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daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001//
2// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
8
9#include "common/debug.h"
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000013#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000014#include "libGLESv2/Program.h"
15#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000016#include "libGLESv2/Framebuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000017#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000018#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000019#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +000020#include "libGLESv2/renderer/ShaderExecutable11.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000021#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000022
23#include "libEGL/Config.h"
24#include "libEGL/Display.h"
25
26namespace rx
27{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000028static const DXGI_FORMAT RenderTargetFormats[] =
29 {
30 DXGI_FORMAT_R8G8B8A8_UNORM
31 };
32
33static const DXGI_FORMAT DepthStencilFormats[] =
34 {
35 DXGI_FORMAT_D24_UNORM_S8_UINT
36 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000037
38Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
39{
40 mD3d11Module = NULL;
41 mDxgiModule = NULL;
42
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000043 mDeviceLost = false;
44
daniel@transgaming.com25072f62012-11-28 19:31:32 +000045 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000046 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000047 mDxgiAdapter = NULL;
48 mDxgiFactory = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000049}
50
51Renderer11::~Renderer11()
52{
53 releaseDeviceResources();
54
daniel@transgaming.com65e65372012-11-28 19:33:50 +000055 if (mDxgiFactory)
56 {
57 mDxgiFactory->Release();
58 mDxgiFactory = NULL;
59 }
60
61 if (mDxgiAdapter)
62 {
63 mDxgiAdapter->Release();
64 mDxgiAdapter = NULL;
65 }
66
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000067 if (mDeviceContext)
68 {
69 mDeviceContext->Release();
70 mDeviceContext = NULL;
71 }
72
daniel@transgaming.com25072f62012-11-28 19:31:32 +000073 if (mDevice)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000074 {
daniel@transgaming.com25072f62012-11-28 19:31:32 +000075 mDevice->Release();
76 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000077 }
78
79 if (mD3d11Module)
80 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000081 FreeLibrary(mD3d11Module);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000082 mD3d11Module = NULL;
83 }
84
85 if (mDxgiModule)
86 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000087 FreeLibrary(mDxgiModule);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000088 mDxgiModule = NULL;
89 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000090}
91
daniel@transgaming.comb64ed282012-11-28 20:54:02 +000092Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
93{
94 ASSERT(dynamic_cast<rx::Renderer11*>(renderer) != NULL);
95 return static_cast<rx::Renderer11*>(renderer);
96}
97
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000098EGLint Renderer11::initialize()
99{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000100 if (!initializeCompiler())
101 {
102 return EGL_NOT_INITIALIZED;
103 }
104
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000105 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
106 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000107
108 if (mD3d11Module == NULL || mDxgiModule == NULL)
109 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000110 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000111 return EGL_NOT_INITIALIZED;
112 }
113
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000114 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000115
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000116 if (D3D11CreateDevice == NULL)
117 {
118 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
119 return EGL_NOT_INITIALIZED;
120 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000121
122 D3D_FEATURE_LEVEL featureLevel[] =
123 {
124 D3D_FEATURE_LEVEL_11_0,
125 D3D_FEATURE_LEVEL_10_1,
126 D3D_FEATURE_LEVEL_10_0,
127 };
128
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000129 HRESULT result = D3D11CreateDevice(NULL,
130 D3D_DRIVER_TYPE_HARDWARE,
131 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000132 #if defined(_DEBUG)
133 D3D11_CREATE_DEVICE_DEBUG,
134 #else
135 0,
136 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000137 featureLevel,
138 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000139 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000140 &mDevice,
141 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000142 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000143
144 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000145 {
146 ERR("Could not create D3D11 device - aborting!\n");
147 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
148 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000149
150 IDXGIDevice *dxgiDevice = NULL;
151 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
152
153 if (FAILED(result))
154 {
155 ERR("Could not query DXGI device - aborting!\n");
156 return EGL_NOT_INITIALIZED;
157 }
158
159 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
160
161 if (FAILED(result))
162 {
163 ERR("Could not retrieve DXGI adapter - aborting!\n");
164 return EGL_NOT_INITIALIZED;
165 }
166
167 dxgiDevice->Release();
168
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000169 mDxgiAdapter->GetDesc(&mAdapterDescription);
170 memset(mDescription, 0, sizeof(mDescription));
171 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
172
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000173 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
174
175 if (!mDxgiFactory || FAILED(result))
176 {
177 ERR("Could not create DXGI factory - aborting!\n");
178 return EGL_NOT_INITIALIZED;
179 }
180
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000181 initializeDevice();
182
183 return EGL_SUCCESS;
184}
185
186// do any one-time device initialization
187// NOTE: this is also needed after a device lost/reset
188// to reset the scene status and ensure the default states are reset.
