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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//
Geoff Langeeba6e12014-02-03 13:12:30 -05003// Copyright (c) 2012-2014 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
Geoff Lang94a90892014-02-18 17:14:19 -050036// Enable ANGLE_SKIP_DXGI_1_2_CHECK if there is not a possibility of using cross-process
37// HWNDs or the Windows 7 Platform Update (KB2670838) is expected to be installed.
38#ifndef ANGLE_SKIP_DXGI_1_2_CHECK
39#define ANGLE_SKIP_DXGI_1_2_CHECK 0
40#endif
41
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +000042#ifdef _DEBUG
43// this flag enables suppressing some spurious warnings that pop up in certain WebGL samples
44// and conformance tests. to enable all warnings, remove this define.
45#define ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS 1
46#endif
47
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000048namespace rx
49{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000050static const DXGI_FORMAT RenderTargetFormats[] =
51 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000052 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000053 DXGI_FORMAT_R8G8B8A8_UNORM
54 };
55
56static const DXGI_FORMAT DepthStencilFormats[] =
57 {
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +000058 DXGI_FORMAT_UNKNOWN,
59 DXGI_FORMAT_D24_UNORM_S8_UINT,
60 DXGI_FORMAT_D16_UNORM
daniel@transgaming.com65e65372012-11-28 19:33:50 +000061 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000062
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000063enum
64{
65 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
66};
67
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000068Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
69{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000070 mVertexDataManager = NULL;
71 mIndexDataManager = NULL;
72
daniel@transgaming.comc5114302012-12-20 21:11:36 +000073 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000074 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000075
Geoff Langb86b9792013-06-04 16:32:05 -040076 mBlit = NULL;
Jamie Madilla21eea32013-09-18 14:36:25 -040077 mPixelTransfer = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000078
Geoff Langda507fe2013-08-20 12:01:42 -040079 mClear = NULL;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000080
daniel@transgaming.combdf787f2013-02-01 03:20:36 +000081 mSyncQuery = NULL;
82
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000083 mD3d11Module = NULL;
84 mDxgiModule = NULL;
85
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000086 mDeviceLost = false;
87
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +000088 mMaxSupportedSamples = 0;
89
daniel@transgaming.com25072f62012-11-28 19:31:32 +000090 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000091 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000092 mDxgiAdapter = NULL;
93 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +000094
95 mDriverConstantBufferVS = NULL;
96 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +000097
98 mBGRATextureSupport = false;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +000099
Jamie Madill6246dc82014-01-29 09:26:47 -0500100 mAppliedVertexShader = NULL;
101 mAppliedGeometryShader = NULL;
Geoff Lang4c5c6bb2014-02-05 16:32:46 -0500102 mCurPointGeometryShader = NULL;
Jamie Madill6246dc82014-01-29 09:26:47 -0500103 mAppliedPixelShader = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000104}
105
106Renderer11::~Renderer11()
107{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000108 release();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000109}
110
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000111Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
112{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000113 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000114 return static_cast<rx::Renderer11*>(renderer);
115}
116
shannon.woods%transgaming.com@gtempaccount.comf9686c22013-04-13 03:33:45 +0000117#ifndef __d3d11_1_h__
118#define D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET ((D3D11_MESSAGE_ID)3146081)
119#endif
120
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000121EGLint Renderer11::initialize()
122{
Geoff Langdad5ed32014-02-10 12:59:17 -0500123 if (!mCompiler.initialize())
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000124 {
125 return EGL_NOT_INITIALIZED;
126 }
127
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000128 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
129 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000130
131 if (mD3d11Module == NULL || mDxgiModule == NULL)
132 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000133 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000134 return EGL_NOT_INITIALIZED;
135 }
136
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000137 // create the D3D11 device
138 ASSERT(mDevice == NULL);
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000139 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000140
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000141 if (D3D11CreateDevice == NULL)
142 {
143 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
144 return EGL_NOT_INITIALIZED;
145 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000146
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000147 D3D_FEATURE_LEVEL featureLevels[] =
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000148 {
149 D3D_FEATURE_LEVEL_11_0,
150 D3D_FEATURE_LEVEL_10_1,
151 D3D_FEATURE_LEVEL_10_0,
152 };
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000153
shannonwoods@chromium.orgc3419c12013-05-30 00:02:01 +0000154 HRESULT result = S_OK;
155
156#ifdef _DEBUG
157 result = D3D11CreateDevice(NULL,
158 D3D_DRIVER_TYPE_HARDWARE,
159 NULL,
160 D3D11_CREATE_DEVICE_DEBUG,
161 featureLevels,
162 ArraySize(featureLevels),
163 D3D11_SDK_VERSION,
164 &mDevice,
165 &mFeatureLevel,
166 &mDeviceContext);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000167
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000168 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000169 {
shannonwoods@chromium.orgc3419c12013-05-30 00:02:01 +0000170 ERR("Failed creating Debug D3D11 device - falling back to release runtime.\n");
171 }
172
173 if (!mDevice || FAILED(result))
174#endif
175 {
176 result = D3D11CreateDevice(NULL,
177 D3D_DRIVER_TYPE_HARDWARE,
178 NULL,
179 0,
180 featureLevels,
181 ArraySize(featureLevels),
182 D3D11_SDK_VERSION,
183 &mDevice,
184 &mFeatureLevel,
185 &mDeviceContext);
186
187 if (!mDevice || FAILED(result))
188 {
189 ERR("Could not create D3D11 device - aborting!\n");
190 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
191 }
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000192 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000193
Geoff Lang94a90892014-02-18 17:14:19 -0500194#if !ANGLE_SKIP_DXGI_1_2_CHECK
195 // In order to create a swap chain for an HWND owned by another process, DXGI 1.2 is required.
