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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"
shannonwoods@chromium.orga2ecfcc2013-05-30 00:11:59 +000011#include "common/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"
Geoff Langd47e0fc2013-08-29 11:40:43 -040016#include "libGLESv2/renderer/d3d11/Renderer11.h"
17#include "libGLESv2/renderer/d3d11/RenderTarget11.h"
18#include "libGLESv2/renderer/d3d11/renderer11_utils.h"
19#include "libGLESv2/renderer/d3d11/formatutils11.h"
20#include "libGLESv2/renderer/d3d11/ShaderExecutable11.h"
21#include "libGLESv2/renderer/d3d11/SwapChain11.h"
22#include "libGLESv2/renderer/d3d11/Image11.h"
23#include "libGLESv2/renderer/d3d11/VertexBuffer11.h"
24#include "libGLESv2/renderer/d3d11/IndexBuffer11.h"
25#include "libGLESv2/renderer/d3d11/BufferStorage11.h"
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000026#include "libGLESv2/renderer/VertexDataManager.h"
27#include "libGLESv2/renderer/IndexDataManager.h"
Geoff Langd47e0fc2013-08-29 11:40:43 -040028#include "libGLESv2/renderer/d3d11/TextureStorage11.h"
29#include "libGLESv2/renderer/d3d11/Query11.h"
30#include "libGLESv2/renderer/d3d11/Fence11.h"
31#include "libGLESv2/renderer/d3d11/Blit11.h"
32#include "libGLESv2/renderer/d3d11/Clear11.h"
33#include "libGLESv2/renderer/d3d11/PixelTransfer11.h"
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000034#include "libEGL/Display.h"
35
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +000036#ifdef _DEBUG
37// this flag enables suppressing some spurious warnings that pop up in certain WebGL samples
38// and conformance tests. to enable all warnings, remove this define.
39#define ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS 1
40#endif
41
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000042namespace rx
43{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000044static const DXGI_FORMAT RenderTargetFormats[] =
45 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000046 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000047 DXGI_FORMAT_R8G8B8A8_UNORM
48 };
49
50static const DXGI_FORMAT DepthStencilFormats[] =
51 {
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +000052 DXGI_FORMAT_UNKNOWN,
53 DXGI_FORMAT_D24_UNORM_S8_UINT,
54 DXGI_FORMAT_D16_UNORM
daniel@transgaming.com65e65372012-11-28 19:33:50 +000055 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000056
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000057enum
58{
59 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
60};
61
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000062Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
63{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000064 mVertexDataManager = NULL;
65 mIndexDataManager = NULL;
66
daniel@transgaming.comc5114302012-12-20 21:11:36 +000067 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000068 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000069
Geoff Langb86b9792013-06-04 16:32:05 -040070 mBlit = NULL;
Jamie Madilla21eea32013-09-18 14:36:25 -040071 mPixelTransfer = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000072
Geoff Langda507fe2013-08-20 12:01:42 -040073 mClear = NULL;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000074
daniel@transgaming.combdf787f2013-02-01 03:20:36 +000075 mSyncQuery = NULL;
76
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000077 mD3d11Module = NULL;
78 mDxgiModule = NULL;
79
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000080 mDeviceLost = false;
81
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +000082 mMaxSupportedSamples = 0;
83
daniel@transgaming.com25072f62012-11-28 19:31:32 +000084 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000085 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000086 mDxgiAdapter = NULL;
87 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +000088
89 mDriverConstantBufferVS = NULL;
90 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +000091
92 mBGRATextureSupport = false;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +000093
94 mIsGeometryShaderActive = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000095}
96
97Renderer11::~Renderer11()
98{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +000099 release();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000100}
101
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000102Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
103{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000104 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000105 return static_cast<rx::Renderer11*>(renderer);
106}
107
shannon.woods%transgaming.com@gtempaccount.comf9686c22013-04-13 03:33:45 +0000108#ifndef __d3d11_1_h__
109#define D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET ((D3D11_MESSAGE_ID)3146081)
110#endif
111
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000112EGLint Renderer11::initialize()
113{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000114 if (!initializeCompiler())
115 {
116 return EGL_NOT_INITIALIZED;
117 }
118
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000119 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
120 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000121
122 if (mD3d11Module == NULL || mDxgiModule == NULL)
123 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000124 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000125 return EGL_NOT_INITIALIZED;
126 }
127
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000128 // create the D3D11 device
129 ASSERT(mDevice == NULL);
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000130 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000131
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000132 if (D3D11CreateDevice == NULL)
133 {
134 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
135 return EGL_NOT_INITIALIZED;
136 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000137
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000138 D3D_FEATURE_LEVEL featureLevels[] =
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000139 {
140 D3D_FEATURE_LEVEL_11_0,
141 D3D_FEATURE_LEVEL_10_1,
142 D3D_FEATURE_LEVEL_10_0,
143 };
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000144
shannonwoods@chromium.orgc3419c12013-05-30 00:02:01 +0000145 HRESULT result = S_OK;
146
147#ifdef _DEBUG
148 result = D3D11CreateDevice(NULL,
149 D3D_DRIVER_TYPE_HARDWARE,
150 NULL,
151 D3D11_CREATE_DEVICE_DEBUG,
152 featureLevels,
153 ArraySize(featureLevels),
154 D3D11_SDK_VERSION,
155 &mDevice,
156 &mFeatureLevel,
157 &mDeviceContext);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000158
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000159 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000160 {
shannonwoods@chromium.orgc3419c12013-05-30 00:02:01 +0000161 ERR("Failed creating Debug D3D11 device - falling back to release runtime.\n");
162 }
163
164 if (!mDevice || FAILED(result))
165#endif
166 {
167 result = D3D11CreateDevice(NULL,
168 D3D_DRIVER_TYPE_HARDWARE,
169 NULL,
170 0,
171 featureLevels,
172 ArraySize(featureLevels),
173 D3D11_SDK_VERSION,
174 &mDevice,
175 &mFeatureLevel,
176 &mDeviceContext);
177
178 if (!mDevice || FAILED(result))
179 {
180 ERR("Could not create D3D11 device - aborting!\n");
181 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
182 }
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000183 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000184
185 IDXGIDevice *dxgiDevice = NULL;
186 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
187
188 if (FAILED(result))
189 {
190 ERR("Could not query DXGI device - aborting!\n");
191 return EGL_NOT_INITIALIZED;
192 }
193
194 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
195
196 if (FAILED(result))
197 {
198 ERR("Could not retrieve DXGI adapter - aborting!\n");
199 return EGL_NOT_INITIALIZED;
200 }
201
Geoff Langea228632013-07-30 15:17:12 -0400202 SafeRelease(dxgiDevice);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000203
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000204 mDxgiAdapter->GetDesc(&mAdapterDescription);
205 memset(mDescription, 0, sizeof(mDescription));
206 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
207
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000208 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
209
210 if (!mDxgiFactory || FAILED(result))
211 {
212 ERR("Could not create DXGI factory - aborting!\n");
213 return EGL_NOT_INITIALIZED;
214 }
215
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000216 // Disable some spurious D3D11 debug warnings to prevent them from flooding the output log
217#if defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG)
218 ID3D11InfoQueue *infoQueue;
219 result = mDevice->QueryInterface(__uuidof(ID3D11InfoQueue), (void **)&infoQueue);
220
221 if (SUCCEEDED(result))
222 {
223 D3D11_MESSAGE_ID hideMessages[] =
224 {
shannon.woods%transgaming.com@gtempaccount.comf9686c22013-04-13 03:33:45 +0000225 D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000226 };
227
228 D3D11_INFO_QUEUE_FILTER filter = {0};
229 filter.DenyList.NumIDs = ArraySize(hideMessages);
230 filter.DenyList.pIDList = hideMessages;
231
232 infoQueue->AddStorageFilterEntries(&filter);
Geoff Langea228632013-07-30 15:17:12 -0400233 SafeRelease(infoQueue);
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000234 }
235#endif
236
Geoff Lang61e49a52013-05-29 10:22:58 -0400237 mMaxSupportedSamples = 0;
238
239 const d3d11::DXGIFormatSet &dxgiFormats = d3d11::GetAllUsedDXGIFormats();
240 for (d3d11::DXGIFormatSet::const_iterator i = dxgiFormats.begin(); i != dxgiFormats.end(); ++i)
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000241 {
Geoff Lang61e49a52013-05-29 10:22:58 -0400242 MultisampleSupportInfo support = getMultisampleSupportInfo(*i);
243 mMultisampleSupportMap.insert(std::make_pair(*i, support));
244 mMaxSupportedSamples = std::max(mMaxSupportedSamples, support.maxSupportedSamples);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000245 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000246
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000247 initializeDevice();
248
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000249 // BGRA texture support is optional in feature levels 10 and 10_1
250 UINT formatSupport;
251 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
252 if (FAILED(result))
253 {
254 ERR("Error checking BGRA format support: 0x%08X", result);
255 }
256 else
257 {
258 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
259 mBGRATextureSupport = (formatSupport & flags) == flags;
260 }
261
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +0000262 // Check floating point texture support
263 static const unsigned int requiredTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE;
264 static const unsigned int requiredRenderableFlags = D3D11_FORMAT_SUPPORT_RENDER_TARGET;
265 static const unsigned int requiredFilterFlags = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
266
267 DXGI_FORMAT float16Formats[] =
268 {
269 DXGI_FORMAT_R16_FLOAT,
270 DXGI_FORMAT_R16G16_FLOAT,
271 DXGI_FORMAT_R16G16B16A16_FLOAT,
272 };
273
274 DXGI_FORMAT float32Formats[] =
275 {
276 DXGI_FORMAT_R32_FLOAT,
277 DXGI_FORMAT_R32G32_FLOAT,
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +0000278 DXGI_FORMAT_R32G32B32A32_FLOAT,
279 };
280
281 mFloat16TextureSupport = true;
282 mFloat16FilterSupport = true;
283 mFloat16RenderSupport = true;
284 for (unsigned int i = 0; i < ArraySize(float16Formats); i++)
285 {
286 if (SUCCEEDED(mDevice->CheckFormatSupport(float16Formats[i], &formatSupport)))
287 {
288 mFloat16TextureSupport = mFloat16TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
289 mFloat16FilterSupport = mFloat16FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
290 mFloat16RenderSupport = mFloat16RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
291 }
292 else
293 {
294 mFloat16TextureSupport = false;
295 mFloat16RenderSupport = false;
296 mFloat16FilterSupport = false;
297 }
298 }
299
300 mFloat32TextureSupport = true;
301 mFloat32FilterSupport = true;
302 mFloat32RenderSupport = true;
303 for (unsigned int i = 0; i < ArraySize(float32Formats); i++)
304 {
305 if (SUCCEEDED(mDevice->CheckFormatSupport(float32Formats[i], &formatSupport)))
306 {
307 mFloat32TextureSupport = mFloat32TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
308 mFloat32FilterSupport = mFloat32FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
309 mFloat32RenderSupport = mFloat32RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
310 }
311 else
312 {
313 mFloat32TextureSupport = false;
314 mFloat32FilterSupport = false;
315 mFloat32RenderSupport = false;
316 }
317 }
318
Geoff Lang632192d2013-10-04 13:40:46 -0400319 DXGI_FORMAT rgTextureFormats[] =
320 {
321 DXGI_FORMAT_R8_UNORM,
322 DXGI_FORMAT_R8G8_UNORM,
323 DXGI_FORMAT_R16_FLOAT,
324 DXGI_FORMAT_R16G16_FLOAT,
325 DXGI_FORMAT_R32_FLOAT,
326 DXGI_FORMAT_R32G32_FLOAT,
327 };
328
329 mRGTextureSupport = true;
330 for (unsigned int i = 0; i < ArraySize(rgTextureFormats); i++)
331 {
332 if (SUCCEEDED(mDevice->CheckFormatSupport(rgTextureFormats[i], &formatSupport)))
333 {
334 mRGTextureSupport = mRGTextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
335 mRGTextureSupport = mRGTextureSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
336 mRGTextureSupport = mRGTextureSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
337 }
338 else
339 {
340 mRGTextureSupport = false;
341 }
342 }
343
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +0000344 // Check compressed texture support
345 const unsigned int requiredCompressedTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D;
346
347 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC1_UNORM, &formatSupport)))
348 {
349 mDXT1TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
350 }
351 else
352 {
353 mDXT1TextureSupport = false;
354 }
355
356 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC3_UNORM, &formatSupport)))
357 {
358 mDXT3TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
359 }
360 else
361 {
362 mDXT3TextureSupport = false;
363 }
364
365 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC5_UNORM, &formatSupport)))
366 {
367 mDXT5TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
368 }
369 else
370 {
371 mDXT5TextureSupport = false;
372 }
373
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +0000374 // Check depth texture support
375 DXGI_FORMAT depthTextureFormats[] =
376 {
377 DXGI_FORMAT_D16_UNORM,
378 DXGI_FORMAT_D24_UNORM_S8_UINT,
379 };
380
381 static const unsigned int requiredDepthTextureFlags = D3D11_FORMAT_SUPPORT_DEPTH_STENCIL |
382 D3D11_FORMAT_SUPPORT_TEXTURE2D;
383
384 mDepthTextureSupport = true;
385 for (unsigned int i = 0; i < ArraySize(depthTextureFormats); i++)
386 {
387 if (SUCCEEDED(mDevice->CheckFormatSupport(depthTextureFormats[i], &formatSupport)))
388 {
389 mDepthTextureSupport = mDepthTextureSupport && ((formatSupport & requiredDepthTextureFlags) == requiredDepthTextureFlags);
390 }
391 else
392 {
393 mDepthTextureSupport = false;
394 }
395 }
396
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000397 return EGL_SUCCESS;
398}
399
400// do any one-time device initialization
401// NOTE: this is also needed after a device lost/reset
402// to reset the scene status and ensure the default states are reset.