189void Renderer11::initializeDevice()
190{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000191 mStateCache.initialize(mDevice);
192
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000193 markAllStateDirty();
194
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000195 // Permanent non-default states
196 // TODO
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000197 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000198}
199
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000200int Renderer11::generateConfigs(ConfigDesc **configDescList)
201{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000202 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
203 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000204 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
205 int numConfigs = 0;
206
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000207 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000208 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000209 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000210 {
211 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
212
213 UINT formatSupport = 0;
214 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
215
216 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
217 {
218 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
219
220 UINT formatSupport = 0;
221 HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
222
223 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL))
224 {
225 ConfigDesc newConfig;
226 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
227 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
228 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
229 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
230
231 (*configDescList)[numConfigs++] = newConfig;
232 }
233 }
234 }
235 }
236
237 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000238}
239
240void Renderer11::deleteConfigs(ConfigDesc *configDescList)
241{
242 delete [] (configDescList);
243}
244
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000245void Renderer11::sync(bool block)
246{
247 // TODO
248 UNIMPLEMENTED();
249}
250
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000251SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
252{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000253 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000254}
255
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000256void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
257{
258 // TODO
259 UNIMPLEMENTED();
260}
261
262void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
263{
264 // TODO
265 UNIMPLEMENTED();
266}
267
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000268void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000269{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000270 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000271 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000272 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
273 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000274 if (!dxRasterState)
275 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000276 ERR("NULL blend state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000277 "rasterizer state.");
278 }
279
280 mDeviceContext->RSSetState(dxRasterState);
281
282 if (dxRasterState)
283 {
284 dxRasterState->Release();
285 }
286 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000287 }
288
289 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000290}
291
292void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
293 unsigned int sampleMask)
294{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000295 if (mForceSetBlendState ||
296 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
297 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
298 sampleMask != mCurSampleMask)
299 {
300 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
301 if (!dxBlendState)
302 {
303 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
304 "blend state.");
305 }
306
307 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
308 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
309
310 if (dxBlendState)
311 {
312 dxBlendState->Release();
313 }
314 mCurBlendState = blendState;
315 mCurBlendColor = blendColor;
316 mCurSampleMask = sampleMask;
317 }
318
319 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000320}
321
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000322void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000323 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000324{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000325 if (mForceSetDepthStencilState ||
326 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
327 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
328 {
329 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
330 stencilRef != stencilBackRef ||
331 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
332 {