196 // The easiest way to check is to query for a IDXGIDevice2.
197 bool requireDXGI1_2 = false;
198 HWND hwnd = WindowFromDC(mDc);
199 if (hwnd)
200 {
201 DWORD currentProcessId = GetCurrentProcessId();
202 DWORD wndProcessId;
203 GetWindowThreadProcessId(hwnd, &wndProcessId);
204 requireDXGI1_2 = (currentProcessId != wndProcessId);
205 }
206 else
207 {
208 requireDXGI1_2 = true;
209 }
210
211 if (requireDXGI1_2)
212 {
213 IDXGIDevice2 *dxgiDevice2 = NULL;
214 result = mDevice->QueryInterface(__uuidof(IDXGIDevice2), (void**)&dxgiDevice2);
215 if (FAILED(result))
216 {
217 ERR("DXGI 1.2 required to present to HWNDs owned by another process.\n");
218 return EGL_NOT_INITIALIZED;
219 }
220 SafeRelease(dxgiDevice2);
221 }
222#endif
223
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000224 IDXGIDevice *dxgiDevice = NULL;
225 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
226
227 if (FAILED(result))
228 {
229 ERR("Could not query DXGI device - aborting!\n");
230 return EGL_NOT_INITIALIZED;
231 }
232
233 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
234
235 if (FAILED(result))
236 {
237 ERR("Could not retrieve DXGI adapter - aborting!\n");
238 return EGL_NOT_INITIALIZED;
239 }
240
Geoff Langea228632013-07-30 15:17:12 -0400241 SafeRelease(dxgiDevice);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000242
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000243 mDxgiAdapter->GetDesc(&mAdapterDescription);
244 memset(mDescription, 0, sizeof(mDescription));
245 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
246
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000247 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
248
249 if (!mDxgiFactory || FAILED(result))
250 {
251 ERR("Could not create DXGI factory - aborting!\n");
252 return EGL_NOT_INITIALIZED;
253 }
254
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000255 // Disable some spurious D3D11 debug warnings to prevent them from flooding the output log
256#if defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG)
257 ID3D11InfoQueue *infoQueue;
258 result = mDevice->QueryInterface(__uuidof(ID3D11InfoQueue), (void **)&infoQueue);
259
260 if (SUCCEEDED(result))
261 {
262 D3D11_MESSAGE_ID hideMessages[] =
263 {
shannon.woods%transgaming.com@gtempaccount.comf9686c22013-04-13 03:33:45 +0000264 D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000265 };
266
267 D3D11_INFO_QUEUE_FILTER filter = {0};
268 filter.DenyList.NumIDs = ArraySize(hideMessages);
269 filter.DenyList.pIDList = hideMessages;
270
271 infoQueue->AddStorageFilterEntries(&filter);
Geoff Langea228632013-07-30 15:17:12 -0400272 SafeRelease(infoQueue);
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000273 }
274#endif
275
Geoff Lang61e49a52013-05-29 10:22:58 -0400276 mMaxSupportedSamples = 0;
277
278 const d3d11::DXGIFormatSet &dxgiFormats = d3d11::GetAllUsedDXGIFormats();
279 for (d3d11::DXGIFormatSet::const_iterator i = dxgiFormats.begin(); i != dxgiFormats.end(); ++i)
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000280 {
Geoff Lang61e49a52013-05-29 10:22:58 -0400281 MultisampleSupportInfo support = getMultisampleSupportInfo(*i);
282 mMultisampleSupportMap.insert(std::make_pair(*i, support));
283 mMaxSupportedSamples = std::max(mMaxSupportedSamples, support.maxSupportedSamples);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000284 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000285
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000286 initializeDevice();
287
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000288 // BGRA texture support is optional in feature levels 10 and 10_1
289 UINT formatSupport;
290 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
291 if (FAILED(result))
292 {
293 ERR("Error checking BGRA format support: 0x%08X", result);
294 }
295 else
296 {
297 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
298 mBGRATextureSupport = (formatSupport & flags) == flags;
299 }
300
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +0000301 // Check floating point texture support
302 static const unsigned int requiredTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE;
303 static const unsigned int requiredRenderableFlags = D3D11_FORMAT_SUPPORT_RENDER_TARGET;
304 static const unsigned int requiredFilterFlags = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
305
