626 readSubresource = 0;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003627
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003628 unresolvedTexture->Release();
3629 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003630 }
3631 else
3632 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003633 readTexture = readRenderTarget11->getTexture();
3634 readSubresource = readRenderTarget11->getSubresourceIndex();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003635 }
3636
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003637 if (!readTexture)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003638 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003639 ERR("Failed to retrieve the read render target view from the read render target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003640 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003641 }
3642
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003643 RenderTarget11 *drawRenderTarget11 = RenderTarget11::makeRenderTarget11(drawRenderTarget);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003644 if (!drawRenderTarget)
3645 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003646 readTexture->Release();
3647 ERR("Failed to retrieve the draw render target from the draw framebuffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003648 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003649 }
3650
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003651 ID3D11Resource *drawTexture = drawRenderTarget11->getTexture();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003652 unsigned int drawSubresource = drawRenderTarget11->getSubresourceIndex();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003653
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003654 D3D11_BOX readBox;
3655 readBox.left = readRect.x;
3656 readBox.right = readRect.x + readRect.width;
3657 readBox.top = readRect.y;
3658 readBox.bottom = readRect.y + readRect.height;
3659 readBox.front = 0;
3660 readBox.back = 1;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003661
shannon.woods%transgaming.com@gtempaccount.com86df5a42013-04-13 03:34:07 +00003662 // D3D11 needs depth-stencil CopySubresourceRegions to have a NULL pSrcBox
3663 // We also require complete framebuffer copies for depth-stencil blit.
3664 D3D11_BOX *pSrcBox = wholeBufferCopy ? NULL : &readBox;
3665
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003666 mDeviceContext->CopySubresourceRegion(drawTexture, drawSubresource, drawRect.x, drawRect.y, 0,
shannon.woods%transgaming.com@gtempaccount.com86df5a42013-04-13 03:34:07 +00003667 readTexture, readSubresource, pSrcBox);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003668
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003669 readTexture->Release();
3670 drawTexture->Release();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003671
3672 return true;
3673}
3674
shannon.woods@transgaming.comd67f9ce2013-02-28 23:06:09 +00003675ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
3676{
3677 D3D11_TEXTURE2D_DESC textureDesc;
3678 source->GetDesc(&textureDesc);
3679
3680 if (textureDesc.SampleDesc.Count > 1)
3681 {
3682 D3D11_TEXTURE2D_DESC resolveDesc;
3683 resolveDesc.Width = textureDesc.Width;
3684 resolveDesc.Height = textureDesc.Height;
3685 resolveDesc.MipLevels = 1;
3686 resolveDesc.ArraySize = 1;
3687 resolveDesc.Format = textureDesc.Format;
3688 resolveDesc.SampleDesc.Count = 1;
3689 resolveDesc.SampleDesc.Quality = 0;
3690 resolveDesc.Usage = textureDesc.Usage;
3691 resolveDesc.BindFlags = textureDesc.BindFlags;
3692 resolveDesc.CPUAccessFlags = 0;
3693 resolveDesc.MiscFlags = 0;
3694
3695 ID3D11Texture2D *resolveTexture = NULL;
3696 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
3697 if (FAILED(result))
3698 {
3699 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
3700 return NULL;
3701 }
3702
3703 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
3704 return resolveTexture;
3705 }
3706 else
3707 {
3708 source->AddRef();
3709 return source;
3710 }
3711}
3712
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003713}