333 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
334 "invalid under WebGL.");
335 return error(GL_INVALID_OPERATION);
336 }
337
338 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
339 if (!dxDepthStencilState)
340 {
341 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
342 "setting the default depth stencil state.");
343 }
344
345 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
346
347 if (dxDepthStencilState)
348 {
349 dxDepthStencilState->Release();
350 }
351 mCurDepthStencilState = depthStencilState;
352 mCurStencilRef = stencilRef;
353 mCurStencilBackRef = stencilBackRef;
354 }
355
356 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000357}
358
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000359void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000360{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000361 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
362 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000363 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000364 if (enabled)
365 {
366 D3D11_RECT rect;
367 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
368 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
369 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
370 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000371
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000372 mDeviceContext->RSSetScissorRects(1, &rect);
373 }
374
375 if (enabled != mScissorEnabled)
376 {
377 mForceSetRasterState = true;
378 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000379
380 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000381 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000382 }
383
384 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000385}
386
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000387bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, bool ignoreViewport,
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000388 gl::ProgramBinary *currentProgram, bool forceSetUniforms)
389{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000390 gl::Rectangle actualViewport = viewport;
391 float actualZNear = gl::clamp01(zNear);
392 float actualZFar = gl::clamp01(zFar);
393 if (ignoreViewport)
394 {
395 actualViewport.x = 0;
396 actualViewport.y = 0;
397 actualViewport.width = mRenderTargetDesc.width;
398 actualViewport.height = mRenderTargetDesc.height;
399 actualZNear = 0.0f;
400 actualZFar = 1.0f;
401 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000402
403 D3D11_VIEWPORT dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000404 dxViewport.TopLeftX = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
405 dxViewport.TopLeftY = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
406 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.TopLeftX));
407 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.TopLeftY));
408 dxViewport.MinDepth = actualZNear;
409 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000410
411 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
412 {
413 return false; // Nothing to render
414 }
415
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000416 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
417 actualZNear != mCurNear || actualZFar != mCurFar;
418
daniel@transgaming.com53670042012-11-28 20:55:51 +0000419 if (viewportChanged)
420 {
421 mDeviceContext->RSSetViewports(1, &dxViewport);
422
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000423 mCurViewport = actualViewport;
424 mCurNear = actualZNear;
425 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000426 }
427
428 if (currentProgram && (viewportChanged || forceSetUniforms))
429 {
430 GLint halfPixelSize = currentProgram->getDxHalfPixelSizeLocation();
431 GLfloat xy[2] = { 0.0f, 0.0f };
432 currentProgram->setUniform2fv(halfPixelSize, 1, xy);
433
434 // These values are used for computing gl_FragCoord in Program::linkVaryings().
435 GLint coord = currentProgram->getDxCoordLocation();
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000436 GLfloat whxy[4] = { actualViewport.width * 0.5f,
437 actualViewport.height * 0.5f,
438 actualViewport.x + (actualViewport.width * 0.5f),
439 actualViewport.y + (actualViewport.height * 0.5f) };
daniel@transgaming.com53670042012-11-28 20:55:51 +0000440 currentProgram->setUniform4fv(coord, 1, whxy);
441
442 GLint depth = currentProgram->getDxDepthLocation();
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000443 GLfloat dz[2] = { (actualZFar - actualZNear) * 0.5f, (actualZNear + actualZFar) * 0.5f };
daniel@transgaming.com53670042012-11-28 20:55:51 +0000444 currentProgram->setUniform2fv(depth, 1, dz);
445
446 GLint depthRange = currentProgram->getDxDepthRangeLocation();
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000447 GLfloat nearFarDiff[3] = { actualZNear, actualZFar, actualZFar - actualZNear };
daniel@transgaming.com53670042012-11-28 20:55:51 +0000448 currentProgram->setUniform3fv(depthRange, 1, nearFarDiff);
449 }
450