403void Renderer11::initializeDevice()
404{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000405 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000406 mInputLayoutCache.initialize(mDevice, mDeviceContext);
407
408 ASSERT(!mVertexDataManager && !mIndexDataManager);
409 mVertexDataManager = new VertexDataManager(this);
410 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000411
Geoff Langb86b9792013-06-04 16:32:05 -0400412 ASSERT(!mBlit);
413 mBlit = new Blit11(this);
414
Geoff Langda507fe2013-08-20 12:01:42 -0400415 ASSERT(!mClear);
416 mClear = new Clear11(this);
417
Jamie Madilla21eea32013-09-18 14:36:25 -0400418 ASSERT(!mPixelTransfer);
419 mPixelTransfer = new PixelTransfer11(this);
420
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000421 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000422}
423
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000424int Renderer11::generateConfigs(ConfigDesc **configDescList)
425{
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000426 unsigned int numRenderFormats = ArraySize(RenderTargetFormats);
427 unsigned int numDepthFormats = ArraySize(DepthStencilFormats);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000428 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
429 int numConfigs = 0;
430
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000431 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000432 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000433 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000434 {
435 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
436
437 UINT formatSupport = 0;
438 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000439
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000440 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
441 {
442 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
443
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000444 bool depthStencilFormatOK = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000445
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000446 if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
447 {
448 UINT formatSupport = 0;
449 result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
450 depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
451 }
452
453 if (depthStencilFormatOK)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000454 {
Jamie Madilld6cb2442013-07-10 15:13:38 -0400455 // FIXME: parse types from context version
456 ASSERT(d3d11_gl::GetInternalFormat(renderTargetFormat, 2) == d3d11_gl::GetInternalFormat(renderTargetFormat, 3));
457 ASSERT(d3d11_gl::GetInternalFormat(depthStencilFormat, 2) == d3d11_gl::GetInternalFormat(depthStencilFormat, 3));
458
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000459 ConfigDesc newConfig;
Jamie Madilld6cb2442013-07-10 15:13:38 -0400460 newConfig.renderTargetFormat = d3d11_gl::GetInternalFormat(renderTargetFormat, getCurrentClientVersion());
461 newConfig.depthStencilFormat = d3d11_gl::GetInternalFormat(depthStencilFormat, getCurrentClientVersion());
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000462 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
463 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
shannon.woods%transgaming.com@gtempaccount.comdcf33d52013-04-13 03:33:11 +0000464 newConfig.es3Capable = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000465
466 (*configDescList)[numConfigs++] = newConfig;
467 }
468 }
469 }
470 }
471
472 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000473}
474
475void Renderer11::deleteConfigs(ConfigDesc *configDescList)
476{
477 delete [] (configDescList);
478}
479
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000480void Renderer11::sync(bool block)
481{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000482 if (block)
483 {
484 HRESULT result;
485
486 if (!mSyncQuery)
487 {
488 D3D11_QUERY_DESC queryDesc;
489 queryDesc.Query = D3D11_QUERY_EVENT;
490 queryDesc.MiscFlags = 0;
491
492 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
493 ASSERT(SUCCEEDED(result));
494 }
495
496 mDeviceContext->End(mSyncQuery);
497 mDeviceContext->Flush();
498
499 do
500 {
501 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
502
503 // Keep polling, but allow other threads to do something useful first
504 Sleep(0);
505
506 if (testDeviceLost(true))
507 {
508 return;
509 }
510 }
511 while (result == S_FALSE);
512 }
513 else
514 {
515 mDeviceContext->Flush();
516 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000517}
518
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000519SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
520{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000521 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000522}
523
Geoff Lange2e0ce02013-09-17 17:05:08 -0400524void Renderer11::generateSwizzle(gl::Texture *texture)
525{
Geoff Lang42477a42013-09-17 17:07:02 -0400526 if (texture)
527 {
528 TextureStorageInterface *texStorage = texture->getNativeTexture();
529 if (texStorage)
530 {
531 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
532
533 storage11->generateSwizzles(texture->getSwizzleRed(), texture->getSwizzleGreen(), texture->getSwizzleBlue(),
534 texture->getSwizzleAlpha());
535 }
536 }
Geoff Lange2e0ce02013-09-17 17:05:08 -0400537}
538
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000539void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
540{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000541 if (type == gl::SAMPLER_PIXEL)
542 {
543 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
544 {
545 ERR("Pixel shader sampler index %i is not valid.", index);
546 return;
547 }
548
549 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
550 {
551 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
552
553 if (!dxSamplerState)
554 {
555 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
556 "sampler state for pixel shaders at slot %i.", index);
557 }
558
559 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
560
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000561 mCurPixelSamplerStates[index] = samplerState;
562 }
563
564 mForceSetPixelSamplerStates[index] = false;
565 }
566 else if (type == gl::SAMPLER_VERTEX)
567 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000568 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000569 {
570 ERR("Vertex shader sampler index %i is not valid.", index);
571 return;
572 }
573
574 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
575 {
576 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
577
578 if (!dxSamplerState)
579 {
580 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
581 "sampler state for vertex shaders at slot %i.", index);
582 }
583
584 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
585
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000586 mCurVertexSamplerStates[index] = samplerState;
587 }
588
589 mForceSetVertexSamplerStates[index] = false;
590 }
591 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000592}
593
594void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
595{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000596 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000597 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000598
599 if (texture)
600 {
601 TextureStorageInterface *texStorage = texture->getNativeTexture();
602 if (texStorage)
603 {
604 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
Geoff Lang644bbf22013-09-17 17:02:43 -0400605 textureSRV = storage11->getSRV(texture->getSwizzleRed(), texture->getSwizzleGreen(), texture->getSwizzleBlue(),
606 texture->getSwizzleAlpha());
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000607 }
608
609 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
610 // missing the shader resource view
611 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000612
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000613 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000614 }
615
616 if (type == gl::SAMPLER_PIXEL)
617 {
618 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
619 {
620 ERR("Pixel shader sampler index %i is not valid.", index);
621 return;
622 }
623
Geoff Lang91382e52014-01-07 16:16:30 -0500624 if (forceSetTexture || mCurPixelSRVs[index] != textureSRV)
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000625 {
626 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
627 }
628
Geoff Lang91382e52014-01-07 16:16:30 -0500629 mCurPixelSRVs[index] = textureSRV;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000630 }
631 else if (type == gl::SAMPLER_VERTEX)
632 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000633 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000634 {
635 ERR("Vertex shader sampler index %i is not valid.", index);
636 return;
637 }
638
Geoff Lang91382e52014-01-07 16:16:30 -0500639 if (forceSetTexture || mCurVertexSRVs[index] != textureSRV)
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000640 {
641 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
642 }
643
Geoff Lang91382e52014-01-07 16:16:30 -0500644 mCurVertexSRVs[index] = textureSRV;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000645 }
646 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000647}
648
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000649bool Renderer11::setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], const gl::Buffer *fragmentUniformBuffers[])
650{
651 // convert buffers to ID3D11Buffer*
652 ID3D11Buffer *vertexConstantBuffers[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS] = { NULL };
653 ID3D11Buffer *pixelConstantBuffers[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS] = { NULL };
654
655 for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; uniformBufferIndex++)
656 {
657 const gl::Buffer *uniformBuffer = vertexUniformBuffers[uniformBufferIndex];
658 if (uniformBuffer)
659 {
660 BufferStorage11 *bufferStorage = BufferStorage11::makeBufferStorage11(uniformBuffer->getStorage());
Geoff Lang9c53f1e2014-01-08 13:41:47 -0500661 ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(BUFFER_USAGE_UNIFORM);
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000662
663 if (!constantBuffer)
664 {
665 return false;
666 }
667
Geoff Langc6354ee2013-07-22 10:40:07 -0400668 if (mCurrentConstantBufferVS[uniformBufferIndex] != bufferStorage->getSerial())
669 {
670 mDeviceContext->VSSetConstantBuffers(getReservedVertexUniformBuffers() + uniformBufferIndex,
671 1, &constantBuffer);
672 mCurrentConstantBufferVS[uniformBufferIndex] = bufferStorage->getSerial();
673 }
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000674 }
675 }
676
677 for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS; uniformBufferIndex++)
678 {
679 const gl::Buffer *uniformBuffer = fragmentUniformBuffers[uniformBufferIndex];
680 if (uniformBuffer)
681 {
682 BufferStorage11 *bufferStorage = BufferStorage11::makeBufferStorage11(uniformBuffer->getStorage());
Geoff Lang9c53f1e2014-01-08 13:41:47 -0500683 ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(BUFFER_USAGE_UNIFORM);
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000684
685 if (!constantBuffer)
686 {
687 return false;
688 }
689
Geoff Langc6354ee2013-07-22 10:40:07 -0400690 if (mCurrentConstantBufferPS[uniformBufferIndex] != bufferStorage->getSerial())
691 {
692 mDeviceContext->PSSetConstantBuffers(getReservedFragmentUniformBuffers() + uniformBufferIndex,
693 1, &constantBuffer);
694 mCurrentConstantBufferPS[uniformBufferIndex] = bufferStorage->getSerial();
695 }
696
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000697 pixelConstantBuffers[uniformBufferIndex] = constantBuffer;
698 }
699 }
700
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000701 return true;
702}
703
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000704void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000705{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000706 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000707 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000708 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
709 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000710 if (!dxRasterState)
711 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000712 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000713 "rasterizer state.");
714 }
715
716 mDeviceContext->RSSetState(dxRasterState);
717
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000718 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000719 }
720
721 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000722}
723
Geoff Langc142e9d2013-09-30 15:19:47 -0400724void Renderer11::setBlendState(gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000725 unsigned int sampleMask)
726{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000727 if (mForceSetBlendState ||
728 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
Geoff Lang2a64ee42013-05-31 11:22:40 -0400729 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::ColorF)) != 0 ||
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000730 sampleMask != mCurSampleMask)
731 {
Geoff Langc142e9d2013-09-30 15:19:47 -0400732 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(framebuffer, blendState);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000733 if (!dxBlendState)
734 {
735 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
736 "blend state.");
737 }
738
shannonwoods@chromium.org568c82e2013-05-30 00:13:15 +0000739 float blendColors[4] = {0.0f};
740 if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
741 blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
742 {
743 blendColors[0] = blendColor.red;
744 blendColors[1] = blendColor.green;
745 blendColors[2] = blendColor.blue;
746 blendColors[3] = blendColor.alpha;
747 }
748 else
749 {
750 blendColors[0] = blendColor.alpha;
751 blendColors[1] = blendColor.alpha;
752 blendColors[2] = blendColor.alpha;
753 blendColors[3] = blendColor.alpha;
754 }
755
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000756 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
757
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000758 mCurBlendState = blendState;
759 mCurBlendColor = blendColor;
760 mCurSampleMask = sampleMask;
761 }
762
763 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000764}
765
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000766void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000767 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000768{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000769 if (mForceSetDepthStencilState ||
770 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
771 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
772 {
773 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
774 stencilRef != stencilBackRef ||
775 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
776 {
777 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
778 "invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000779 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000780 }
781
782 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
783 if (!dxDepthStencilState)
784 {
785 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
786 "setting the default depth stencil state.");
787 }
788
789 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
790
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000791 mCurDepthStencilState = depthStencilState;
792 mCurStencilRef = stencilRef;
793 mCurStencilBackRef = stencilBackRef;
794 }
795
796 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000797}
798
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000799void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000800{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000801 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
802 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000803 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000804 if (enabled)
805 {
806 D3D11_RECT rect;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000807 rect.left = std::max(0, scissor.x);
808 rect.top = std::max(0, scissor.y);
809 rect.right = scissor.x + std::max(0, scissor.width);
810 rect.bottom = scissor.y + std::max(0, scissor.height);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000811
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000812 mDeviceContext->RSSetScissorRects(1, &rect);
813 }
814
815 if (enabled != mScissorEnabled)
816 {
817 mForceSetRasterState = true;
818 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000819
820 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000821 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000822 }
823
824 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000825}
826
daniel@transgaming.com12985182012-12-20 20:56:31 +0000827bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000828 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000829{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000830 gl::Rectangle actualViewport = viewport;
831 float actualZNear = gl::clamp01(zNear);
832 float actualZFar = gl::clamp01(zFar);
833 if (ignoreViewport)
834 {
835 actualViewport.x = 0;
836 actualViewport.y = 0;
837 actualViewport.width = mRenderTargetDesc.width;
838 actualViewport.height = mRenderTargetDesc.height;
839 actualZNear = 0.0f;
840 actualZFar = 1.0f;
841 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000842
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000843 // Get D3D viewport bounds, which depends on the feature level
844 const Range& viewportBounds = getViewportBounds();
845
846 // 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 +0000847 D3D11_VIEWPORT dxViewport;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000848 dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end);
849 dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end);
850 dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension());
851 dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension());
852 dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX));
853 dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY));
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000854 dxViewport.MinDepth = actualZNear;
855 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000856
857 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
858 {
859 return false; // Nothing to render
860 }
861
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000862 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
863 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000864
daniel@transgaming.com53670042012-11-28 20:55:51 +0000865 if (viewportChanged)
866 {
867 mDeviceContext->RSSetViewports(1, &dxViewport);
868
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000869 mCurViewport = actualViewport;
870 mCurNear = actualZNear;
871 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000872
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +0000873 mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f;
874 mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f;
875 mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
876 mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000877
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000878 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
879 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000880
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000881 mVertexConstants.depthRange[0] = actualZNear;
882 mVertexConstants.depthRange[1] = actualZFar;
883 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000884
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000885 mPixelConstants.depthRange[0] = actualZNear;
886 mPixelConstants.depthRange[1] = actualZFar;
887 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000888 }
889
890 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000891 return true;
892}
893
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000894bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
895{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000896 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000897
Geoff Lang57e713e2013-07-31 17:01:58 -0400898 GLsizei minCount = 0;
899
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000900 switch (mode)
901 {
Geoff Lang57e713e2013-07-31 17:01:58 -0400902 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; minCount = 1; break;
903 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; minCount = 2; break;
904 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break;
905 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break;
906 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break;
907 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; minCount = 3; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000908 // emulate fans via rewriting index buffer
Geoff Lang57e713e2013-07-31 17:01:58 -0400909 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000910 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000911 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000912 }
913
Geoff Lang4c095862013-07-22 10:43:36 -0400914 if (primitiveTopology != mCurrentPrimitiveTopology)
915 {
916 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
917 mCurrentPrimitiveTopology = primitiveTopology;
918 }
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000919
Geoff Lang57e713e2013-07-31 17:01:58 -0400920 return count >= minCount;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000921}
922
923bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000924{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000925 // Get the color render buffer and serial
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000926 // Also extract the render target dimensions and view
927 unsigned int renderTargetWidth = 0;
928 unsigned int renderTargetHeight = 0;
929 GLenum renderTargetFormat = 0;
930 unsigned int renderTargetSerials[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {0};
931 ID3D11RenderTargetView* framebufferRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
932 bool missingColorRenderTarget = true;
933
934 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000935 {
shannon.woods%transgaming.com@gtempaccount.com4059a382013-04-13 03:31:16 +0000936 const GLenum drawBufferState = framebuffer->getDrawBufferState(colorAttachment);
937
938 if (framebuffer->getColorbufferType(colorAttachment) != GL_NONE && drawBufferState != GL_NONE)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000939 {
shannon.woods%transgaming.com@gtempaccount.com4059a382013-04-13 03:31:16 +0000940 // the draw buffer must be either "none", "back" for the default buffer or the same index as this color (in order)
941 ASSERT(drawBufferState == GL_BACK || drawBufferState == (GL_COLOR_ATTACHMENT0_EXT + colorAttachment));
942
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000943 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(colorAttachment);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000944
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000945 if (!colorbuffer)
946 {
947 ERR("render target pointer unexpectedly null.");
948 return false;
949 }
shannon.woods@transgaming.com3e3da582013-02-28 23:09:03 +0000950
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000951 // check for zero-sized default framebuffer, which is a special case.