306 DXGI_FORMAT float16Formats[] =
307 {
308 DXGI_FORMAT_R16_FLOAT,
309 DXGI_FORMAT_R16G16_FLOAT,
310 DXGI_FORMAT_R16G16B16A16_FLOAT,
311 };
312
313 DXGI_FORMAT float32Formats[] =
314 {
315 DXGI_FORMAT_R32_FLOAT,
316 DXGI_FORMAT_R32G32_FLOAT,
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +0000317 DXGI_FORMAT_R32G32B32A32_FLOAT,
318 };
319
320 mFloat16TextureSupport = true;
321 mFloat16FilterSupport = true;
322 mFloat16RenderSupport = true;
323 for (unsigned int i = 0; i < ArraySize(float16Formats); i++)
324 {
325 if (SUCCEEDED(mDevice->CheckFormatSupport(float16Formats[i], &formatSupport)))
326 {
327 mFloat16TextureSupport = mFloat16TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
328 mFloat16FilterSupport = mFloat16FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
329 mFloat16RenderSupport = mFloat16RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
330 }
331 else
332 {
333 mFloat16TextureSupport = false;
334 mFloat16RenderSupport = false;
335 mFloat16FilterSupport = false;
336 }
337 }
338
339 mFloat32TextureSupport = true;
340 mFloat32FilterSupport = true;
341 mFloat32RenderSupport = true;
342 for (unsigned int i = 0; i < ArraySize(float32Formats); i++)
343 {
344 if (SUCCEEDED(mDevice->CheckFormatSupport(float32Formats[i], &formatSupport)))
345 {
346 mFloat32TextureSupport = mFloat32TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
347 mFloat32FilterSupport = mFloat32FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
348 mFloat32RenderSupport = mFloat32RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
349 }
350 else
351 {
352 mFloat32TextureSupport = false;
353 mFloat32FilterSupport = false;
354 mFloat32RenderSupport = false;
355 }
356 }
357
Geoff Lang632192d2013-10-04 13:40:46 -0400358 DXGI_FORMAT rgTextureFormats[] =
359 {
360 DXGI_FORMAT_R8_UNORM,
361 DXGI_FORMAT_R8G8_UNORM,
362 DXGI_FORMAT_R16_FLOAT,
363 DXGI_FORMAT_R16G16_FLOAT,
364 DXGI_FORMAT_R32_FLOAT,
365 DXGI_FORMAT_R32G32_FLOAT,
366 };
367
368 mRGTextureSupport = true;
369 for (unsigned int i = 0; i < ArraySize(rgTextureFormats); i++)
370 {
371 if (SUCCEEDED(mDevice->CheckFormatSupport(rgTextureFormats[i], &formatSupport)))
372 {
373 mRGTextureSupport = mRGTextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
374 mRGTextureSupport = mRGTextureSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
375 mRGTextureSupport = mRGTextureSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
376 }
377 else
378 {
379 mRGTextureSupport = false;
380 }
381 }
382
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +0000383 // Check compressed texture support
384 const unsigned int requiredCompressedTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D;
385
386 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC1_UNORM, &formatSupport)))
387 {
388 mDXT1TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
389 }
390 else
391 {
392 mDXT1TextureSupport = false;
393 }
394
395 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC3_UNORM, &formatSupport)))
396 {
397 mDXT3TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
398 }
399 else
400 {
401 mDXT3TextureSupport = false;
402 }
403
404 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC5_UNORM, &formatSupport)))
405 {
406 mDXT5TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
407 }
408 else
409 {
410 mDXT5TextureSupport = false;
411 }
412
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +0000413 // Check depth texture support
414 DXGI_FORMAT depthTextureFormats[] =
415 {
416 DXGI_FORMAT_D16_UNORM,
417 DXGI_FORMAT_D24_UNORM_S8_UINT,
418 };
419
420 static const unsigned int requiredDepthTextureFlags = D3D11_FORMAT_SUPPORT_DEPTH_STENCIL |
421 D3D11_FORMAT_SUPPORT_TEXTURE2D;
422
423 mDepthTextureSupport = true;
424 for (unsigned int i = 0; i < ArraySize(depthTextureFormats); i++)
425 {
426 if (SUCCEEDED(mDevice->CheckFormatSupport(depthTextureFormats[i], &formatSupport)))
427 {
428 mDepthTextureSupport = mDepthTextureSupport && ((formatSupport & requiredDepthTextureFlags) == requiredDepthTextureFlags);
429 }
430 else
431 {
432 mDepthTextureSupport = false;
433 }
434 }
435
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000436 return EGL_SUCCESS;
437}
438
439// do any one-time device initialization
440// NOTE: this is also needed after a device lost/reset
441// to reset the scene status and ensure the default states are reset.