451 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000452 return true;
453}
454
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000455bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
456{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000457 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000458
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000459 switch (mode)
460 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000461 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
462 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000463 case GL_LINE_LOOP: UNIMPLEMENTED(); /* TODO */ break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000464 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
465 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
466 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000467 case GL_TRIANGLE_FAN: UNIMPLEMENTED(); /* TODO */ break;
468 default:
469 return error(GL_INVALID_ENUM, false);
470 }
471
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000472 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000473
474 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000475}
476
477bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000478{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000479 // Get the color render buffer and serial
480 gl::Renderbuffer *renderbufferObject = NULL;
481 unsigned int renderTargetSerial = 0;
482 if (framebuffer->getColorbufferType() != GL_NONE)
483 {
484 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000485
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000486 if (!renderbufferObject)
487 {
488 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000489 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000490 }
491
492 renderTargetSerial = renderbufferObject->getSerial();
493 }
494
495 // Get the depth stencil render buffer and serials
496 gl::Renderbuffer *depthStencil = NULL;
497 unsigned int depthbufferSerial = 0;
498 unsigned int stencilbufferSerial = 0;
499 if (framebuffer->getDepthbufferType() != GL_NONE)
500 {
501 depthStencil = framebuffer->getDepthbuffer();
502 if (!depthStencil)
503 {
504 ERR("Depth stencil pointer unexpectedly null.");
505 return false;
506 }
507
508 depthbufferSerial = depthStencil->getSerial();
509 }
510 else if (framebuffer->getStencilbufferType() != GL_NONE)
511 {
512 depthStencil = framebuffer->getStencilbuffer();
513 if (!depthStencil)
514 {
515 ERR("Depth stencil pointer unexpectedly null.");
516 return false;
517 }
518
519 stencilbufferSerial = depthStencil->getSerial();
520 }
521
522 // Extract the render target dimensions and view
523 unsigned int renderTargetWidth = 0;
524 unsigned int renderTargetHeight = 0;
525 GLenum renderTargetFormat = 0;
526 ID3D11RenderTargetView* framebufferRTV = NULL;
527 if (renderbufferObject)
528 {
529 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
530 if (!renderTarget)
531 {
532 ERR("render target pointer unexpectedly null.");
533 return false;
534 }
535
536 framebufferRTV = renderTarget->getRenderTargetView();
537 if (!framebufferRTV)
538 {
539 ERR("render target view pointer unexpectedly null.");
540 return false;
541 }
542
543 renderTargetWidth = renderbufferObject->getWidth();
544 renderTargetHeight = renderbufferObject->getHeight();
545 renderTargetFormat = renderbufferObject->getActualFormat();
546 }
547
548 // Extract the depth stencil sizes and view
549 unsigned int depthSize = 0;
550 unsigned int stencilSize = 0;
551 ID3D11DepthStencilView* framebufferDSV = NULL;
552 if (depthStencil)
553 {
554 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
555 if (!depthStencilRenderTarget)
556 {
557 ERR("render target pointer unexpectedly null.");
558 if (framebufferRTV)
559 {
560 framebufferRTV->Release();
561 }
562 return false;
563 }
564
565 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
566 if (!framebufferDSV)
567 {
568 ERR("depth stencil view pointer unexpectedly null.");
569 if (framebufferRTV)
570 {
571 framebufferRTV->Release();
572 }
573 return false;
574 }
575
576 // If there is no render buffer, the width, height and format values come from
577 // the depth stencil
578 if (!renderbufferObject)
579 {
580 renderTargetWidth = depthStencil->getWidth();
581 renderTargetHeight = depthStencil->getHeight();
582 renderTargetFormat = depthStencil->getActualFormat();
583 }
584
585 depthSize = depthStencil->getDepthSize();
586 stencilSize = depthStencil->getStencilSize();
587 }
588
589 // Apply the render target and depth stencil
590 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
591 renderTargetSerial != mAppliedRenderTargetSerial ||
592 depthbufferSerial != mAppliedDepthbufferSerial ||
593 stencilbufferSerial != mAppliedStencilbufferSerial)
594 {
595 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
596
597 mRenderTargetDesc.width = renderTargetWidth;
598 mRenderTargetDesc.height = renderTargetHeight;
599 mRenderTargetDesc.format = renderTargetFormat;