952 // in this case we do not wish to modify any state and just silently return false.
953 // this will not report any gl error but will cause the calling method to return.
954 if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0)
955 {
956 return false;
957 }
958
959 renderTargetSerials[colorAttachment] = colorbuffer->getSerial();
960
961 // Extract the render target dimensions and view
962 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
963 if (!renderTarget)
964 {
965 ERR("render target pointer unexpectedly null.");
966 return false;
967 }
968
969 framebufferRTVs[colorAttachment] = renderTarget->getRenderTargetView();
970 if (!framebufferRTVs[colorAttachment])
971 {
972 ERR("render target view pointer unexpectedly null.");
973 return false;
974 }
975
976 if (missingColorRenderTarget)
977 {
978 renderTargetWidth = colorbuffer->getWidth();
979 renderTargetHeight = colorbuffer->getHeight();
980 renderTargetFormat = colorbuffer->getActualFormat();
981 missingColorRenderTarget = false;
982 }
Jamie Madillba597af2013-10-22 13:12:15 -0400983
Geoff Lang91382e52014-01-07 16:16:30 -0500984 // TODO: Detect if this color buffer is already bound as a texture and unbind it first to prevent
985 // D3D11 warnings.
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000986 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000987 }
988
989 // Get the depth stencil render buffer and serials
990 gl::Renderbuffer *depthStencil = NULL;
991 unsigned int depthbufferSerial = 0;
992 unsigned int stencilbufferSerial = 0;
993 if (framebuffer->getDepthbufferType() != GL_NONE)
994 {
995 depthStencil = framebuffer->getDepthbuffer();
996 if (!depthStencil)
997 {
998 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000999 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001000 return false;
1001 }
1002
1003 depthbufferSerial = depthStencil->getSerial();
1004 }
1005 else if (framebuffer->getStencilbufferType() != GL_NONE)
1006 {
1007 depthStencil = framebuffer->getStencilbuffer();
1008 if (!depthStencil)
1009 {
1010 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001011 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001012 return false;
1013 }
1014
1015 stencilbufferSerial = depthStencil->getSerial();
1016 }
1017
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001018 // Extract the depth stencil sizes and view
1019 unsigned int depthSize = 0;
1020 unsigned int stencilSize = 0;
1021 ID3D11DepthStencilView* framebufferDSV = NULL;
1022 if (depthStencil)
1023 {
1024 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
1025 if (!depthStencilRenderTarget)
1026 {
1027 ERR("render target pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001028 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001029 return false;
1030 }
1031
1032 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
1033 if (!framebufferDSV)
1034 {
1035 ERR("depth stencil view pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001036 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001037 return false;
1038 }
1039
1040 // If there is no render buffer, the width, height and format values come from
1041 // the depth stencil
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001042 if (missingColorRenderTarget)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001043 {
1044 renderTargetWidth = depthStencil->getWidth();
1045 renderTargetHeight = depthStencil->getHeight();
1046 renderTargetFormat = depthStencil->getActualFormat();
1047 }
1048
1049 depthSize = depthStencil->getDepthSize();
1050 stencilSize = depthStencil->getStencilSize();
1051 }
1052
1053 // Apply the render target and depth stencil
1054 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001055 memcmp(renderTargetSerials, mAppliedRenderTargetSerials, sizeof(renderTargetSerials)) != 0 ||
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001056 depthbufferSerial != mAppliedDepthbufferSerial ||
1057 stencilbufferSerial != mAppliedStencilbufferSerial)
1058 {
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001059 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), framebufferRTVs, framebufferDSV);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001060
1061 mRenderTargetDesc.width = renderTargetWidth;
1062 mRenderTargetDesc.height = renderTargetHeight;
1063 mRenderTargetDesc.format = renderTargetFormat;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00001064 mForceSetViewport = true;
1065 mForceSetScissor = true;
Geoff Langc142e9d2013-09-30 15:19:47 -04001066 mForceSetBlendState = true;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001067
1068 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
1069 {
1070 mCurDepthSize = depthSize;
1071 mForceSetRasterState = true;
1072 }
1073
1074 mCurStencilSize = stencilSize;
1075
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001076 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
1077 {
1078 mAppliedRenderTargetSerials[rtIndex] = renderTargetSerials[rtIndex];
1079 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001080 mAppliedDepthbufferSerial = depthbufferSerial;
1081 mAppliedStencilbufferSerial = stencilbufferSerial;
1082 mRenderTargetDescInitialized = true;
1083 mDepthStencilInitialized = true;
1084 }
1085
Geoff Lang42477a42013-09-17 17:07:02 -04001086 invalidateFramebufferSwizzles(framebuffer);
1087
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001088 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001089}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001090
Jamie Madill57a89722013-07-02 11:57:03 -04001091GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, const gl::VertexAttribute vertexAttributes[], gl::VertexAttribCurrentValueData currentValues[],
Jamie Madilla857c362013-07-02 11:57:02 -04001092 GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +00001093{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001094 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
Jamie Madilla857c362013-07-02 11:57:02 -04001095 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, currentValues, programBinary, first, count, attributes, instances);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001096 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +00001097 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001098 return err;
1099 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +00001100
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001101 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +00001102}
1103
daniel@transgaming.com31240482012-11-28 21:06:41 +00001104GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001105{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001106 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001107
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001108 if (err == GL_NO_ERROR)
1109 {
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001110 if (indexInfo->storage)
1111 {
1112 if (indexInfo->serial != mAppliedStorageIBSerial || indexInfo->startOffset != mAppliedIBOffset)
1113 {
1114 BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(indexInfo->storage);
1115 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1116
Geoff Lang9c53f1e2014-01-08 13:41:47 -05001117 mDeviceContext->IASetIndexBuffer(storage->getBuffer(BUFFER_USAGE_INDEX), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001118
1119 mAppliedIBSerial = 0;
1120 mAppliedStorageIBSerial = storage->getSerial();
1121 mAppliedIBOffset = indexInfo->startOffset;
1122 }
1123 }
1124 else if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001125 {
1126 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1127
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +00001128 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001129
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001130 mAppliedIBSerial = indexInfo->serial;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001131 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001132 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001133 }
1134 }
1135
1136 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001137}
1138
1139void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
1140{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001141 if (mode == GL_LINE_LOOP)
1142 {
1143 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1144 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001145 else if (mode == GL_TRIANGLE_FAN)
1146 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001147 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001148 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001149 else if (instances > 0)
1150 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001151 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001152 }
1153 else
1154 {
1155 mDeviceContext->Draw(count, 0);
1156 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001157}
1158
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001159void 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 +00001160{
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001161 if (mode == GL_LINE_LOOP)
1162 {
1163 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
1164 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001165 else if (mode == GL_TRIANGLE_FAN)
1166 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001167 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
1168 }
1169 else if (instances > 0)
1170 {
1171 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001172 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001173 else
1174 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +00001175 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001176 }
1177}
1178
1179void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1180{
1181 // Get the raw indices for an indexed draw
1182 if (type != GL_NONE && elementArrayBuffer)
1183 {
1184 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001185 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001186 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001187 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001188 }
1189
1190 if (!mLineLoopIB)
1191 {
1192 mLineLoopIB = new StreamingIndexBufferInterface(this);
1193 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1194 {
1195 delete mLineLoopIB;
1196 mLineLoopIB = NULL;
1197
1198 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001199 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001200 }
1201 }
1202
Geoff Lang57e713e2013-07-31 17:01:58 -04001203 // Checked by Renderer11::applyPrimitiveType
1204 ASSERT(count >= 0);
1205
1206 if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int)))
Geoff Langeadfd572013-07-09 15:55:07 -04001207 {
1208 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP, too many indices required.");
1209 return gl::error(GL_OUT_OF_MEMORY);
1210 }
1211
Geoff Lang57e713e2013-07-31 17:01:58 -04001212 const unsigned int spaceNeeded = (static_cast<unsigned int>(count) + 1) * sizeof(unsigned int);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001213 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1214 {
1215 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001216 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001217 }
1218
1219 void* mappedMemory = NULL;
Geoff Langa36ead42013-08-02 11:54:08 -04001220 unsigned int offset;
1221 if (!mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset))
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001222 {
1223 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001224 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001225 }
1226
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001227 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
Geoff Langa36ead42013-08-02 11:54:08 -04001228 unsigned int indexBufferOffset = offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001229
1230 switch (type)
1231 {
1232 case GL_NONE: // Non-indexed draw
1233 for (int i = 0; i < count; i++)
1234 {
1235 data[i] = i;
1236 }
1237 data[count] = 0;
1238 break;
1239 case GL_UNSIGNED_BYTE:
1240 for (int i = 0; i < count; i++)
1241 {
1242 data[i] = static_cast<const GLubyte*>(indices)[i];
1243 }
1244 data[count] = static_cast<const GLubyte*>(indices)[0];
1245 break;
1246 case GL_UNSIGNED_SHORT:
1247 for (int i = 0; i < count; i++)
1248 {
1249 data[i] = static_cast<const GLushort*>(indices)[i];
1250 }
1251 data[count] = static_cast<const GLushort*>(indices)[0];
1252 break;
1253 case GL_UNSIGNED_INT:
1254 for (int i = 0; i < count; i++)
1255 {
1256 data[i] = static_cast<const GLuint*>(indices)[i];
1257 }
1258 data[count] = static_cast<const GLuint*>(indices)[0];
1259 break;
1260 default: UNREACHABLE();
1261 }
1262
1263 if (!mLineLoopIB->unmapBuffer())
1264 {
1265 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001266 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001267 }
1268
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001269 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001270 {
1271 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
1272
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001273 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001274 mAppliedIBSerial = mLineLoopIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001275 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001276 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001277 }
1278
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001279 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001280}
1281
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001282void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001283{
1284 // Get the raw indices for an indexed draw
1285 if (type != GL_NONE && elementArrayBuffer)
1286 {
1287 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001288 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001289 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001290 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001291 }
1292
1293 if (!mTriangleFanIB)
1294 {
1295 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1296 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1297 {
1298 delete mTriangleFanIB;
1299 mTriangleFanIB = NULL;
1300
1301 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001302 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001303 }
1304 }
1305
Geoff Lang57e713e2013-07-31 17:01:58 -04001306 // Checked by Renderer11::applyPrimitiveType
1307 ASSERT(count >= 3);
1308
Geoff Langeadfd572013-07-09 15:55:07 -04001309 const unsigned int numTris = count - 2;
1310
Geoff Lang57e713e2013-07-31 17:01:58 -04001311 if (numTris > (std::numeric_limits<unsigned int>::max() / (sizeof(unsigned int) * 3)))
Geoff Langeadfd572013-07-09 15:55:07 -04001312 {
1313 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN, too many indices required.");
1314 return gl::error(GL_OUT_OF_MEMORY);
1315 }
1316
1317 const unsigned int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001318 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1319 {
1320 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001321 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001322 }
1323
1324 void* mappedMemory = NULL;
Geoff Langa36ead42013-08-02 11:54:08 -04001325 unsigned int offset;
1326 if (!mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory, &offset))
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001327 {
1328 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001329 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001330 }
1331
1332 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
Geoff Langa36ead42013-08-02 11:54:08 -04001333 unsigned int indexBufferOffset = offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001334
1335 switch (type)
1336 {
1337 case GL_NONE: // Non-indexed draw
Geoff Langeadfd572013-07-09 15:55:07 -04001338 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001339 {
1340 data[i*3 + 0] = 0;
1341 data[i*3 + 1] = i + 1;
1342 data[i*3 + 2] = i + 2;
1343 }
1344 break;
1345 case GL_UNSIGNED_BYTE:
Geoff Langeadfd572013-07-09 15:55:07 -04001346 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001347 {
1348 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1349 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1350 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1351 }
1352 break;
1353 case GL_UNSIGNED_SHORT:
Geoff Langeadfd572013-07-09 15:55:07 -04001354 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001355 {
1356 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1357 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1358 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1359 }
1360 break;
1361 case GL_UNSIGNED_INT:
Geoff Langeadfd572013-07-09 15:55:07 -04001362 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001363 {
1364 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1365 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1366 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1367 }
1368 break;
1369 default: UNREACHABLE();
1370 }
1371
1372 if (!mTriangleFanIB->unmapBuffer())
1373 {
1374 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001375 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001376 }
1377
1378 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1379 {
1380 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1381
1382 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1383 mAppliedIBSerial = mTriangleFanIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001384 mAppliedStorageIBSerial = 0;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001385 mAppliedIBOffset = indexBufferOffset;
1386 }
1387
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001388 if (instances > 0)
1389 {
1390 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1391 }
1392 else
1393 {
1394 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1395 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001396}
1397
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001398void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1399{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001400 unsigned int programBinarySerial = programBinary->getSerial();
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001401 const bool updateProgramState = (programBinarySerial != mAppliedProgramBinarySerial);
1402
1403 if (updateProgramState)
daniel@transgaming.come4991412012-12-20 20:55:34 +00001404 {
1405 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1406 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001407
daniel@transgaming.come4991412012-12-20 20:55:34 +00001408 ID3D11VertexShader *vertexShader = NULL;
1409 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001410
daniel@transgaming.come4991412012-12-20 20:55:34 +00001411 ID3D11PixelShader *pixelShader = NULL;
1412 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001413
daniel@transgaming.come4991412012-12-20 20:55:34 +00001414 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1415 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001416
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001417 programBinary->dirtyAllUniforms();
1418
1419 mAppliedProgramBinarySerial = programBinarySerial;
1420 }
1421
1422 // Only use the geometry shader currently for point sprite drawing
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001423 const bool usesGeometryShader = (programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode);
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001424
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001425 if (updateProgramState || usesGeometryShader != mIsGeometryShaderActive)
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001426 {
1427 if (usesGeometryShader)
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001428 {
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001429 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
1430 ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001431 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1432 }
1433 else
1434 {
1435 mDeviceContext->GSSetShader(NULL, NULL, 0);
1436 }
1437
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001438 mIsGeometryShaderActive = usesGeometryShader;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001439 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001440}
1441
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001442void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001443{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001444 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1445 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001446
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001447 unsigned int totalRegisterCountVS = 0;
1448 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001449
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001450 bool vertexUniformsDirty = false;
1451 bool pixelUniformsDirty = false;
1452
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001453 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1454 {
1455 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001456
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001457 if (uniform->isReferencedByVertexShader())
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001458 {
1459 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001460 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001461 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001462
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001463 if (uniform->isReferencedByFragmentShader())
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001464 {
1465 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001466 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001467 }
1468 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001469
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001470 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1471 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1472
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001473 float (*mapVS)[4] = NULL;
1474 float (*mapPS)[4] = NULL;
1475
Shannon Woods5ab33c82013-06-26 15:31:09 -04001476 if (totalRegisterCountVS > 0 && vertexUniformsDirty)
1477 {
1478 D3D11_MAPPED_SUBRESOURCE map = {0};
1479 HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1480 ASSERT(SUCCEEDED(result));
1481 mapVS = (float(*)[4])map.pData;
1482 }
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001483
Shannon Woods5ab33c82013-06-26 15:31:09 -04001484 if (totalRegisterCountPS > 0 && pixelUniformsDirty)
1485 {
1486 D3D11_MAPPED_SUBRESOURCE map = {0};
1487 HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1488 ASSERT(SUCCEEDED(result));
1489 mapPS = (float(*)[4])map.pData;
1490 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001491
Jamie Madill5b085dc2013-08-30 13:21:11 -04001492 for (size_t uniformIndex = 0; uniformIndex < uniformArray->size(); uniformIndex++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001493 {
Jamie Madill5b085dc2013-08-30 13:21:11 -04001494 gl::Uniform *uniform = (*uniformArray)[uniformIndex];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001495
Nicolas Capense6050882013-07-08 10:43:10 -04001496 if (!gl::IsSampler(uniform->type))
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001497 {
Jamie Madill5b085dc2013-08-30 13:21:11 -04001498 unsigned int componentCount = (4 - uniform->registerElement);
1499
Jamie Madill71cc91f2013-09-18 12:51:22 -04001500 // we assume that uniforms from structs are arranged in struct order in our uniforms list. otherwise we would
Jamie Madill5b085dc2013-08-30 13:21:11 -04001501 // overwrite previously written regions of memory.