442void Renderer11::initializeDevice()
443{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000444 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000445 mInputLayoutCache.initialize(mDevice, mDeviceContext);
446
447 ASSERT(!mVertexDataManager && !mIndexDataManager);
448 mVertexDataManager = new VertexDataManager(this);
449 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000450
Geoff Langb86b9792013-06-04 16:32:05 -0400451 ASSERT(!mBlit);
452 mBlit = new Blit11(this);
453
Geoff Langda507fe2013-08-20 12:01:42 -0400454 ASSERT(!mClear);
455 mClear = new Clear11(this);
456
Jamie Madilla21eea32013-09-18 14:36:25 -0400457 ASSERT(!mPixelTransfer);
458 mPixelTransfer = new PixelTransfer11(this);
459
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000460 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000461}
462
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000463int Renderer11::generateConfigs(ConfigDesc **configDescList)
464{
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000465 unsigned int numRenderFormats = ArraySize(RenderTargetFormats);
466 unsigned int numDepthFormats = ArraySize(DepthStencilFormats);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000467 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
468 int numConfigs = 0;
469
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000470 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000471 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000472 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000473 {
474 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
475
476 UINT formatSupport = 0;
477 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000478
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000479 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
480 {
481 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
482
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000483 bool depthStencilFormatOK = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000484
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000485 if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
486 {
Geoff Lang5c9a29a2014-02-11 10:26:24 -0500487 UINT depthStencilSupport = 0;
488 result = mDevice->CheckFormatSupport(depthStencilFormat, &depthStencilSupport);
489 depthStencilFormatOK = SUCCEEDED(result) && (depthStencilSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000490 }
491
492 if (depthStencilFormatOK)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000493 {
Jamie Madilld6cb2442013-07-10 15:13:38 -0400494 // FIXME: parse types from context version
495 ASSERT(d3d11_gl::GetInternalFormat(renderTargetFormat, 2) == d3d11_gl::GetInternalFormat(renderTargetFormat, 3));
496 ASSERT(d3d11_gl::GetInternalFormat(depthStencilFormat, 2) == d3d11_gl::GetInternalFormat(depthStencilFormat, 3));
497
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000498 ConfigDesc newConfig;
Jamie Madilld6cb2442013-07-10 15:13:38 -0400499 newConfig.renderTargetFormat = d3d11_gl::GetInternalFormat(renderTargetFormat, getCurrentClientVersion());
500 newConfig.depthStencilFormat = d3d11_gl::GetInternalFormat(depthStencilFormat, getCurrentClientVersion());
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000501 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
502 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
shannon.woods%transgaming.com@gtempaccount.comdcf33d52013-04-13 03:33:11 +0000503 newConfig.es3Capable = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000504
505 (*configDescList)[numConfigs++] = newConfig;
506 }
507 }
508 }
509 }
510
511 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000512}
513
514void Renderer11::deleteConfigs(ConfigDesc *configDescList)
515{
516 delete [] (configDescList);
517}
518
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000519void Renderer11::sync(bool block)
520{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000521 if (block)
522 {
523 HRESULT result;
524
525 if (!mSyncQuery)
526 {
527 D3D11_QUERY_DESC queryDesc;
528 queryDesc.Query = D3D11_QUERY_EVENT;
529 queryDesc.MiscFlags = 0;
530
531 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
532 ASSERT(SUCCEEDED(result));
533 }
534
535 mDeviceContext->End(mSyncQuery);
536 mDeviceContext->Flush();
537
538 do
539 {
540 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
541
542 // Keep polling, but allow other threads to do something useful first
543 Sleep(0);
544
545 if (testDeviceLost(true))
546 {
547 return;
548 }
549 }
550 while (result == S_FALSE);
551 }
552 else
553 {
554 mDeviceContext->Flush();
555 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000556}
557
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000558SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
559{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000560 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000561}
562
Geoff Lange2e0ce02013-09-17 17:05:08 -0400563void Renderer11::generateSwizzle(gl::Texture *texture)
564{
Geoff Lang42477a42013-09-17 17:07:02 -0400565 if (texture)
566 {
567 TextureStorageInterface *texStorage = texture->getNativeTexture();
568 if (texStorage)
569 {
570 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
571
572 storage11->generateSwizzles(texture->getSwizzleRed(), texture->getSwizzleGreen(), texture->getSwizzleBlue(),
573 texture->getSwizzleAlpha());
574 }
575 }
Geoff Lange2e0ce02013-09-17 17:05:08 -0400576}
577
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000578void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
579{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000580 if (type == gl::SAMPLER_PIXEL)
581 {
582 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
583 {
584 ERR("Pixel shader sampler index %i is not valid.", index);
585 return;
586 }
587
588 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
589 {
590 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
591
592 if (!dxSamplerState)
593 {
594 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
595 "sampler state for pixel shaders at slot %i.", index);
596 }
597
598 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
599
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000600 mCurPixelSamplerStates[index] = samplerState;
601 }
602
603 mForceSetPixelSamplerStates[index] = false;
604 }
605 else if (type == gl::SAMPLER_VERTEX)
606 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000607 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000608 {
609 ERR("Vertex shader sampler index %i is not valid.", index);
610 return;
611 }
612
613 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
614 {
615 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
616
617 if (!dxSamplerState)
618 {
619 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
620 "sampler state for vertex shaders at slot %i.", index);
621 }
622
623 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
624
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000625 mCurVertexSamplerStates[index] = samplerState;
626 }
627
628 mForceSetVertexSamplerStates[index] = false;
629 }
630 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000631}
632
633void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
634{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000635 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000636 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000637
638 if (texture)
639 {
640 TextureStorageInterface *texStorage = texture->getNativeTexture();
641 if (texStorage)
642 {
643 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
Nicolas Capensa10c1c72014-03-27 11:20:52 -0400644 gl::SamplerState samplerState;
645 texture->getSamplerState(&samplerState);
646 textureSRV = storage11->getSRV(samplerState);
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000647 }
648
649 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
650 // missing the shader resource view