600 mForceSetViewport = true; // TODO: It may not be required to clamp the viewport in D3D11
601 mForceSetScissor = true; // TODO: It may not be required to clamp the scissor in D3D11
602
603 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
604 {
605 mCurDepthSize = depthSize;
606 mForceSetRasterState = true;
607 }
608
609 mCurStencilSize = stencilSize;
610
611 mAppliedRenderTargetSerial = renderTargetSerial;
612 mAppliedDepthbufferSerial = depthbufferSerial;
613 mAppliedStencilbufferSerial = stencilbufferSerial;
614 mRenderTargetDescInitialized = true;
615 mDepthStencilInitialized = true;
616 }
617
618 if (framebufferRTV)
619 {
620 framebufferRTV->Release();
621 }
622 if (framebufferDSV)
623 {
624 framebufferDSV->Release();
625 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000626
627 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000628}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000629
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000630GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000631{
daniel@transgaming.com18adad02012-11-28 21:04:03 +0000632 // TODO: Create/update vertex buffers for arbitrary GL attributes
633 ASSERT(vertexAttributes[0].mBoundBuffer.get() == 0); // UNIMPLEMENTED();
634
635 UINT stride = vertexAttributes[0].mStride != 0 ? vertexAttributes[0].mStride : vertexAttributes[0].typeSize();
636 UINT size = stride * count;
637
638 D3D11_BUFFER_DESC vertexBufferDescription = {0};
639 vertexBufferDescription.ByteWidth = size;
640 vertexBufferDescription.Usage = D3D11_USAGE_DYNAMIC;
641 vertexBufferDescription.BindFlags = D3D11_BIND_VERTEX_BUFFER;
642 vertexBufferDescription.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
643 vertexBufferDescription.MiscFlags = 0;
644 vertexBufferDescription.StructureByteStride = 0;
645
646 ID3D11Buffer *vertexBuffer = NULL;
647 HRESULT result = mDevice->CreateBuffer(&vertexBufferDescription, NULL, &vertexBuffer);
648 ASSERT(SUCCEEDED(result));
649
650 D3D11_MAPPED_SUBRESOURCE map;
651 result = mDeviceContext->Map(vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
652 ASSERT(SUCCEEDED(result));
653 memcpy(map.pData, vertexAttributes[0].mPointer, size);
654 mDeviceContext->Unmap(vertexBuffer, 0);
655
656 UINT offset = 0;
657 mDeviceContext->IASetVertexBuffers(0, 1, &vertexBuffer, &stride, &offset);
658 vertexBuffer->Release();
659
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000660 // TODO: Build the input layout from the (translated) attribute information
661 D3D11_INPUT_ELEMENT_DESC inputElementDescriptions[1] =
662 {
663 {"TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}
664 };
665
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +0000666 ShaderExecutable *vertexExecutable = programBinary->getVertexExecutable();
667
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000668 ID3D11InputLayout *inputLayout = NULL;
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +0000669 result = mDevice->CreateInputLayout(inputElementDescriptions, 1, vertexExecutable->getFunction(), vertexExecutable->getLength(), &inputLayout);
daniel@transgaming.com18adad02012-11-28 21:04:03 +0000670 ASSERT(SUCCEEDED(result));
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000671
672 mDeviceContext->IASetInputLayout(inputLayout);
673 inputLayout->Release(); // TODO: Build a cache of input layouts
674
daniel@transgaming.com18adad02012-11-28 21:04:03 +0000675 return GL_NO_ERROR;
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000676}
677
daniel@transgaming.com31240482012-11-28 21:06:41 +0000678GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000679{
680 // TODO
681 UNIMPLEMENTED();
682
683 return GL_OUT_OF_MEMORY;
684}
685
686void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
687{
daniel@transgaming.comd4cf2512012-11-28 21:05:41 +0000688 mDeviceContext->Draw(count, 0);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000689}
690
daniel@transgaming.com31240482012-11-28 21:06:41 +0000691void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000692{
693 // TODO
694 UNIMPLEMENTED();
695}
696
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +0000697void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
698{
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000699 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
700 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
701
702 ID3D11VertexShader *vertexShader = NULL;
703 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
704
705 ID3D11PixelShader *pixelShader = NULL;
706 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
707
708 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
709 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
710 programBinary->dirtyAllUniforms();
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +0000711}
712
daniel@transgaming.com084a2572012-11-28 20:55:17 +0000713void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +0000714{
daniel@transgaming.com54e67542012-11-28 21:02:31 +0000715 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