Jamie Madill5b085dc2013-08-30 13:21:11 -04001502
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001503 if (uniform->isReferencedByVertexShader() && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001504 {
Jamie Madill5b085dc2013-08-30 13:21:11 -04001505 memcpy(&mapVS[uniform->vsRegisterIndex][uniform->registerElement], uniform->data, uniform->registerCount * sizeof(float) * componentCount);
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001506 }
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001507
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001508 if (uniform->isReferencedByFragmentShader() && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001509 {
Jamie Madill5b085dc2013-08-30 13:21:11 -04001510 memcpy(&mapPS[uniform->psRegisterIndex][uniform->registerElement], uniform->data, uniform->registerCount * sizeof(float) * componentCount);
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001511 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001512 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001513
1514 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001515 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001516
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001517 if (mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001518 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001519 mDeviceContext->Unmap(vertexConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001520 }
1521
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001522 if (mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001523 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001524 mDeviceContext->Unmap(pixelConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001525 }
Geoff Langc6354ee2013-07-22 10:40:07 -04001526
1527 if (mCurrentVertexConstantBuffer != vertexConstantBuffer)
1528 {
1529 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1530 mCurrentVertexConstantBuffer = vertexConstantBuffer;
1531 }
1532
1533 if (mCurrentPixelConstantBuffer != pixelConstantBuffer)
1534 {
1535 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
1536 mCurrentPixelConstantBuffer = pixelConstantBuffer;
1537 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001538
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001539 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001540 if (!mDriverConstantBufferVS)
1541 {
1542 D3D11_BUFFER_DESC constantBufferDescription = {0};
1543 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1544 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1545 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1546 constantBufferDescription.CPUAccessFlags = 0;
1547 constantBufferDescription.MiscFlags = 0;
1548 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001549
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001550 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001551 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001552
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001553 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1554 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001555
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001556 if (!mDriverConstantBufferPS)
1557 {
1558 D3D11_BUFFER_DESC constantBufferDescription = {0};
1559 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1560 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1561 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1562 constantBufferDescription.CPUAccessFlags = 0;
1563 constantBufferDescription.MiscFlags = 0;
1564 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001565
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001566 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001567 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001568
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001569 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1570 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001571
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001572 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1573 {
1574 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1575 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1576 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001577
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001578 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1579 {
1580 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1581 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1582 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001583
1584 // needed for the point sprite geometry shader
Geoff Langc6354ee2013-07-22 10:40:07 -04001585 if (mCurrentGeometryConstantBuffer != mDriverConstantBufferPS)
1586 {
1587 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
1588 mCurrentGeometryConstantBuffer = mDriverConstantBufferPS;
1589 }
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001590}
1591
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001592void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001593{
Geoff Langda507fe2013-08-20 12:01:42 -04001594 mClear->clearFramebuffer(clearParams, frameBuffer);
Geoff Lang42477a42013-09-17 17:07:02 -04001595 invalidateFramebufferSwizzles(frameBuffer);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001596}
1597
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001598void Renderer11::markAllStateDirty()
1599{
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001600 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
1601 {
1602 mAppliedRenderTargetSerials[rtIndex] = 0;
1603 }
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001604 mAppliedDepthbufferSerial = 0;
1605 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001606 mDepthStencilInitialized = false;
1607 mRenderTargetDescInitialized = false;
1608
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001609 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001610 {
1611 mForceSetVertexSamplerStates[i] = true;
Geoff Lang91382e52014-01-07 16:16:30 -05001612 mCurVertexSRVs[i] = NULL;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001613 }
1614 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1615 {
1616 mForceSetPixelSamplerStates[i] = true;
Geoff Lang91382e52014-01-07 16:16:30 -05001617 mCurPixelSRVs[i] = NULL;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001618 }
1619
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001620 mForceSetBlendState = true;
1621 mForceSetRasterState = true;
1622 mForceSetDepthStencilState = true;
1623 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001624 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001625
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001626 mAppliedIBSerial = 0;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001627 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001628 mAppliedIBOffset = 0;
1629
daniel@transgaming.come4991412012-12-20 20:55:34 +00001630 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001631 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1632 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
Geoff Lang1f53cab2013-07-22 10:37:22 -04001633
1634 mInputLayoutCache.markDirty();
Geoff Langc6354ee2013-07-22 10:40:07 -04001635
1636 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; i++)
1637 {
1638 mCurrentConstantBufferVS[i] = -1;
1639 mCurrentConstantBufferPS[i] = -1;
1640 }
1641
1642 mCurrentVertexConstantBuffer = NULL;
1643 mCurrentPixelConstantBuffer = NULL;
1644 mCurrentGeometryConstantBuffer = NULL;
Geoff Lang4c095862013-07-22 10:43:36 -04001645
1646 mCurrentPrimitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001647}
1648
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001649void Renderer11::releaseDeviceResources()
1650{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001651 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001652 mInputLayoutCache.clear();
1653
Geoff Langea228632013-07-30 15:17:12 -04001654 SafeDelete(mVertexDataManager);
1655 SafeDelete(mIndexDataManager);
1656 SafeDelete(mLineLoopIB);
1657 SafeDelete(mTriangleFanIB);
1658 SafeDelete(mBlit);
Geoff Langda507fe2013-08-20 12:01:42 -04001659 SafeDelete(mClear);
Jamie Madilla21eea32013-09-18 14:36:25 -04001660 SafeDelete(mPixelTransfer);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001661
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001662 SafeRelease(mDriverConstantBufferVS);
1663 SafeRelease(mDriverConstantBufferPS);
1664 SafeRelease(mSyncQuery);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001665}
1666
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001667void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001668{
1669 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001670 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001671}
1672
1673bool Renderer11::isDeviceLost()
1674{
1675 return mDeviceLost;
1676}
1677
1678// set notify to true to broadcast a message to all contexts of the device loss
1679bool Renderer11::testDeviceLost(bool notify)
1680{
1681 bool isLost = false;
1682
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001683 // GetRemovedReason is used to test if the device is removed
1684 HRESULT result = mDevice->GetDeviceRemovedReason();
1685 isLost = d3d11::isDeviceLostError(result);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001686
1687 if (isLost)
1688 {
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001689 // Log error if this is a new device lost event
1690 if (mDeviceLost == false)
1691 {
1692 ERR("The D3D11 device was removed: 0x%08X", result);
1693 }
1694
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001695 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001696 // we'll probably get this done again by notifyDeviceLost
1697 // but best to remember it!
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001698 // Note that we don't want to clear the device loss status here
1699 // -- this needs to be done by resetDevice
1700 mDeviceLost = true;
1701 if (notify)
1702 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001703 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001704 }
1705 }
1706
1707 return isLost;
1708}
1709
1710bool Renderer11::testDeviceResettable()
1711{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001712 // determine if the device is resettable by creating a dummy device
1713 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001714
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001715 if (D3D11CreateDevice == NULL)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001716 {
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001717 return false;
1718 }
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001719
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001720 D3D_FEATURE_LEVEL featureLevels[] =
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001721 {
1722 D3D_FEATURE_LEVEL_11_0,
1723 D3D_FEATURE_LEVEL_10_1,
1724 D3D_FEATURE_LEVEL_10_0,
1725 };
1726
1727 ID3D11Device* dummyDevice;
1728 D3D_FEATURE_LEVEL dummyFeatureLevel;
1729 ID3D11DeviceContext* dummyContext;
1730
1731 HRESULT result = D3D11CreateDevice(NULL,
1732 D3D_DRIVER_TYPE_HARDWARE,
1733 NULL,
1734 #if defined(_DEBUG)
1735 D3D11_CREATE_DEVICE_DEBUG,
1736 #else
1737 0,
1738 #endif
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001739 featureLevels,
1740 ArraySize(featureLevels),
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001741 D3D11_SDK_VERSION,
1742 &dummyDevice,
1743 &dummyFeatureLevel,
1744 &dummyContext);
1745
1746 if (!mDevice || FAILED(result))
1747 {
1748 return false;
1749 }
1750
Geoff Langea228632013-07-30 15:17:12 -04001751 SafeRelease(dummyContext);
1752 SafeRelease(dummyDevice);
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001753
1754 return true;
1755}
1756
1757void Renderer11::release()
1758{
1759 releaseDeviceResources();
1760
Geoff Langea228632013-07-30 15:17:12 -04001761 SafeRelease(mDxgiFactory);
1762 SafeRelease(mDxgiAdapter);
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001763
1764 if (mDeviceContext)
1765 {
1766 mDeviceContext->ClearState();
1767 mDeviceContext->Flush();
Geoff Langea228632013-07-30 15:17:12 -04001768 SafeRelease(mDeviceContext);
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001769 }
1770
Geoff Langea228632013-07-30 15:17:12 -04001771 SafeRelease(mDevice);
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001772
1773 if (mD3d11Module)
1774 {
1775 FreeLibrary(mD3d11Module);
1776 mD3d11Module = NULL;
1777 }
1778
1779 if (mDxgiModule)
1780 {
1781 FreeLibrary(mDxgiModule);
1782 mDxgiModule = NULL;
1783 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001784}
1785
1786bool Renderer11::resetDevice()
1787{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001788 // recreate everything
1789 release();
1790 EGLint result = initialize();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001791
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001792 if (result != EGL_SUCCESS)
1793 {
1794 ERR("Could not reinitialize D3D11 device: %08X", result);
1795 return false;
1796 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001797
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001798 mDeviceLost = false;
1799
1800 return true;
1801}
1802
1803DWORD Renderer11::getAdapterVendor() const
1804{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001805 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001806}
1807
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001808std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001809{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001810 std::ostringstream rendererString;
1811
1812 rendererString << mDescription;
1813 rendererString << " Direct3D11";
1814
1815 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1816 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1817
1818 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001819}
1820
1821GUID Renderer11::getAdapterIdentifier() const
1822{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00001823 // Use the adapter LUID as our adapter ID
1824 // This number is local to a machine is only guaranteed to be unique between restarts
1825 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
1826 GUID adapterId = {0};
1827 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
1828 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001829}
1830
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00001831bool Renderer11::getBGRATextureSupport() const
1832{
1833 return mBGRATextureSupport;
1834}
1835
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001836bool Renderer11::getDXT1TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001837{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00001838 return mDXT1TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001839}
1840
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001841bool Renderer11::getDXT3TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001842{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00001843 return mDXT3TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001844}
1845
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001846bool Renderer11::getDXT5TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001847{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00001848 return mDXT5TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001849}
1850
1851bool Renderer11::getDepthTextureSupport() const
1852{
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +00001853 return mDepthTextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001854}
1855
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001856bool Renderer11::getFloat32TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001857{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00001858 return mFloat32TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001859}
1860
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001861bool Renderer11::getFloat32TextureFilteringSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001862{
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001863 return mFloat32FilterSupport;
1864}
1865
1866bool Renderer11::getFloat32TextureRenderingSupport() const
1867{
1868 return mFloat32RenderSupport;
1869}
1870
1871bool Renderer11::getFloat16TextureSupport() const
1872{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00001873 return mFloat16TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001874}
1875
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001876bool Renderer11::getFloat16TextureFilteringSupport() const
1877{
1878 return mFloat16FilterSupport;
1879}
1880
1881bool Renderer11::getFloat16TextureRenderingSupport() const
1882{
1883 return mFloat16RenderSupport;
1884}
1885
Geoff Langd42cf4e2013-06-05 16:09:17 -04001886bool Renderer11::getRGB565TextureSupport() const
1887{
1888 return false;
1889}
1890
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001891bool Renderer11::getLuminanceTextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001892{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001893 return false;
1894}
1895
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001896bool Renderer11::getLuminanceAlphaTextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001897{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001898 return false;
1899}
1900
Geoff Lang632192d2013-10-04 13:40:46 -04001901bool Renderer11::getRGTextureSupport() const
1902{
1903 return mRGTextureSupport;
1904}
1905
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001906bool Renderer11::getTextureFilterAnisotropySupport() const
1907{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00001908 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001909}
1910
1911float Renderer11::getTextureMaxAnisotropy() const
1912{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00001913 switch (mFeatureLevel)
1914 {
1915 case D3D_FEATURE_LEVEL_11_0:
1916 return D3D11_MAX_MAXANISOTROPY;
1917 case D3D_FEATURE_LEVEL_10_1:
1918 case D3D_FEATURE_LEVEL_10_0:
1919 return D3D10_MAX_MAXANISOTROPY;
1920 default: UNREACHABLE();
1921 return 0;
1922 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001923}
1924
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001925bool Renderer11::getEventQuerySupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001926{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00001927 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001928}
1929
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00001930Range Renderer11::getViewportBounds() const
1931{
1932 switch (mFeatureLevel)
1933 {
1934 case D3D_FEATURE_LEVEL_11_0:
1935 return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
1936 case D3D_FEATURE_LEVEL_10_1:
1937 case D3D_FEATURE_LEVEL_10_0:
1938 return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