651 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000652
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000653 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000654 }
655
656 if (type == gl::SAMPLER_PIXEL)
657 {
658 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
659 {
660 ERR("Pixel shader sampler index %i is not valid.", index);
661 return;
662 }
663
Geoff Lang91382e52014-01-07 16:16:30 -0500664 if (forceSetTexture || mCurPixelSRVs[index] != textureSRV)
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000665 {
666 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
667 }
668
Geoff Lang91382e52014-01-07 16:16:30 -0500669 mCurPixelSRVs[index] = textureSRV;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000670 }
671 else if (type == gl::SAMPLER_VERTEX)
672 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000673 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000674 {
675 ERR("Vertex shader sampler index %i is not valid.", index);
676 return;
677 }
678
Geoff Lang91382e52014-01-07 16:16:30 -0500679 if (forceSetTexture || mCurVertexSRVs[index] != textureSRV)
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000680 {
681 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
682 }
683
Geoff Lang91382e52014-01-07 16:16:30 -0500684 mCurVertexSRVs[index] = textureSRV;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000685 }
686 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000687}
688
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000689bool Renderer11::setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], const gl::Buffer *fragmentUniformBuffers[])
690{
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000691 for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; uniformBufferIndex++)
692 {
693 const gl::Buffer *uniformBuffer = vertexUniformBuffers[uniformBufferIndex];
694 if (uniformBuffer)
695 {
696 BufferStorage11 *bufferStorage = BufferStorage11::makeBufferStorage11(uniformBuffer->getStorage());
Geoff Lang9c53f1e2014-01-08 13:41:47 -0500697 ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(BUFFER_USAGE_UNIFORM);
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000698
699 if (!constantBuffer)
700 {
701 return false;
702 }
703
Geoff Langc6354ee2013-07-22 10:40:07 -0400704 if (mCurrentConstantBufferVS[uniformBufferIndex] != bufferStorage->getSerial())
705 {
706 mDeviceContext->VSSetConstantBuffers(getReservedVertexUniformBuffers() + uniformBufferIndex,
707 1, &constantBuffer);
708 mCurrentConstantBufferVS[uniformBufferIndex] = bufferStorage->getSerial();
709 }
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000710 }
711 }
712
713 for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS; uniformBufferIndex++)
714 {
715 const gl::Buffer *uniformBuffer = fragmentUniformBuffers[uniformBufferIndex];
716 if (uniformBuffer)
717 {
718 BufferStorage11 *bufferStorage = BufferStorage11::makeBufferStorage11(uniformBuffer->getStorage());
Geoff Lang9c53f1e2014-01-08 13:41:47 -0500719 ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(BUFFER_USAGE_UNIFORM);
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000720
721 if (!constantBuffer)
722 {
723 return false;
724 }
725
Geoff Langc6354ee2013-07-22 10:40:07 -0400726 if (mCurrentConstantBufferPS[uniformBufferIndex] != bufferStorage->getSerial())
727 {
728 mDeviceContext->PSSetConstantBuffers(getReservedFragmentUniformBuffers() + uniformBufferIndex,
729 1, &constantBuffer);
730 mCurrentConstantBufferPS[uniformBufferIndex] = bufferStorage->getSerial();
731 }
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000732 }
733 }
734
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000735 return true;
736}
737
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000738void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000739{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000740 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000741 {
Nicolas Capensaea8e942014-05-09 19:14:08 -0400742 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000743 if (!dxRasterState)
744 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000745 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000746 "rasterizer state.");
747 }
748
749 mDeviceContext->RSSetState(dxRasterState);
750
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000751 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000752 }
753
754 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000755}
756
Geoff Langc142e9d2013-09-30 15:19:47 -0400757void Renderer11::setBlendState(gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000758 unsigned int sampleMask)
759{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000760 if (mForceSetBlendState ||
761 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
Geoff Lang2a64ee42013-05-31 11:22:40 -0400762 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::ColorF)) != 0 ||
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000763 sampleMask != mCurSampleMask)
764 {
Geoff Langc142e9d2013-09-30 15:19:47 -0400765 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(framebuffer, blendState);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000766 if (!dxBlendState)
767 {
768 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
769 "blend state.");
770 }
771
shannonwoods@chromium.org568c82e2013-05-30 00:13:15 +0000772 float blendColors[4] = {0.0f};
773 if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
774 blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
775 {
776 blendColors[0] = blendColor.red;
777 blendColors[1] = blendColor.green;
778 blendColors[2] = blendColor.blue;
779 blendColors[3] = blendColor.alpha;
780 }
781 else
782 {
783 blendColors[0] = blendColor.alpha;
784 blendColors[1] = blendColor.alpha;
785 blendColors[2] = blendColor.alpha;
786 blendColors[3] = blendColor.alpha;
787 }
788
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000789 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
790
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000791 mCurBlendState = blendState;
792 mCurBlendColor = blendColor;
793 mCurSampleMask = sampleMask;
794 }
795
796 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000797}
798
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000799void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000800 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000801{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000802 if (mForceSetDepthStencilState ||
803 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
804 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
805 {
806 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
807 stencilRef != stencilBackRef ||
808 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
809 {
810 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
811 "invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000812 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000813 }
814
815 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
816 if (!dxDepthStencilState)
817 {
818 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
819 "setting the default depth stencil state.");
820 }
821
Jamie Madillec91cd32014-01-21 16:38:12 -0500822 // Max D3D11 stencil reference value is 0xFF, corresponding to the max 8 bits in a stencil buffer
823 // GL specifies we should clamp the ref value to the nearest bit depth when doing stencil ops
824 META_ASSERT(D3D11_DEFAULT_STENCIL_READ_MASK == 0xFF);
825 META_ASSERT(D3D11_DEFAULT_STENCIL_WRITE_MASK == 0xFF);
Geoff Lang0bf3a982014-02-11 09:40:48 -0500826 UINT dxStencilRef = std::min<UINT>(stencilRef, 0xFFu);
Jamie Madillec91cd32014-01-21 16:38:12 -0500827
Geoff Lang0bf3a982014-02-11 09:40:48 -0500828 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, dxStencilRef);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000829
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000830 mCurDepthStencilState = depthStencilState;
831 mCurStencilRef = stencilRef;