716 {
717 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
718 if (renderbufferObject)
719 {
720 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
721 if (!renderTarget)
722 {
723 ERR("render target pointer unexpectedly null.");
724 return;
725 }
726
727 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
728 if (!framebufferRTV)
729 {
730 ERR("render target view pointer unexpectedly null.");
731 return;
732 }
733
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000734 if (mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
735 mCurScissor.x + mCurScissor.width < renderTarget->getWidth() ||
736 mCurScissor.y + mCurScissor.height < renderTarget->getHeight()))
daniel@transgaming.com54e67542012-11-28 21:02:31 +0000737 {
738 // TODO: clearing of subregion of render target
739 UNIMPLEMENTED();
740 }
741
742 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
743 const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
744 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
745 clearParams.colorMaskBlue && alphaUnmasked);
746
747 if (needMaskedColorClear)
748 {
749 // TODO: masked color clearing
750 UNIMPLEMENTED();
751 }
752 else
753 {
754 const float clearValues[4] = { clearParams.colorClearValue.red,
755 clearParams.colorClearValue.green,
756 clearParams.colorClearValue.blue,
757 clearParams.colorClearValue.alpha };
758 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
759 }
760
761 framebufferRTV->Release();
762 }
763 }
764 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
765 {
766 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
767 if (renderbufferObject)
768 {
769 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
770 if (!renderTarget)
771 {
772 ERR("render target pointer unexpectedly null.");
773 return;
774 }
775
776 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
777 if (!framebufferDSV)
778 {
779 ERR("depth stencil view pointer unexpectedly null.");
780 return;
781 }
782
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000783 if (mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
784 mCurScissor.x + mCurScissor.width < renderTarget->getWidth() ||
785 mCurScissor.y + mCurScissor.height < renderTarget->getHeight()))
daniel@transgaming.com54e67542012-11-28 21:02:31 +0000786 {
787 // TODO: clearing of subregion of depth stencil view
788 UNIMPLEMENTED();
789 }
790
791 unsigned int stencilUnmasked = 0x0;
792 if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
793 {
794 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
795 stencilUnmasked = (0x1 << stencilSize) - 1;
796 }
797
798 const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
799 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
800
801 if (needMaskedStencilClear)
802 {
803 // TODO: masked clearing of depth stencil
804 UNIMPLEMENTED();
805 }
806 else
807 {
808 UINT clearFlags = 0;
809 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
810 {
811 clearFlags |= D3D11_CLEAR_DEPTH;
812 }
813 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
814 {
815 clearFlags |= D3D11_CLEAR_STENCIL;
816 }
817
818 float depthClear = clearParams.depthClearValue;
819 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
820
821 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
822 }
823
824 framebufferDSV->Release();
825 }
826 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +0000827}
828
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000829void Renderer11::markAllStateDirty()
830{
daniel@transgaming.com9a067372012-12-20 20:55:24 +0000831 mAppliedRenderTargetSerial = 0;
832 mAppliedDepthbufferSerial = 0;
833 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +0000834 mDepthStencilInitialized = false;
835 mRenderTargetDescInitialized = false;
836
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000837 mForceSetBlendState = true;
838 mForceSetRasterState = true;
839 mForceSetDepthStencilState = true;
840 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000841 mForceSetViewport = true;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000842}
843
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000844void Renderer11::releaseDeviceResources()
845{
846 // TODO
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000847 // UNIMPLEMENTED();
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000848 mStateCache.clear();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000849}
850
851void Renderer11::markDeviceLost()
852{
853 mDeviceLost = true;
854}
855
856bool Renderer11::isDeviceLost()
857{
858 return mDeviceLost;
859}
860
861// set notify to true to broadcast a message to all contexts of the device loss
862bool Renderer11::testDeviceLost(bool notify)
863{
864 bool isLost = false;
865
866 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000867 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000868
869 if (isLost)
870 {
871 // ensure we note the device loss --
872 // we'll probably get this done again by markDeviceLost
873 // but best to remember it!