1939 default: UNREACHABLE();
1940 return Range(0, 0);
1941 }
1942}
1943
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001944unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001945{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001946 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
1947 switch (mFeatureLevel)
1948 {
1949 case D3D_FEATURE_LEVEL_11_0:
1950 case D3D_FEATURE_LEVEL_10_1:
1951 case D3D_FEATURE_LEVEL_10_0:
1952 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
1953 default: UNREACHABLE();
1954 return 0;
1955 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001956}
1957
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00001958unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
1959{
1960 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
1961}
1962
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00001963unsigned int Renderer11::getReservedVertexUniformVectors() const
1964{
Shannon Woods5ab33c82013-06-26 15:31:09 -04001965 return 0; // Driver uniforms are stored in a separate constant buffer
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00001966}
1967
1968unsigned int Renderer11::getReservedFragmentUniformVectors() const
1969{
Shannon Woods5ab33c82013-06-26 15:31:09 -04001970 return 0; // Driver uniforms are stored in a separate constant buffer
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00001971}
1972
1973unsigned int Renderer11::getMaxVertexUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00001974{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00001975 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
1976 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
1977 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00001978}
1979
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00001980unsigned int Renderer11::getMaxFragmentUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00001981{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00001982 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
1983 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
1984 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00001985}
1986
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00001987unsigned int Renderer11::getMaxVaryingVectors() const
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00001988{
1989 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
shannonwoods@chromium.org74b86cf2013-05-30 00:02:58 +00001990 META_ASSERT(D3D11_VS_OUTPUT_REGISTER_COUNT <= D3D11_PS_INPUT_REGISTER_COUNT);
1991 META_ASSERT(D3D10_VS_OUTPUT_REGISTER_COUNT <= D3D10_PS_INPUT_REGISTER_COUNT);
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00001992 switch (mFeatureLevel)
1993 {
1994 case D3D_FEATURE_LEVEL_11_0:
1995 return D3D11_VS_OUTPUT_REGISTER_COUNT;
1996 case D3D_FEATURE_LEVEL_10_1:
1997 case D3D_FEATURE_LEVEL_10_0:
1998 return D3D10_VS_OUTPUT_REGISTER_COUNT;
1999 default: UNREACHABLE();
2000 return 0;
2001 }
2002}
2003
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002004unsigned int Renderer11::getMaxVertexShaderUniformBuffers() const
2005{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002006 META_ASSERT(gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
2007 gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
2008
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002009 switch (mFeatureLevel)
2010 {
2011 case D3D_FEATURE_LEVEL_11_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002012 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedVertexUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002013 case D3D_FEATURE_LEVEL_10_1:
2014 case D3D_FEATURE_LEVEL_10_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002015 return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedVertexUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002016 default: UNREACHABLE();
2017 return 0;
2018 }
2019}
2020
2021unsigned int Renderer11::getMaxFragmentShaderUniformBuffers() const
2022{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002023 META_ASSERT(gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
2024 gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
2025
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002026 switch (mFeatureLevel)
2027 {
2028 case D3D_FEATURE_LEVEL_11_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002029 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedFragmentUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002030 case D3D_FEATURE_LEVEL_10_1:
2031 case D3D_FEATURE_LEVEL_10_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002032 return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedFragmentUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002033 default: UNREACHABLE();
2034 return 0;
2035 }
2036}
2037
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002038unsigned int Renderer11::getReservedVertexUniformBuffers() const
2039{
2040 // we reserve one buffer for the application uniforms, and one for driver uniforms
2041 return 2;
2042}
2043
2044unsigned int Renderer11::getReservedFragmentUniformBuffers() const
2045{
2046 // we reserve one buffer for the application uniforms, and one for driver uniforms
2047 return 2;
2048}
2049
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002050unsigned int Renderer11::getMaxTransformFeedbackBuffers() const
2051{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002052 META_ASSERT(gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D11_SO_BUFFER_SLOT_COUNT &&
2053 gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D10_SO_BUFFER_SLOT_COUNT);
2054
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002055 switch (mFeatureLevel)
2056 {
2057 case D3D_FEATURE_LEVEL_11_0:
2058 return D3D11_SO_BUFFER_SLOT_COUNT;
2059 case D3D_FEATURE_LEVEL_10_1:
2060 case D3D_FEATURE_LEVEL_10_0:
2061 return D3D10_SO_BUFFER_SLOT_COUNT;
2062 default: UNREACHABLE();
2063 return 0;
2064 }
2065}
2066
shannonwoods@chromium.org33e798f2013-05-30 00:05:05 +00002067unsigned int Renderer11::getMaxUniformBufferSize() const
2068{
2069 // Each component is a 4-element vector of 4-byte units (floats)
2070 const unsigned int bytesPerComponent = 4 * sizeof(float);
2071
2072 switch (mFeatureLevel)
2073 {
2074 case D3D_FEATURE_LEVEL_11_0:
2075 return D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
2076 case D3D_FEATURE_LEVEL_10_1:
2077 case D3D_FEATURE_LEVEL_10_0:
2078 return D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
2079 default: UNREACHABLE();
2080 return 0;
2081 }
2082}
2083
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002084bool Renderer11::getNonPower2TextureSupport() const
2085{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00002086 switch (mFeatureLevel)
2087 {
2088 case D3D_FEATURE_LEVEL_11_0:
2089 case D3D_FEATURE_LEVEL_10_1:
2090 case D3D_FEATURE_LEVEL_10_0:
2091 return true;
2092 default: UNREACHABLE();
2093 return false;
2094 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002095}
2096
2097bool Renderer11::getOcclusionQuerySupport() const
2098{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002099 switch (mFeatureLevel)
2100 {
2101 case D3D_FEATURE_LEVEL_11_0:
2102 case D3D_FEATURE_LEVEL_10_1:
2103 case D3D_FEATURE_LEVEL_10_0:
2104 return true;
2105 default: UNREACHABLE();
2106 return false;
2107 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002108}
2109
2110bool Renderer11::getInstancingSupport() const
2111{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002112 switch (mFeatureLevel)
2113 {
2114 case D3D_FEATURE_LEVEL_11_0:
2115 case D3D_FEATURE_LEVEL_10_1:
2116 case D3D_FEATURE_LEVEL_10_0:
2117 return true;
2118 default: UNREACHABLE();
2119 return false;
2120 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002121}
2122
2123bool Renderer11::getShareHandleSupport() const
2124{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002125 // We only currently support share handles with BGRA surfaces, because
2126 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002127 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002128 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002129}
2130
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002131bool Renderer11::getDerivativeInstructionSupport() const
2132{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002133 switch (mFeatureLevel)
2134 {
2135 case D3D_FEATURE_LEVEL_11_0:
2136 case D3D_FEATURE_LEVEL_10_1:
2137 case D3D_FEATURE_LEVEL_10_0:
2138 return true;
2139 default: UNREACHABLE();
2140 return false;
2141 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002142}
2143
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002144bool Renderer11::getPostSubBufferSupport() const
2145{
2146 // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2.
2147 return false;
2148}
2149
Jamie Madill13a2f852013-12-11 16:35:08 -05002150int Renderer11::getMaxRecommendedElementsIndices() const
2151{
2152 META_ASSERT(D3D11_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP == 32);
2153 META_ASSERT(D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP == 32);
2154
2155 // D3D11 allows up to 2^32 elements, but we report max signed int for convenience.
2156 return std::numeric_limits<GLint>::max();
2157}
2158
2159int Renderer11::getMaxRecommendedElementsVertices() const
2160{
2161 META_ASSERT(D3D11_REQ_DRAW_VERTEX_COUNT_2_TO_EXP == 32);
2162 META_ASSERT(D3D10_REQ_DRAW_VERTEX_COUNT_2_TO_EXP == 32);
2163
2164 // D3D11 allows up to 2^32 elements, but we report max signed int for convenience.
2165 return std::numeric_limits<GLint>::max();
2166}
2167
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002168int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002169{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002170 switch (mFeatureLevel)
2171 {
2172 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002173 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002174 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2175 default: UNREACHABLE(); return 0;
2176 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002177}
2178
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002179int Renderer11::getMinorShaderModel() const
2180{
2181 switch (mFeatureLevel)
2182 {
2183 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2184 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2185 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2186 default: UNREACHABLE(); return 0;
2187 }
2188}
2189
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002190float Renderer11::getMaxPointSize() const
2191{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002192 // choose a reasonable maximum. we enforce this in the shader.
2193 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2194 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002195}
2196
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002197int Renderer11::getMaxViewportDimension() const
2198{
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002199 // Maximum viewport size must be at least as large as the largest render buffer (or larger).
2200 // In our case return the maximum texture size, which is the maximum render buffer size.
2201 META_ASSERT(D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D11_VIEWPORT_BOUNDS_MAX);
2202 META_ASSERT(D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D10_VIEWPORT_BOUNDS_MAX);
2203
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002204 switch (mFeatureLevel)
2205 {
2206 case D3D_FEATURE_LEVEL_11_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002207 return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002208 case D3D_FEATURE_LEVEL_10_1:
2209 case D3D_FEATURE_LEVEL_10_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002210 return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002211 default: UNREACHABLE();
2212 return 0;
2213 }
2214}
2215
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002216int Renderer11::getMaxTextureWidth() const
2217{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002218 switch (mFeatureLevel)
2219 {
2220 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2221 case D3D_FEATURE_LEVEL_10_1:
2222 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2223 default: UNREACHABLE(); return 0;
2224 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002225}
2226
2227int Renderer11::getMaxTextureHeight() const
2228{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002229 switch (mFeatureLevel)
2230 {
2231 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2232 case D3D_FEATURE_LEVEL_10_1:
2233 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2234 default: UNREACHABLE(); return 0;
2235 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002236}
2237
shannon.woods%transgaming.com@gtempaccount.comc1fdf6b2013-04-13 03:44:41 +00002238int Renderer11::getMaxTextureDepth() const
2239{
2240 switch (mFeatureLevel)
2241 {
2242 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; // 2048
2243 case D3D_FEATURE_LEVEL_10_1:
2244 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; // 2048
2245 default: UNREACHABLE(); return 0;
2246 }
2247}
2248
shannon.woods%transgaming.com@gtempaccount.coma98a8112013-04-13 03:45:57 +00002249int Renderer11::getMaxTextureArrayLayers() const
2250{
2251 switch (mFeatureLevel)
2252 {
2253 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; // 2048
2254 case D3D_FEATURE_LEVEL_10_1:
2255 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; // 512
2256 default: UNREACHABLE(); return 0;
2257 }
2258}
2259
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002260bool Renderer11::get32BitIndexSupport() const
2261{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002262 switch (mFeatureLevel)
2263 {
2264 case D3D_FEATURE_LEVEL_11_0:
2265 case D3D_FEATURE_LEVEL_10_1:
2266 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2267 default: UNREACHABLE(); return false;
2268 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002269}
2270
2271int Renderer11::getMinSwapInterval() const
2272{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002273 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002274}
2275
2276int Renderer11::getMaxSwapInterval() const
2277{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002278 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002279}
2280
2281int Renderer11::getMaxSupportedSamples() const
2282{
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +00002283 return mMaxSupportedSamples;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002284}
2285
Geoff Lang005df412013-10-16 14:12:50 -04002286GLsizei Renderer11::getMaxSupportedFormatSamples(GLenum internalFormat) const
Geoff Lang0e120e32013-05-29 10:23:55 -04002287{
Shannon Woodsdd4674f2013-07-08 10:32:15 -04002288 DXGI_FORMAT format = gl_d3d11::GetRenderableFormat(internalFormat, getCurrentClientVersion());
Geoff Lang0e120e32013-05-29 10:23:55 -04002289 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2290 return (iter != mMultisampleSupportMap.end()) ? iter->second.maxSupportedSamples : 0;
2291}
2292
Geoff Lang005df412013-10-16 14:12:50 -04002293GLsizei Renderer11::getNumSampleCounts(GLenum internalFormat) const
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002294{
2295 unsigned int numCounts = 0;
2296
2297 // D3D11 supports multisampling for signed and unsigned format, but ES 3.0 does not
Geoff Langb2f3d052013-08-13 12:49:27 -04002298 GLenum componentType = gl::GetComponentType(internalFormat, getCurrentClientVersion());
2299 if (componentType != GL_INT && componentType != GL_UNSIGNED_INT)
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002300 {
2301 DXGI_FORMAT format = gl_d3d11::GetRenderableFormat(internalFormat, getCurrentClientVersion());
2302 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2303
2304 if (iter != mMultisampleSupportMap.end())
2305 {
2306 const MultisampleSupportInfo& info = iter->second;
2307 for (int i = 0; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2308 {
2309 if (info.qualityLevels[i] > 0)
2310 {
2311 numCounts++;
2312 }
2313 }
2314 }
2315 }
2316
2317 return numCounts;
2318}
2319
Geoff Lang005df412013-10-16 14:12:50 -04002320void Renderer11::getSampleCounts(GLenum internalFormat, GLsizei bufSize, GLint *params) const
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002321{
2322 // D3D11 supports multisampling for signed and unsigned format, but ES 3.0 does not
Geoff Langb2f3d052013-08-13 12:49:27 -04002323 GLenum componentType = gl::GetComponentType(internalFormat, getCurrentClientVersion());
2324 if (componentType == GL_INT || componentType == GL_UNSIGNED_INT)
2325 {
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002326 return;
Geoff Langb2f3d052013-08-13 12:49:27 -04002327 }
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002328
2329 DXGI_FORMAT format = gl_d3d11::GetRenderableFormat(internalFormat, getCurrentClientVersion());
2330 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2331
2332 if (iter != mMultisampleSupportMap.end())
2333 {
2334 const MultisampleSupportInfo& info = iter->second;
2335 int bufPos = 0;
2336 for (int i = D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT - 1; i >= 0 && bufPos < bufSize; i--)
2337 {
2338 if (info.qualityLevels[i] > 0)
2339 {
2340 params[bufPos++] = i + 1;
2341 }
2342 }
2343 }
2344}
2345
shannon.woods@transgaming.com88fbd0f2013-02-28 23:05:46 +00002346int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
2347{
2348 if (requested == 0)
2349 {
2350 return 0;
2351 }
2352
2353 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2354 if (iter != mMultisampleSupportMap.end())
2355 {
2356 const MultisampleSupportInfo& info = iter->second;
2357 for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2358 {
2359 if (info.qualityLevels[i] > 0)
2360 {
2361 return i + 1;
2362 }
2363 }
2364 }
2365
2366 return -1;
2367}
2368
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002369unsigned int Renderer11::getMaxRenderTargets() const
2370{
shannon.woods%transgaming.com@gtempaccount.comf30ccc22013-04-13 03:28:36 +00002371 META_ASSERT(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2372 META_ASSERT(D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2373
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002374 switch (mFeatureLevel)
2375 {
2376 case D3D_FEATURE_LEVEL_11_0:
2377 return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2378 case D3D_FEATURE_LEVEL_10_1:
2379 case D3D_FEATURE_LEVEL_10_0:
2380 return D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2381 default:
2382 UNREACHABLE();
2383 return 1;
2384 }
2385}
2386
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002387bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002388{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002389 if (source && dest)
2390 {
2391 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2392 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2393