832 mCurStencilBackRef = stencilBackRef;
833 }
834
835 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000836}
837
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000838void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000839{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000840 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
841 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000842 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000843 if (enabled)
844 {
845 D3D11_RECT rect;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000846 rect.left = std::max(0, scissor.x);
847 rect.top = std::max(0, scissor.y);
848 rect.right = scissor.x + std::max(0, scissor.width);
849 rect.bottom = scissor.y + std::max(0, scissor.height);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000850
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000851 mDeviceContext->RSSetScissorRects(1, &rect);
852 }
853
854 if (enabled != mScissorEnabled)
855 {
856 mForceSetRasterState = true;
857 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000858
859 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000860 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000861 }
862
863 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000864}
865
daniel@transgaming.com12985182012-12-20 20:56:31 +0000866bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000867 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000868{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000869 gl::Rectangle actualViewport = viewport;
870 float actualZNear = gl::clamp01(zNear);
871 float actualZFar = gl::clamp01(zFar);
872 if (ignoreViewport)
873 {
874 actualViewport.x = 0;
875 actualViewport.y = 0;
876 actualViewport.width = mRenderTargetDesc.width;
877 actualViewport.height = mRenderTargetDesc.height;
878 actualZNear = 0.0f;
879 actualZFar = 1.0f;
880 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000881
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000882 // Get D3D viewport bounds, which depends on the feature level
883 const Range& viewportBounds = getViewportBounds();
884
885 // 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 +0000886 D3D11_VIEWPORT dxViewport;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000887 dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end);
888 dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end);
889 dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension());
890 dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension());
891 dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX));
892 dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY));
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000893 dxViewport.MinDepth = actualZNear;
894 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000895
896 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
897 {
898 return false; // Nothing to render
899 }
900
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000901 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
902 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000903
daniel@transgaming.com53670042012-11-28 20:55:51 +0000904 if (viewportChanged)
905 {
906 mDeviceContext->RSSetViewports(1, &dxViewport);
907
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000908 mCurViewport = actualViewport;
909 mCurNear = actualZNear;
910 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000911
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +0000912 mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f;
913 mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f;
914 mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
915 mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000916
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000917 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
918 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000919
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000920 mVertexConstants.depthRange[0] = actualZNear;
921 mVertexConstants.depthRange[1] = actualZFar;
922 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000923
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000924 mPixelConstants.depthRange[0] = actualZNear;
925 mPixelConstants.depthRange[1] = actualZFar;
926 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000927 }
928
929 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000930 return true;
931}
932
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000933bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
934{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000935 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000936
Geoff Lang57e713e2013-07-31 17:01:58 -0400937 GLsizei minCount = 0;
938
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000939 switch (mode)
940 {
Geoff Lang57e713e2013-07-31 17:01:58 -0400941 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; minCount = 1; break;
942 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; minCount = 2; break;
943 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break;
944 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break;
945 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break;
946 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; minCount = 3; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000947 // emulate fans via rewriting index buffer
Geoff Lang57e713e2013-07-31 17:01:58 -0400948 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000949 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000950 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000951 }
952
Geoff Lang4c095862013-07-22 10:43:36 -0400953 if (primitiveTopology != mCurrentPrimitiveTopology)
954 {
955 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
956 mCurrentPrimitiveTopology = primitiveTopology;
957 }
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000958
Geoff Lang57e713e2013-07-31 17:01:58 -0400959 return count >= minCount;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000960}
961
962bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000963{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000964 // Get the color render buffer and serial
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000965 // Also extract the render target dimensions and view
966 unsigned int renderTargetWidth = 0;
967 unsigned int renderTargetHeight = 0;
968 GLenum renderTargetFormat = 0;
969 unsigned int renderTargetSerials[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {0};
970 ID3D11RenderTargetView* framebufferRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
971 bool missingColorRenderTarget = true;
972
973 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000974 {
shannon.woods%transgaming.com@gtempaccount.com4059a382013-04-13 03:31:16 +0000975 const GLenum drawBufferState = framebuffer->getDrawBufferState(colorAttachment);
976
977 if (framebuffer->getColorbufferType(colorAttachment) != GL_NONE && drawBufferState != GL_NONE)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000978 {
shannon.woods%transgaming.com@gtempaccount.com4059a382013-04-13 03:31:16 +0000979 // the draw buffer must be either "none", "back" for the default buffer or the same index as this color (in order)
980 ASSERT(drawBufferState == GL_BACK || drawBufferState == (GL_COLOR_ATTACHMENT0_EXT + colorAttachment));
981
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000982 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(colorAttachment);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000983
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000984 if (!colorbuffer)
985 {
986 ERR("render target pointer unexpectedly null.");
987 return false;
988 }
shannon.woods@transgaming.com3e3da582013-02-28 23:09:03 +0000989
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000990 // check for zero-sized default framebuffer, which is a special case.