874 // Note that we don't want to clear the device loss status here
875 // -- this needs to be done by resetDevice
876 mDeviceLost = true;
877 if (notify)
878 {
879 mDisplay->notifyDeviceLost();
880 }
881 }
882
883 return isLost;
884}
885
886bool Renderer11::testDeviceResettable()
887{
888 HRESULT status = D3D_OK;
889
890 // TODO
891 UNIMPLEMENTED();
892
893 switch (status)
894 {
895 case D3DERR_DEVICENOTRESET:
896 case D3DERR_DEVICEHUNG:
897 return true;
898 default:
899 return false;
900 }
901}
902
903bool Renderer11::resetDevice()
904{
905 releaseDeviceResources();
906
907 // TODO
908 UNIMPLEMENTED();
909
910 // reset device defaults
911 initializeDevice();
912 mDeviceLost = false;
913
914 return true;
915}
916
917DWORD Renderer11::getAdapterVendor() const
918{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000919 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000920}
921
922const char *Renderer11::getAdapterDescription() const
923{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000924 return mDescription;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000925}
926
927GUID Renderer11::getAdapterIdentifier() const
928{
929 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000930 // UNIMPLEMENTED();
931 GUID foo = {0};
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000932 return foo;
933}
934
935bool Renderer11::getDXT1TextureSupport()
936{
937 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000938 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000939 return false;
940}
941
942bool Renderer11::getDXT3TextureSupport()
943{
944 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000945 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000946 return false;
947}
948
949bool Renderer11::getDXT5TextureSupport()
950{
951 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000952 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000953 return false;
954}
955
956bool Renderer11::getDepthTextureSupport() const
957{
958 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000959 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000960 return false;
961}
962
963bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
964{
965 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000966 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000967
968 *filtering = false;
969 *renderable = false;
970 return false;
971}
972
973bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
974{
975 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000976 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000977
978 *filtering = false;
979 *renderable = false;
980 return false;
981}
982
983bool Renderer11::getLuminanceTextureSupport()
984{
985 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000986 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000987 return false;
988}
989
990bool Renderer11::getLuminanceAlphaTextureSupport()
991{
992 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000993 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000994 return false;
995}
996
997bool Renderer11::getTextureFilterAnisotropySupport() const
998{
999 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001000 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001001 return false;
1002}
1003
1004float Renderer11::getTextureMaxAnisotropy() const
1005{
1006 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001007 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001008 return 1.0f;
1009}
1010
1011bool Renderer11::getEventQuerySupport()
1012{
1013 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001014 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001015 return false;
1016}
1017
1018bool Renderer11::getVertexTextureSupport() const
1019{
1020 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001021 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001022 return false;
1023}
1024
1025bool Renderer11::getNonPower2TextureSupport() const
1026{
1027 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001028 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001029 return false;
1030}
1031
1032bool Renderer11::getOcclusionQuerySupport() const
1033{
1034 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001035 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001036 return false;
1037}
1038
1039bool Renderer11::getInstancingSupport() const
1040{
1041 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001042 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001043 return false;
1044}
1045
1046bool Renderer11::getShareHandleSupport() const
1047{
1048 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001049 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001050
1051 // PIX doesn't seem to support using share handles, so disable them.
1052 return false && !gl::perfActive();
1053}
1054
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001055int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001056{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001057 switch (mFeatureLevel)
1058 {
1059 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
1060 case D3D_FEATURE_LEVEL_10_1:
1061 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
1062 default: UNREACHABLE(); return 0;
1063 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001064}
1065
1066float Renderer11::getMaxPointSize() const
1067{
1068 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001069 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001070 return 1.0f;
1071}
1072
1073int Renderer11::getMaxTextureWidth() const
1074{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001075 switch (mFeatureLevel)
1076 {
1077 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1078 case D3D_FEATURE_LEVEL_10_1:
1079 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1080 default: UNREACHABLE(); return 0;