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002394 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
Geoff Lang42477a42013-09-17 17:07:02 -04002395
2396 dest11->invalidateSwizzleCache();
2397
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002398 return true;
2399 }
2400
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002401 return false;
2402}
2403
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002404bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002405{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002406 if (source && dest)
2407 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002408 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2409 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002410
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002411 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
Geoff Lang42477a42013-09-17 17:07:02 -04002412
2413 dest11->invalidateSwizzleCache();
2414
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002415 return true;
2416 }
2417
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002418 return false;
2419}
2420
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002421bool Renderer11::copyToRenderTarget(TextureStorageInterface3D *dest, TextureStorageInterface3D *source)
2422{
2423 if (source && dest)
2424 {
2425 TextureStorage11_3D *source11 = TextureStorage11_3D::makeTextureStorage11_3D(source->getStorageInstance());
2426 TextureStorage11_3D *dest11 = TextureStorage11_3D::makeTextureStorage11_3D(dest->getStorageInstance());
2427
2428 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
Geoff Lang42477a42013-09-17 17:07:02 -04002429
2430 dest11->invalidateSwizzleCache();
2431
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002432 return true;
2433 }
2434
2435 return false;
2436}
2437
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002438bool Renderer11::copyToRenderTarget(TextureStorageInterface2DArray *dest, TextureStorageInterface2DArray *source)
2439{
2440 if (source && dest)
2441 {
2442 TextureStorage11_2DArray *source11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(source->getStorageInstance());
2443 TextureStorage11_2DArray *dest11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(dest->getStorageInstance());
2444
2445 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
Geoff Lang42477a42013-09-17 17:07:02 -04002446
2447 dest11->invalidateSwizzleCache();
2448
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002449 return true;
2450 }
2451
2452 return false;
2453}
2454
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002455bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002456 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002457{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002458 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002459 if (!colorbuffer)
2460 {
2461 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002462 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002463 }
2464
2465 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2466 if (!sourceRenderTarget)
2467 {
2468 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002469 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002470 }
2471
2472 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2473 if (!source)
2474 {
2475 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002476 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002477 }
2478
2479 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2480 if (!storage11)
2481 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002482 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 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002489 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002490 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002491 }
2492
2493 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2494 if (!dest)
2495 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002496 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002497 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002498 }
2499
Geoff Langb86b9792013-06-04 16:32:05 -04002500 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2501 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002502
Geoff Langb86b9792013-06-04 16:32:05 -04002503 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2504 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002505
Geoff Langb86b9792013-06-04 16:32:05 -04002506 // Use nearest filtering because source and destination are the same size for the direct
2507 // copy
Geoff Lang125deab2013-08-09 13:34:16 -04002508 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
Geoff Langb86b9792013-06-04 16:32:05 -04002509 destFormat, GL_NEAREST);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002510
Geoff Lang42477a42013-09-17 17:07:02 -04002511 storage11->invalidateSwizzleCacheLevel(level);
2512
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002513 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002514}
2515
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002516bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002517 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002518{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002519 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002520 if (!colorbuffer)
2521 {
2522 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002523 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002524 }
2525
2526 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2527 if (!sourceRenderTarget)
2528 {
2529 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002530 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002531 }
2532
2533 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2534 if (!source)
2535 {
2536 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002537 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002538 }
2539
2540 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2541 if (!storage11)
2542 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002543 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002544 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002545 }
2546
Nicolas Capensb13f8662013-06-04 13:30:19 -04002547 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetFace(target, level));
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002548 if (!destRenderTarget)
2549 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002550 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002551 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002552 }
2553
2554 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2555 if (!dest)
2556 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002557 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002558 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002559 }
2560
Geoff Langb86b9792013-06-04 16:32:05 -04002561 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2562 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002563
Geoff Langb86b9792013-06-04 16:32:05 -04002564 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2565 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002566
Geoff Langb86b9792013-06-04 16:32:05 -04002567 // Use nearest filtering because source and destination are the same size for the direct
2568 // copy
Geoff Lang125deab2013-08-09 13:34:16 -04002569 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
Geoff Langb86b9792013-06-04 16:32:05 -04002570 destFormat, GL_NEAREST);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002571
Geoff Lang42477a42013-09-17 17:07:02 -04002572 storage11->invalidateSwizzleCacheLevel(level);
2573
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002574 return ret;
2575}
2576
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002577bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2578 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface3D *storage, GLint level)
2579{
2580 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2581 if (!colorbuffer)
2582 {
2583 ERR("Failed to retrieve the color buffer from the frame buffer.");
2584 return gl::error(GL_OUT_OF_MEMORY, false);
2585 }
2586
2587 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2588 if (!sourceRenderTarget)
2589 {
2590 ERR("Failed to retrieve the render target from the frame buffer.");
2591 return gl::error(GL_OUT_OF_MEMORY, false);
2592 }
2593
2594 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2595 if (!source)
2596 {
2597 ERR("Failed to retrieve the render target view from the render target.");
2598 return gl::error(GL_OUT_OF_MEMORY, false);
2599 }
2600
2601 TextureStorage11_3D *storage11 = TextureStorage11_3D::makeTextureStorage11_3D(storage->getStorageInstance());
2602 if (!storage11)
2603 {
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002604 ERR("Failed to retrieve the texture storage from the destination.");
2605 return gl::error(GL_OUT_OF_MEMORY, false);
2606 }
2607
2608 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
2609 if (!destRenderTarget)
2610 {
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002611 ERR("Failed to retrieve the render target from the destination storage.");
2612 return gl::error(GL_OUT_OF_MEMORY, false);
2613 }
2614
2615 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2616 if (!dest)
2617 {
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002618 ERR("Failed to retrieve the render target view from the destination render target.");
2619 return gl::error(GL_OUT_OF_MEMORY, false);
2620 }
2621
Geoff Langb86b9792013-06-04 16:32:05 -04002622 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2623 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002624
Geoff Langb86b9792013-06-04 16:32:05 -04002625 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2626 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002627
Geoff Langb86b9792013-06-04 16:32:05 -04002628 // Use nearest filtering because source and destination are the same size for the direct
2629 // copy
Geoff Lang125deab2013-08-09 13:34:16 -04002630 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
Geoff Langb86b9792013-06-04 16:32:05 -04002631 destFormat, GL_NEAREST);
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002632
Geoff Lang42477a42013-09-17 17:07:02 -04002633 storage11->invalidateSwizzleCacheLevel(level);
2634
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002635 return ret;
2636}
2637
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002638bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2639 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface2DArray *storage, GLint level)
2640{
2641 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2642 if (!colorbuffer)
2643 {
2644 ERR("Failed to retrieve the color buffer from the frame buffer.");
2645 return gl::error(GL_OUT_OF_MEMORY, false);
2646 }
2647
2648 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2649 if (!sourceRenderTarget)
2650 {
2651 ERR("Failed to retrieve the render target from the frame buffer.");
2652 return gl::error(GL_OUT_OF_MEMORY, false);
2653 }
2654
2655 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2656 if (!source)
2657 {
2658 ERR("Failed to retrieve the render target view from the render target.");
2659 return gl::error(GL_OUT_OF_MEMORY, false);
2660 }
2661
2662 TextureStorage11_2DArray *storage11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(storage->getStorageInstance());
2663 if (!storage11)
2664 {
Geoff Langea228632013-07-30 15:17:12 -04002665 SafeRelease(source);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002666 ERR("Failed to retrieve the texture storage from the destination.");
2667 return gl::error(GL_OUT_OF_MEMORY, false);
2668 }
2669
2670 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
2671 if (!destRenderTarget)
2672 {
Geoff Langea228632013-07-30 15:17:12 -04002673 SafeRelease(source);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002674 ERR("Failed to retrieve the render target from the destination storage.");
2675 return gl::error(GL_OUT_OF_MEMORY, false);
2676 }
2677
2678 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2679 if (!dest)
2680 {
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002681 ERR("Failed to retrieve the render target view from the destination render target.");
2682 return gl::error(GL_OUT_OF_MEMORY, false);
2683 }
2684
Geoff Langb86b9792013-06-04 16:32:05 -04002685 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2686 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002687
Geoff Langb86b9792013-06-04 16:32:05 -04002688 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2689 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002690
Geoff Langb86b9792013-06-04 16:32:05 -04002691 // Use nearest filtering because source and destination are the same size for the direct
2692 // copy
Geoff Lang125deab2013-08-09 13:34:16 -04002693 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
Geoff Langb86b9792013-06-04 16:32:05 -04002694 destFormat, GL_NEAREST);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002695
Geoff Lang42477a42013-09-17 17:07:02 -04002696 storage11->invalidateSwizzleCacheLevel(level);
2697
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002698 return ret;
2699}
2700
shannon.woods%transgaming.com@gtempaccount.comba2744f2013-04-13 03:33:38 +00002701void Renderer11::unapplyRenderTargets()
2702{
2703 setOneTimeRenderTarget(NULL);
2704}
2705
2706void Renderer11::setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView)
2707{
2708 ID3D11RenderTargetView *rtvArray[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
2709
2710 rtvArray[0] = renderTargetView;
2711
2712 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), rtvArray, NULL);
2713
2714 // Do not preserve the serial for this one-time-use render target
2715 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
2716 {
2717 mAppliedRenderTargetSerials[rtIndex] = 0;
2718 }
2719}
2720
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002721RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2722{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002723 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002724 RenderTarget11 *renderTarget = NULL;
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002725
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002726 if (depth)
2727 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002728 // Note: depth stencil may be NULL for 0 sized surfaces
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002729 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
Geoff Lang88f9cbf2013-10-18 14:33:37 -04002730 swapChain11->getDepthStencilTexture(),
2731 swapChain11->getDepthStencilShaderResource(),
shannonwoods@chromium.org7faf3ec2013-05-30 00:03:45 +00002732 swapChain11->getWidth(), swapChain11->getHeight(), 1);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002733 }
2734 else
2735 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002736 // Note: render target may be NULL for 0 sized surfaces
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002737 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002738 swapChain11->getOffscreenTexture(),
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002739 swapChain11->getRenderTargetShaderResource(),
shannonwoods@chromium.org7faf3ec2013-05-30 00:03:45 +00002740 swapChain11->getWidth(), swapChain11->getHeight(), 1);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002741 }
2742 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002743}
2744
Geoff Langa2d97f12013-06-11 11:44:02 -04002745RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples)
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002746{
Geoff Langa2d97f12013-06-11 11:44:02 -04002747 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples);
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002748 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002749}
2750
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002751ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002752{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002753 ShaderExecutable11 *executable = NULL;
2754
2755 switch (type)
2756 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002757 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002758 {
2759 ID3D11VertexShader *vshader = NULL;
2760 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2761 ASSERT(SUCCEEDED(result));
2762
2763 if (vshader)
2764 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002765 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002766 }
2767 }
2768 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002769 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002770 {
2771 ID3D11PixelShader *pshader = NULL;
2772 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2773 ASSERT(SUCCEEDED(result));
2774
2775 if (pshader)
2776 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002777 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002778 }
2779 }
2780 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002781 case rx::SHADER_GEOMETRY:
2782 {
2783 ID3D11GeometryShader *gshader = NULL;
2784 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
2785 ASSERT(SUCCEEDED(result));
2786
2787 if (gshader)
2788 {
2789 executable = new ShaderExecutable11(function, length, gshader);
2790 }
2791 }
2792 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002793 default:
2794 UNREACHABLE();
2795 break;
2796 }
2797
2798 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002799}
2800
Jamie Madill3c9eeb92013-11-04 11:09:26 -05002801ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type, D3DWorkaroundType workaround)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002802{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002803 const char *profile = NULL;
2804
2805 switch (type)
2806 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002807 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002808 profile = "vs_4_0";
2809 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002810 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002811 profile = "ps_4_0";
2812 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002813 case rx::SHADER_GEOMETRY:
2814 profile = "gs_4_0";
2815 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002816 default:
2817 UNREACHABLE();
2818 return NULL;
2819 }
2820
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +00002821 ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, D3DCOMPILE_OPTIMIZATION_LEVEL0, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002822 if (!binary)
Geoff Langea228632013-07-30 15:17:12 -04002823 {
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002824 return NULL;
Geoff Langea228632013-07-30 15:17:12 -04002825 }
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002826
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002827 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