991 // in this case we do not wish to modify any state and just silently return false.
992 // this will not report any gl error but will cause the calling method to return.
993 if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0)
994 {
995 return false;
996 }
997
998 renderTargetSerials[colorAttachment] = colorbuffer->getSerial();
999
1000 // Extract the render target dimensions and view
1001 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
1002 if (!renderTarget)
1003 {
1004 ERR("render target pointer unexpectedly null.");
1005 return false;
1006 }
1007
1008 framebufferRTVs[colorAttachment] = renderTarget->getRenderTargetView();
1009 if (!framebufferRTVs[colorAttachment])
1010 {
1011 ERR("render target view pointer unexpectedly null.");
1012 return false;
1013 }
1014
1015 if (missingColorRenderTarget)
1016 {
1017 renderTargetWidth = colorbuffer->getWidth();
1018 renderTargetHeight = colorbuffer->getHeight();
1019 renderTargetFormat = colorbuffer->getActualFormat();
1020 missingColorRenderTarget = false;
1021 }
Jamie Madillba597af2013-10-22 13:12:15 -04001022
Geoff Lang91382e52014-01-07 16:16:30 -05001023 // TODO: Detect if this color buffer is already bound as a texture and unbind it first to prevent
1024 // D3D11 warnings.
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001025 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001026 }
1027
1028 // Get the depth stencil render buffer and serials
1029 gl::Renderbuffer *depthStencil = NULL;
1030 unsigned int depthbufferSerial = 0;
1031 unsigned int stencilbufferSerial = 0;
1032 if (framebuffer->getDepthbufferType() != GL_NONE)
1033 {
1034 depthStencil = framebuffer->getDepthbuffer();
1035 if (!depthStencil)
1036 {
1037 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001038 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001039 return false;
1040 }
1041
1042 depthbufferSerial = depthStencil->getSerial();
1043 }
1044 else if (framebuffer->getStencilbufferType() != GL_NONE)
1045 {
1046 depthStencil = framebuffer->getStencilbuffer();
1047 if (!depthStencil)
1048 {
1049 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001050 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001051 return false;
1052 }
1053
1054 stencilbufferSerial = depthStencil->getSerial();
1055 }
1056
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001057 ID3D11DepthStencilView* framebufferDSV = NULL;
1058 if (depthStencil)
1059 {
1060 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
1061 if (!depthStencilRenderTarget)
1062 {
1063 ERR("render target pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001064 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001065 return false;
1066 }
1067
1068 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
1069 if (!framebufferDSV)
1070 {
1071 ERR("depth stencil view pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001072 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001073 return false;
1074 }
1075
1076 // If there is no render buffer, the width, height and format values come from
1077 // the depth stencil
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001078 if (missingColorRenderTarget)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001079 {
1080 renderTargetWidth = depthStencil->getWidth();
1081 renderTargetHeight = depthStencil->getHeight();
1082 renderTargetFormat = depthStencil->getActualFormat();
1083 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001084 }
1085
1086 // Apply the render target and depth stencil
1087 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001088 memcmp(renderTargetSerials, mAppliedRenderTargetSerials, sizeof(renderTargetSerials)) != 0 ||
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001089 depthbufferSerial != mAppliedDepthbufferSerial ||
1090 stencilbufferSerial != mAppliedStencilbufferSerial)
1091 {
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001092 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), framebufferRTVs, framebufferDSV);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001093
1094 mRenderTargetDesc.width = renderTargetWidth;
1095 mRenderTargetDesc.height = renderTargetHeight;
1096 mRenderTargetDesc.format = renderTargetFormat;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00001097 mForceSetViewport = true;
1098 mForceSetScissor = true;
Geoff Langc142e9d2013-09-30 15:19:47 -04001099 mForceSetBlendState = true;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001100
Nicolas Capensaea8e942014-05-09 19:14:08 -04001101 if (!mDepthStencilInitialized)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001102 {
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001103 mForceSetRasterState = true;
1104 }
1105
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001106 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
1107 {
1108 mAppliedRenderTargetSerials[rtIndex] = renderTargetSerials[rtIndex];
1109 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001110 mAppliedDepthbufferSerial = depthbufferSerial;
1111 mAppliedStencilbufferSerial = stencilbufferSerial;
1112 mRenderTargetDescInitialized = true;
1113 mDepthStencilInitialized = true;
1114 }
1115
Geoff Lang42477a42013-09-17 17:07:02 -04001116 invalidateFramebufferSwizzles(framebuffer);
1117
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001118 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001119}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001120