1081 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001082}
1083
1084int Renderer11::getMaxTextureHeight() const
1085{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001086 switch (mFeatureLevel)
1087 {
1088 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1089 case D3D_FEATURE_LEVEL_10_1:
1090 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1091 default: UNREACHABLE(); return 0;
1092 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001093}
1094
1095bool Renderer11::get32BitIndexSupport() const
1096{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001097 switch (mFeatureLevel)
1098 {
1099 case D3D_FEATURE_LEVEL_11_0:
1100 case D3D_FEATURE_LEVEL_10_1:
1101 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
1102 default: UNREACHABLE(); return false;
1103 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001104}
1105
1106int Renderer11::getMinSwapInterval() const
1107{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001108 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001109}
1110
1111int Renderer11::getMaxSwapInterval() const
1112{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001113 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001114}
1115
1116int Renderer11::getMaxSupportedSamples() const
1117{
1118 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001119 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001120 return 1;
1121}
1122
daniel@transgaming.com31b13e12012-11-28 19:34:30 +00001123bool Renderer11::copyToRenderTarget(TextureStorage2D *dest, TextureStorage2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001124{
1125 // TODO
1126 UNIMPLEMENTED();
1127 return false;
1128}
1129
daniel@transgaming.com31b13e12012-11-28 19:34:30 +00001130bool Renderer11::copyToRenderTarget(TextureStorageCubeMap *dest, TextureStorageCubeMap *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001131{
1132 // TODO
1133 UNIMPLEMENTED();
1134 return false;
1135}
1136
daniel@transgaming.com38380882012-11-28 19:36:39 +00001137bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
1138 GLint xoffset, GLint yoffset, TextureStorage2D *storage, GLint level)
1139{
1140 // TODO
1141 UNIMPLEMENTED();
1142 return false;
1143}
1144
1145bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
1146 GLint xoffset, GLint yoffset, TextureStorageCubeMap *storage, GLenum target, GLint level)
1147{
1148 // TODO
1149 UNIMPLEMENTED();
1150 return false;
1151}
1152
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001153RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
1154{
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00001155 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
1156 RenderTarget11 *renderTarget = NULL;
1157 if (depth)
1158 {
1159 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), swapChain11->getWidth(), swapChain11->getHeight());
1160 }
1161 else
1162 {
1163 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(), swapChain11->getWidth(), swapChain11->getHeight());
1164 }
1165 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001166}
1167
1168RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
1169{
1170 // TODO
1171 UNIMPLEMENTED();
1172 return NULL;
1173}
1174
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00001175ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, GLenum type, void *data)
daniel@transgaming.com55318902012-11-28 20:58:58 +00001176{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001177 ShaderExecutable11 *executable = NULL;
1178
1179 switch (type)
1180 {
1181 case GL_VERTEX_SHADER:
1182 {
1183 ID3D11VertexShader *vshader = NULL;
1184 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
1185 ASSERT(SUCCEEDED(result));
1186
1187 if (vshader)
1188 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00001189 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001190 }
1191 }
1192 break;
1193 case GL_FRAGMENT_SHADER:
1194 {
1195 ID3D11PixelShader *pshader = NULL;
1196 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
1197 ASSERT(SUCCEEDED(result));
1198
1199 if (pshader)
1200 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00001201 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001202 }
1203 }
1204 break;
1205 default:
1206 UNREACHABLE();
1207 break;
1208 }
1209
1210 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00001211}
1212
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00001213ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type)
1214{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001215 const char *profile = NULL;
1216
1217 switch (type)
1218 {
1219 case GL_VERTEX_SHADER:
1220 profile = "vs_4_0";
1221 break;
1222 case GL_FRAGMENT_SHADER:
1223 profile = "ps_4_0";
1224 break;
1225 default:
1226 UNREACHABLE();
1227 return NULL;
1228 }
1229
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00001230 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001231 if (!binary)
1232 return NULL;
1233
1234 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type, NULL);
1235 binary->Release();
1236
1237 return executable;
1238}
1239
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001240bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
1241 bool blitRenderTarget, bool blitDepthStencil)
1242{
1243 // TODO
1244 UNIMPLEMENTED();
1245 return false;
1246}
1247
1248void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
1249 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
1250{
1251 // TODO
1252 UNIMPLEMENTED();
1253 return;
1254}
1255
daniel@transgaming.com244e1832012-12-20 20:52:35 +00001256Image *Renderer11::createImage()
1257{
1258 // TODO
1259 UNIMPLEMENTED();
1260 return NULL;
1261}
1262
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00001263void Renderer11::generateMipmap(Image *dest, Image *src)
1264{
1265 // TODO
1266 UNIMPLEMENTED();
1267 return;
1268}
1269
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001270}