Geoff Langea228632013-07-30 15:17:12 -04002828 SafeRelease(binary);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002829
2830 return executable;
2831}
2832
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002833VertexBuffer *Renderer11::createVertexBuffer()
2834{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00002835 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002836}
2837
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002838IndexBuffer *Renderer11::createIndexBuffer()
2839{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00002840 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002841}
2842
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +00002843BufferStorage *Renderer11::createBufferStorage()
2844{
2845 return new BufferStorage11(this);
2846}
2847
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002848QueryImpl *Renderer11::createQuery(GLenum type)
2849{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002850 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002851}
2852
2853FenceImpl *Renderer11::createFence()
2854{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002855 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002856}
2857
Geoff Lang005df412013-10-16 14:12:50 -04002858bool Renderer11::supportsFastCopyBufferToTexture(GLenum internalFormat) const
Jamie Madill0e0510f2013-10-10 15:46:23 -04002859{
Jamie Madill4461f092013-10-10 15:10:39 -04002860 int clientVersion = getCurrentClientVersion();
2861
2862 // We only support buffer to texture copies in ES3
2863 if (clientVersion <= 2)
2864 {
2865 return false;
2866 }
2867
2868 // sRGB formats do not work with D3D11 buffer SRVs
2869 if (gl::GetColorEncoding(internalFormat, clientVersion) == GL_SRGB)
2870 {
2871 return false;
2872 }
2873
2874 // We cannot support direct copies to non-color-renderable formats
2875 if (!gl::IsColorRenderingSupported(internalFormat, this))
2876 {
2877 return false;
2878 }
2879
2880 // We skip all 3-channel formats since sometimes format support is missing
2881 if (gl::GetComponentCount(internalFormat, clientVersion) == 3)
2882 {
2883 return false;
2884 }
2885
2886 // We don't support formats which we can't represent without conversion
2887 if (getNativeTextureFormat(internalFormat) != internalFormat)
2888 {
2889 return false;
2890 }
2891
2892 return true;
Jamie Madill0e0510f2013-10-10 15:46:23 -04002893}
2894
Jamie Madilla21eea32013-09-18 14:36:25 -04002895bool Renderer11::fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTarget *destRenderTarget,
2896 GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea)
2897{
Jamie Madill0e0510f2013-10-10 15:46:23 -04002898 ASSERT(supportsFastCopyBufferToTexture(destinationFormat));
Jamie Madilla21eea32013-09-18 14:36:25 -04002899 return mPixelTransfer->copyBufferToTexture(unpack, offset, destRenderTarget, destinationFormat, sourcePixelsType, destArea);
2900}
2901
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002902bool Renderer11::getRenderTargetResource(gl::Renderbuffer *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002903{
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002904 ASSERT(colorbuffer != NULL);
2905
2906 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2907 if (renderTarget)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002908 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002909 *subresourceIndex = renderTarget->getSubresourceIndex();
2910
2911 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
2912 if (colorBufferRTV)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002913 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002914 ID3D11Resource *textureResource = NULL;
2915 colorBufferRTV->GetResource(&textureResource);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002916
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002917 if (textureResource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002918 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002919 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
Geoff Langea228632013-07-30 15:17:12 -04002920 SafeRelease(textureResource);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002921
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002922 if (SUCCEEDED(result))
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002923 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002924 return true;
2925 }
2926 else
2927 {
2928 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
2929 "HRESULT: 0x%X.", result);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002930 }
2931 }
2932 }
2933 }
2934
2935 return false;
2936}
2937
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002938bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
Geoff Lang125deab2013-08-09 13:34:16 -04002939 const gl::Rectangle *scissor, bool blitRenderTarget, bool blitDepth, bool blitStencil, GLenum filter)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002940{
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00002941 if (blitRenderTarget)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002942 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00002943 gl::Renderbuffer *readBuffer = readTarget->getReadColorbuffer();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00002944
2945 if (!readBuffer)
2946 {
2947 ERR("Failed to retrieve the read buffer from the read framebuffer.");
2948 return gl::error(GL_OUT_OF_MEMORY, false);
2949 }
2950
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00002951 RenderTarget *readRenderTarget = readBuffer->getRenderTarget();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00002952
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00002953 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00002954 {
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00002955 if (drawTarget->isEnabledColorAttachment(colorAttachment))
2956 {
2957 gl::Renderbuffer *drawBuffer = drawTarget->getColorbuffer(colorAttachment);
2958
2959 if (!drawBuffer)
2960 {
2961 ERR("Failed to retrieve the draw buffer from the draw framebuffer.");
2962 return gl::error(GL_OUT_OF_MEMORY, false);
2963 }
2964
2965 RenderTarget *drawRenderTarget = drawBuffer->getRenderTarget();
2966
Geoff Lang125deab2013-08-09 13:34:16 -04002967 if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, filter, scissor,
Geoff Lang685806d2013-06-12 11:16:36 -04002968 blitRenderTarget, false, false))
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00002969 {
2970 return false;
2971 }
2972 }
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00002973 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002974 }
2975
Geoff Lang685806d2013-06-12 11:16:36 -04002976 if (blitDepth || blitStencil)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002977 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00002978 gl::Renderbuffer *readBuffer = readTarget->getDepthOrStencilbuffer();
2979 gl::Renderbuffer *drawBuffer = drawTarget->getDepthOrStencilbuffer();
2980
2981 if (!readBuffer)
2982 {
2983 ERR("Failed to retrieve the read depth-stencil buffer from the read framebuffer.");
2984 return gl::error(GL_OUT_OF_MEMORY, false);
2985 }
2986
2987 if (!drawBuffer)
2988 {
2989 ERR("Failed to retrieve the draw depth-stencil buffer from the draw framebuffer.");
2990 return gl::error(GL_OUT_OF_MEMORY, false);
2991 }
2992
2993 RenderTarget *readRenderTarget = readBuffer->getDepthStencil();
2994 RenderTarget *drawRenderTarget = drawBuffer->getDepthStencil();
2995
Geoff Lang125deab2013-08-09 13:34:16 -04002996 if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, filter, scissor,
Geoff Lang685806d2013-06-12 11:16:36 -04002997 false, blitDepth, blitStencil))
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00002998 {
2999 return false;
3000 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003001 }
3002
Geoff Lang42477a42013-09-17 17:07:02 -04003003 invalidateFramebufferSwizzles(drawTarget);
3004
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003005 return true;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003006}
3007
3008void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
3009 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
3010{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003011 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00003012 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003013
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003014 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
3015
3016 if (colorbuffer && getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003017 {
3018 gl::Rectangle area;
3019 area.x = x;
3020 area.y = y;
3021 area.width = width;
3022 area.height = height;
3023
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00003024 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
3025 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003026
Geoff Langea228632013-07-30 15:17:12 -04003027 SafeRelease(colorBufferTexture);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003028 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003029}
3030
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003031Image *Renderer11::createImage()
3032{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00003033 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003034}
3035
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003036void Renderer11::generateMipmap(Image *dest, Image *src)
3037{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00003038 Image11 *dest11 = Image11::makeImage11(dest);
3039 Image11 *src11 = Image11::makeImage11(src);
Jamie Madilld6cb2442013-07-10 15:13:38 -04003040 Image11::generateMipmap(getCurrentClientVersion(), dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003041}
3042
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003043TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
3044{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00003045 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
3046 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003047}
3048
Jamie Madill4cfff5f2013-10-24 17:49:46 -04003049TextureStorage *Renderer11::createTextureStorage2D(int baseLevel, int maxLevel, GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height)
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003050{
Jamie Madill4cfff5f2013-10-24 17:49:46 -04003051 return new TextureStorage11_2D(this, baseLevel, maxLevel, internalformat, renderTarget, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003052}
3053
Jamie Madill4cfff5f2013-10-24 17:49:46 -04003054TextureStorage *Renderer11::createTextureStorageCube(int baseLevel, int maxLevel, GLenum internalformat, bool renderTarget, int size)
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003055{
Jamie Madill4cfff5f2013-10-24 17:49:46 -04003056 return new TextureStorage11_Cube(this, baseLevel, maxLevel, internalformat, renderTarget, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003057}
3058
Jamie Madill4cfff5f2013-10-24 17:49:46 -04003059TextureStorage *Renderer11::createTextureStorage3D(int baseLevel, int maxLevel, GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth)
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +00003060{
Jamie Madill4cfff5f2013-10-24 17:49:46 -04003061 return new TextureStorage11_3D(this, baseLevel, maxLevel, internalformat, renderTarget, width, height, depth);
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +00003062}
3063
Jamie Madill4cfff5f2013-10-24 17:49:46 -04003064TextureStorage *Renderer11::createTextureStorage2DArray(int baseLevel, int maxLevel, GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth)
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00003065{
Jamie Madill4cfff5f2013-10-24 17:49:46 -04003066 return new TextureStorage11_2DArray(this, baseLevel, maxLevel, internalformat, renderTarget, width, height, depth);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00003067}
3068
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003069void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
3070 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
3071 GLint packAlignment, void *pixels)
3072{
3073 D3D11_TEXTURE2D_DESC textureDesc;
3074 texture->GetDesc(&textureDesc);
3075
3076 D3D11_TEXTURE2D_DESC stagingDesc;
3077 stagingDesc.Width = area.width;
3078 stagingDesc.Height = area.height;
3079 stagingDesc.MipLevels = 1;
3080 stagingDesc.ArraySize = 1;
3081 stagingDesc.Format = textureDesc.Format;
3082 stagingDesc.SampleDesc.Count = 1;
3083 stagingDesc.SampleDesc.Quality = 0;
3084 stagingDesc.Usage = D3D11_USAGE_STAGING;
3085 stagingDesc.BindFlags = 0;
3086 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
3087 stagingDesc.MiscFlags = 0;
3088
3089 ID3D11Texture2D* stagingTex = NULL;
3090 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
3091 if (FAILED(result))
3092 {
3093 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
3094 return;
3095 }
3096
3097 ID3D11Texture2D* srcTex = NULL;
3098 if (textureDesc.SampleDesc.Count > 1)
3099 {
3100 D3D11_TEXTURE2D_DESC resolveDesc;
3101 resolveDesc.Width = textureDesc.Width;
3102 resolveDesc.Height = textureDesc.Height;
3103 resolveDesc.MipLevels = 1;
3104 resolveDesc.ArraySize = 1;
3105 resolveDesc.Format = textureDesc.Format;
3106 resolveDesc.SampleDesc.Count = 1;
3107 resolveDesc.SampleDesc.Quality = 0;
3108 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
3109 resolveDesc.BindFlags = 0;
3110 resolveDesc.CPUAccessFlags = 0;
3111 resolveDesc.MiscFlags = 0;
3112
3113 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
3114 if (FAILED(result))
3115 {
3116 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
Geoff Langea228632013-07-30 15:17:12 -04003117 SafeRelease(stagingTex);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003118 return;
3119 }
3120
3121 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
3122 subResource = 0;
3123 }
3124 else
3125 {
3126 srcTex = texture;
3127 srcTex->AddRef();
3128 }
3129
3130 D3D11_BOX srcBox;
3131 srcBox.left = area.x;
3132 srcBox.right = area.x + area.width;
3133 srcBox.top = area.y;
3134 srcBox.bottom = area.y + area.height;
3135 srcBox.front = 0;
3136 srcBox.back = 1;
3137
3138 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
3139
Geoff Langea228632013-07-30 15:17:12 -04003140 SafeRelease(srcTex);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003141
3142 D3D11_MAPPED_SUBRESOURCE mapping;
3143 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
3144
3145 unsigned char *source;
3146 int inputPitch;
3147 if (packReverseRowOrder)
3148 {
3149 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
3150 inputPitch = -static_cast<int>(mapping.RowPitch);
3151 }
3152 else
3153 {
3154 source = static_cast<unsigned char*>(mapping.pData);
3155 inputPitch = static_cast<int>(mapping.RowPitch);
3156 }
3157
Geoff Lang697ad3e2013-06-04 10:11:28 -04003158 GLuint clientVersion = getCurrentClientVersion();
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003159
Geoff Lang005df412013-10-16 14:12:50 -04003160 GLenum sourceInternalFormat = d3d11_gl::GetInternalFormat(textureDesc.Format, clientVersion);
Geoff Lang697ad3e2013-06-04 10:11:28 -04003161 GLenum sourceFormat = gl::GetFormat(sourceInternalFormat, clientVersion);
3162 GLenum sourceType = gl::GetType(sourceInternalFormat, clientVersion);
3163
3164 GLuint sourcePixelSize = gl::GetPixelBytes(sourceInternalFormat, clientVersion);
3165
3166 if (sourceFormat == format && sourceType == type)
3167 {
3168 // Direct copy possible
3169 unsigned char *dest = static_cast<unsigned char*>(pixels);
3170 for (int y = 0; y < area.height; y++)
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003171 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003172 memcpy(dest + y * outputPitch, source + y * inputPitch, area.width * sourcePixelSize);
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003173 }
3174 }
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003175 else
3176 {
Geoff Lang005df412013-10-16 14:12:50 -04003177 GLenum destInternalFormat = gl::GetSizedInternalFormat(format, type, clientVersion);
Geoff Lang697ad3e2013-06-04 10:11:28 -04003178 GLuint destPixelSize = gl::GetPixelBytes(destInternalFormat, clientVersion);
3179
3180 ColorCopyFunction fastCopyFunc = d3d11::GetFastCopyFunction(textureDesc.Format, format, type, getCurrentClientVersion());
3181 if (fastCopyFunc)
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003182 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003183 // Fast copy is possible through some special function
3184 for (int y = 0; y < area.height; y++)
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003185 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003186 for (int x = 0; x < area.width; x++)
3187 {
3188 void *dest = static_cast<unsigned char*>(pixels) + y * outputPitch + x * destPixelSize;
3189 void *src = static_cast<unsigned char*>(source) + y * inputPitch + x * sourcePixelSize;
3190
3191 fastCopyFunc(src, dest);
3192 }
3193 }
3194 }
3195 else
3196 {
Jamie Madilld6cb2442013-07-10 15:13:38 -04003197 ColorReadFunction readFunc = d3d11::GetColorReadFunction(textureDesc.Format, clientVersion);
Geoff Lang697ad3e2013-06-04 10:11:28 -04003198 ColorWriteFunction writeFunc = gl::GetColorWriteFunction(format, type, clientVersion);
3199
3200 unsigned char temp[16]; // Maximum size of any Color<T> type used.
3201 META_ASSERT(sizeof(temp) >= sizeof(gl::ColorF) &&
3202 sizeof(temp) >= sizeof(gl::ColorUI) &&
3203 sizeof(temp) >= sizeof(gl::ColorI));
3204
3205 for (int y = 0; y < area.height; y++)
3206 {
3207 for (int x = 0; x < area.width; x++)
3208 {
3209 void *dest = static_cast<unsigned char*>(pixels) + y * outputPitch + x * destPixelSize;
3210 void *src = static_cast<unsigned char*>(source) + y * inputPitch + x * sourcePixelSize;
3211
3212 // readFunc and writeFunc will be using the same type of color, CopyTexImage
3213 // will not allow the copy otherwise.
3214 readFunc(src, temp);
3215 writeFunc(temp, dest);
3216 }
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003217 }
3218 }
3219 }
3220
3221 mDeviceContext->Unmap(stagingTex, 0);
3222
Geoff Langea228632013-07-30 15:17:12 -04003223 SafeRelease(stagingTex);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003224}
3225
Geoff Lang758d5b22013-06-11 11:42:50 -04003226bool Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget,
Geoff Lang125deab2013-08-09 13:34:16 -04003227 RenderTarget *drawRenderTarget, GLenum filter, const gl::Rectangle *scissor,
3228 bool colorBlit, bool depthBlit, bool stencilBlit)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003229{
Geoff Lang975af372013-06-12 11:19:22 -04003230 // Since blitRenderbufferRect is called for each render buffer that needs to be blitted,
3231 // it should never be the case that both color and depth/stencil need to be blitted at
3232 // at the same time.
3233 ASSERT(colorBlit != (depthBlit || stencilBlit));
3234
Geoff Langc1f51be2013-06-11 11:49:14 -04003235 bool result = true;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003236
Geoff Lang4d782732013-07-22 10:44:18 -04003237 RenderTarget11 *drawRenderTarget11 = RenderTarget11::makeRenderTarget11(drawRenderTarget);
3238 if (!drawRenderTarget)
3239 {
3240 ERR("Failed to retrieve the draw render target from the draw framebuffer.");
3241 return gl::error(GL_OUT_OF_MEMORY, false);
3242 }
3243
3244 ID3D11Resource *drawTexture = drawRenderTarget11->getTexture();
3245 unsigned int drawSubresource = drawRenderTarget11->getSubresourceIndex();
3246 ID3D11RenderTargetView *drawRTV = drawRenderTarget11->getRenderTargetView();
3247 ID3D11DepthStencilView *drawDSV = drawRenderTarget11->getDepthStencilView();
3248
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003249 RenderTarget11 *readRenderTarget11 = RenderTarget11::makeRenderTarget11(readRenderTarget);
3250 if (!readRenderTarget)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003251 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003252 ERR("Failed to retrieve the read render target from the read framebuffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003253 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003254 }
3255
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003256 ID3D11Resource *readTexture = NULL;
Geoff Langc1f51be2013-06-11 11:49:14 -04003257 ID3D11ShaderResourceView *readSRV = NULL;
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003258 unsigned int readSubresource = 0;
3259 if (readRenderTarget->getSamples() > 0)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003260 {
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003261 ID3D11Resource *unresolvedResource = readRenderTarget11->getTexture();
3262 ID3D11Texture2D *unresolvedTexture = d3d11::DynamicCastComObject<ID3D11Texture2D>(unresolvedResource);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003263
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003264 if (unresolvedTexture)
3265 {
3266 readTexture = resolveMultisampledTexture(unresolvedTexture, readRenderTarget11->getSubresourceIndex());
3267 readSubresource = 0;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003268
Geoff Langea228632013-07-30 15:17:12 -04003269 SafeRelease(unresolvedTexture);
Geoff Langc1f51be2013-06-11 11:49:14 -04003270
3271 HRESULT result = mDevice->CreateShaderResourceView(readTexture, NULL, &readSRV);
3272 if (FAILED(result))
3273 {
Geoff Langea228632013-07-30 15:17:12 -04003274 SafeRelease(readTexture);
Geoff Langc1f51be2013-06-11 11:49:14 -04003275 return gl::error(GL_OUT_OF_MEMORY, false);
3276 }
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003277 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003278 }
3279 else
3280 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003281 readTexture = readRenderTarget11->getTexture();
Geoff Lang4d782732013-07-22 10:44:18 -04003282 readTexture->AddRef();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003283 readSubresource = readRenderTarget11->getSubresourceIndex();
Geoff Langc1f51be2013-06-11 11:49:14 -04003284 readSRV = readRenderTarget11->getShaderResourceView();
Geoff Lang4d782732013-07-22 10:44:18 -04003285 readSRV->AddRef();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003286 }
3287
Geoff Lang4d782732013-07-22 10:44:18 -04003288 if (!readTexture || !readSRV)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003289 {
Geoff Lang4d782732013-07-22 10:44:18 -04003290 SafeRelease(readTexture);
3291 SafeRelease(readSRV);
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003292 ERR("Failed to retrieve the read render target view from the read render target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003293 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003294 }
3295
Geoff Lang125deab2013-08-09 13:34:16 -04003296 gl::Extents readSize(readRenderTarget->getWidth(), readRenderTarget->getHeight(), 1);
3297 gl::Extents drawSize(drawRenderTarget->getWidth(), drawRenderTarget->getHeight(), 1);
3298
3299 bool scissorNeeded = scissor && gl::ClipRectangle(drawRect, *scissor, NULL);
3300
3301 bool wholeBufferCopy = !scissorNeeded &&
3302 readRect.x == 0 && readRect.width == readSize.width &&
3303 readRect.y == 0 && readRect.height == readSize.height &&
3304 drawRect.x == 0 && drawRect.width == drawSize.width &&
3305 drawRect.y == 0 && drawRect.height == drawSize.height;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003306
Geoff Langc1f51be2013-06-11 11:49:14 -04003307 bool stretchRequired = readRect.width != drawRect.width || readRect.height != drawRect.height;
Geoff Lang758d5b22013-06-11 11:42:50 -04003308
Geoff Lang125deab2013-08-09 13:34:16 -04003309 bool flipRequired = readRect.width < 0 || readRect.height < 0 || drawRect.width < 0 || readRect.height < 0;
3310
3311 bool outOfBounds = readRect.x < 0 || readRect.x + readRect.width > readSize.width ||
3312 readRect.y < 0 || readRect.y + readRect.height > readSize.height ||
3313 drawRect.x < 0 || drawRect.x + drawRect.width > drawSize.width ||
3314 drawRect.y < 0 || drawRect.y + drawRect.height > drawSize.height;
3315
3316 bool hasDepth = gl::GetDepthBits(drawRenderTarget11->getActualFormat(), getCurrentClientVersion()) > 0;
3317 bool hasStencil = gl::GetStencilBits(drawRenderTarget11->getActualFormat(), getCurrentClientVersion()) > 0;
3318 bool partialDSBlit = (hasDepth && depthBlit) != (hasStencil && stencilBlit);
3319
Geoff Langc1f51be2013-06-11 11:49:14 -04003320 if (readRenderTarget11->getActualFormat() == drawRenderTarget->getActualFormat() &&
Geoff Lang125deab2013-08-09 13:34:16 -04003321 !stretchRequired && !outOfBounds && !flipRequired && !partialDSBlit &&
3322 (!(depthBlit || stencilBlit) || wholeBufferCopy))
Geoff Langc1f51be2013-06-11 11:49:14 -04003323 {
Geoff Lang125deab2013-08-09 13:34:16 -04003324 UINT dstX = drawRect.x;
3325 UINT dstY = drawRect.y;
3326
Geoff Langc1f51be2013-06-11 11:49:14 -04003327 D3D11_BOX readBox;
3328 readBox.left = readRect.x;
3329 readBox.right = readRect.x + readRect.width;
3330 readBox.top = readRect.y;
3331 readBox.bottom = readRect.y + readRect.height;
3332 readBox.front = 0;
3333 readBox.back = 1;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003334
Geoff Lang125deab2013-08-09 13:34:16 -04003335 if (scissorNeeded)
3336 {
3337 // drawRect is guaranteed to have positive width and height because stretchRequired is false.
3338 ASSERT(drawRect.width >= 0 || drawRect.height >= 0);
3339
3340 if (drawRect.x < scissor->x)
3341 {
3342 dstX = scissor->x;
3343 readBox.left += (scissor->x - drawRect.x);
3344 }
3345 if (drawRect.y < scissor->y)
3346 {
3347 dstY = scissor->y;
3348 readBox.top += (scissor->y - drawRect.y);
3349 }
3350 if (drawRect.x + drawRect.width > scissor->x + scissor->width)
3351 {
3352 readBox.right -= ((drawRect.x + drawRect.width) - (scissor->x + scissor->width));
3353 }
3354 if (drawRect.y + drawRect.height > scissor->y + scissor->height)
3355 {
3356 readBox.bottom -= ((drawRect.y + drawRect.height) - (scissor->y + scissor->height));
3357 }
3358 }
3359
Geoff Langc1f51be2013-06-11 11:49:14 -04003360 // D3D11 needs depth-stencil CopySubresourceRegions to have a NULL pSrcBox
3361 // We also require complete framebuffer copies for depth-stencil blit.
3362 D3D11_BOX *pSrcBox = wholeBufferCopy ? NULL : &readBox;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003363
Geoff Lang125deab2013-08-09 13:34:16 -04003364 mDeviceContext->CopySubresourceRegion(drawTexture, drawSubresource, dstX, dstY, 0,
Geoff Langc1f51be2013-06-11 11:49:14 -04003365 readTexture, readSubresource, pSrcBox);
3366 result = true;
3367 }
3368 else
3369 {
3370 gl::Box readArea(readRect.x, readRect.y, 0, readRect.width, readRect.height, 1);
Geoff Langc1f51be2013-06-11 11:49:14 -04003371 gl::Box drawArea(drawRect.x, drawRect.y, 0, drawRect.width, drawRect.height, 1);
Geoff Langc1f51be2013-06-11 11:49:14 -04003372
Geoff Lang975af372013-06-12 11:19:22 -04003373 if (depthBlit && stencilBlit)
Geoff Langc1f51be2013-06-11 11:49:14 -04003374 {
Geoff Lang975af372013-06-12 11:19:22 -04003375 result = mBlit->copyDepthStencil(readTexture, readSubresource, readArea, readSize,
Geoff Lang125deab2013-08-09 13:34:16 -04003376 drawTexture, drawSubresource, drawArea, drawSize,
3377 scissor);
Geoff Lang975af372013-06-12 11:19:22 -04003378 }
3379 else if (depthBlit)
3380 {
Geoff Lang125deab2013-08-09 13:34:16 -04003381 result = mBlit->copyDepth(readSRV, readArea, readSize, drawDSV, drawArea, drawSize,
3382 scissor);
Geoff Lang975af372013-06-12 11:19:22 -04003383 }
3384 else if (stencilBlit)
3385 {
3386 result = mBlit->copyStencil(readTexture, readSubresource, readArea, readSize,
Geoff Lang125deab2013-08-09 13:34:16 -04003387 drawTexture, drawSubresource, drawArea, drawSize,
3388 scissor);
Geoff Langc1f51be2013-06-11 11:49:14 -04003389 }
3390 else
3391 {
Geoff Lang685806d2013-06-12 11:16:36 -04003392 GLenum format = gl::GetFormat(drawRenderTarget->getInternalFormat(), getCurrentClientVersion());
Geoff Lang125deab2013-08-09 13:34:16 -04003393 result = mBlit->copyTexture(readSRV, readArea, readSize, drawRTV, drawArea, drawSize,
3394 scissor, format, filter);
Geoff Langc1f51be2013-06-11 11:49:14 -04003395 }
3396 }
3397
3398 SafeRelease(readTexture);
3399 SafeRelease(readSRV);
Geoff Langc1f51be2013-06-11 11:49:14 -04003400
3401 return result;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003402}
3403
shannon.woods@transgaming.comd67f9ce2013-02-28 23:06:09 +00003404ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
3405{
3406 D3D11_TEXTURE2D_DESC textureDesc;
3407 source->GetDesc(&textureDesc);
3408
3409 if (textureDesc.SampleDesc.Count > 1)
3410 {
3411 D3D11_TEXTURE2D_DESC resolveDesc;
3412 resolveDesc.Width = textureDesc.Width;
3413 resolveDesc.Height = textureDesc.Height;
3414 resolveDesc.MipLevels = 1;
3415 resolveDesc.ArraySize = 1;
3416 resolveDesc.Format = textureDesc.Format;
3417 resolveDesc.SampleDesc.Count = 1;
3418 resolveDesc.SampleDesc.Quality = 0;
3419 resolveDesc.Usage = textureDesc.Usage;
3420 resolveDesc.BindFlags = textureDesc.BindFlags;
3421 resolveDesc.CPUAccessFlags = 0;
3422 resolveDesc.MiscFlags = 0;
3423
3424 ID3D11Texture2D *resolveTexture = NULL;
3425 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
3426 if (FAILED(result))
3427 {
3428 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
3429 return NULL;
3430 }
3431
3432 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
3433 return resolveTexture;
3434 }
3435 else
3436 {
3437 source->AddRef();
3438 return source;
3439 }
3440}
3441
Geoff Lang42477a42013-09-17 17:07:02 -04003442void Renderer11::invalidateRenderbufferSwizzles(gl::Renderbuffer *renderBuffer, int mipLevel)
3443{
3444 TextureStorage *texStorage = renderBuffer->getTextureStorage();
3445 if (texStorage)
3446 {
3447 TextureStorage11 *texStorage11 = TextureStorage11::makeTextureStorage11(texStorage);
3448 if (!texStorage11)
3449 {
3450 ERR("texture storage pointer unexpectedly null.");
3451 return;
3452 }
3453
3454 texStorage11->invalidateSwizzleCacheLevel(mipLevel);
3455 }
3456}
3457
3458void Renderer11::invalidateFramebufferSwizzles(gl::Framebuffer *framebuffer)
3459{
3460 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
3461 {
3462 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(colorAttachment);
3463 if (colorbuffer)
3464 {
3465 invalidateRenderbufferSwizzles(colorbuffer, framebuffer->getColorbufferMipLevel(colorAttachment));
3466 }
3467 }
3468
3469 gl::Renderbuffer *depthBuffer = framebuffer->getDepthbuffer();
3470 if (depthBuffer)
3471 {
3472 invalidateRenderbufferSwizzles(depthBuffer, framebuffer->getDepthbufferMipLevel());
3473 }
3474
3475 gl::Renderbuffer *stencilBuffer = framebuffer->getStencilbuffer();
3476 if (stencilBuffer)
3477 {
3478 invalidateRenderbufferSwizzles(stencilBuffer, framebuffer->getStencilbufferMipLevel());
3479 }
3480}
3481
shannonwoods@chromium.org6e4f2a62013-05-30 00:15:19 +00003482bool Renderer11::getLUID(LUID *adapterLuid) const
3483{
3484 adapterLuid->HighPart = 0;
3485 adapterLuid->LowPart = 0;
3486
3487 if (!mDxgiAdapter)
3488 {
3489 return false;
3490 }
3491
3492 DXGI_ADAPTER_DESC adapterDesc;
3493 if (FAILED(mDxgiAdapter->GetDesc(&adapterDesc)))
3494 {
3495 return false;
3496 }
3497
3498 *adapterLuid = adapterDesc.AdapterLuid;
3499 return true;
3500}
3501
Geoff Lang005df412013-10-16 14:12:50 -04003502GLenum Renderer11::getNativeTextureFormat(GLenum internalFormat) const
Jamie Madillc8c102b2013-10-10 15:10:24 -04003503{
3504 int clientVersion = getCurrentClientVersion();
3505 return d3d11_gl::GetInternalFormat(gl_d3d11::GetTexFormat(internalFormat, clientVersion), clientVersion);
3506}
3507
Geoff Lang61e49a52013-05-29 10:22:58 -04003508Renderer11::MultisampleSupportInfo Renderer11::getMultisampleSupportInfo(DXGI_FORMAT format)
3509{
3510 MultisampleSupportInfo supportInfo = { 0 };
3511
3512 UINT formatSupport;
3513 HRESULT result;
3514
3515 result = mDevice->CheckFormatSupport(format, &formatSupport);
3516 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
3517 {
3518 for (unsigned int i = 1; i <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
3519 {
3520 result = mDevice->CheckMultisampleQualityLevels(format, i, &supportInfo.qualityLevels[i - 1]);
3521 if (SUCCEEDED(result) && supportInfo.qualityLevels[i - 1] > 0)
3522 {
3523 supportInfo.maxSupportedSamples = std::max(supportInfo.maxSupportedSamples, i);
3524 }
3525 else
3526 {
3527 supportInfo.qualityLevels[i - 1] = 0;
3528 }
3529 }
3530 }
3531
3532 return supportInfo;
3533}
3534
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003535}