Jamie Madill57a89722013-07-02 11:57:03 -04001121GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, const gl::VertexAttribute vertexAttributes[], gl::VertexAttribCurrentValueData currentValues[],
Jamie Madilla857c362013-07-02 11:57:02 -04001122 GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +00001123{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001124 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
Jamie Madilla857c362013-07-02 11:57:02 -04001125 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, currentValues, programBinary, first, count, attributes, instances);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001126 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +00001127 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001128 return err;
1129 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +00001130
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001131 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +00001132}
1133
daniel@transgaming.com31240482012-11-28 21:06:41 +00001134GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001135{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001136 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001137
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001138 if (err == GL_NO_ERROR)
1139 {
Geoff Lang7840b172014-03-13 11:20:44 -04001140 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1141
1142 ID3D11Buffer *buffer = NULL;
1143 DXGI_FORMAT bufferFormat = indexBuffer->getIndexFormat();
1144
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001145 if (indexInfo->storage)
1146 {
Geoff Lang7840b172014-03-13 11:20:44 -04001147 BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(indexInfo->storage);
1148 buffer = storage->getBuffer(BUFFER_USAGE_INDEX);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001149 }
Geoff Lang7840b172014-03-13 11:20:44 -04001150 else
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001151 {
Geoff Lang7840b172014-03-13 11:20:44 -04001152 buffer = indexBuffer->getBuffer();
1153 }
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001154
Geoff Lang7840b172014-03-13 11:20:44 -04001155 if (buffer != mAppliedIB || bufferFormat != mAppliedIBFormat || indexInfo->startOffset != mAppliedIBOffset)
1156 {
1157 mDeviceContext->IASetIndexBuffer(buffer, bufferFormat, indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001158
Geoff Lang7840b172014-03-13 11:20:44 -04001159 mAppliedIB = buffer;
1160 mAppliedIBFormat = bufferFormat;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001161 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001162 }
1163 }
1164
1165 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001166}
1167
Geoff Langeeba6e12014-02-03 13:12:30 -05001168void Renderer11::applyTransformFeedbackBuffers(gl::Buffer *transformFeedbackBuffers[], GLintptr offsets[])
1169{
1170 ID3D11Buffer* d3dBuffers[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS];
1171 UINT d3dOffsets[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS];
1172 bool requiresUpdate = false;
1173 for (size_t i = 0; i < gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
1174 {
1175 if (transformFeedbackBuffers[i])
1176 {
1177 BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(transformFeedbackBuffers[i]->getStorage());
1178 ID3D11Buffer *buffer = storage->getBuffer(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK);
1179
1180 d3dBuffers[i] = buffer;
1181 d3dOffsets[i] = (mAppliedTFBuffers[i] != buffer) ? static_cast<UINT>(offsets[i]) : -1;
1182 }
1183 else
1184 {
1185 d3dBuffers[i] = NULL;
1186 d3dOffsets[i] = 0;
1187 }
1188
1189 if (d3dBuffers[i] != mAppliedTFBuffers[i] || offsets[i] != mAppliedTFOffsets[i])
1190 {
1191 requiresUpdate = true;
1192 }
1193 }
1194
1195 if (requiresUpdate)
1196 {
1197 mDeviceContext->SOSetTargets(ArraySize(d3dBuffers), d3dBuffers, d3dOffsets);
1198 for (size_t i = 0; i < gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
1199 {
1200 mAppliedTFBuffers[i] = d3dBuffers[i];
1201 mAppliedTFOffsets[i] = offsets[i];
1202 }
1203 }
1204}
1205
Geoff Lang4c5c6bb2014-02-05 16:32:46 -05001206void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances, bool transformFeedbackActive)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001207{
Geoff Lang4c5c6bb2014-02-05 16:32:46 -05001208 if (mode == GL_POINTS && transformFeedbackActive)
1209 {
1210 // Since point sprites are generated with a geometry shader, too many vertices will
1211 // be written if transform feedback is active. To work around this, draw only the points
1212 // with the stream out shader and no pixel shader to feed the stream out buffers and then
1213 // draw again with the point sprite geometry shader to rasterize the point sprites.
1214
1215 mDeviceContext->PSSetShader(NULL, NULL, 0);
1216
1217 if (instances > 0)
1218 {
1219 mDeviceContext->DrawInstanced(count, instances, 0, 0);
1220 }
1221 else
1222 {
1223 mDeviceContext->Draw(count, 0);
1224 }
1225
1226 mDeviceContext->GSSetShader(mCurPointGeometryShader, NULL, 0);
1227 mDeviceContext->PSSetShader(mAppliedPixelShader, NULL, 0);
1228
1229 if (instances > 0)
1230 {
1231 mDeviceContext->DrawInstanced(count, instances, 0, 0);
1232 }
1233 else
1234 {
1235 mDeviceContext->Draw(count, 0);
1236 }
1237
1238 mDeviceContext->GSSetShader(mAppliedGeometryShader, NULL, 0);
1239 }
1240 else if (mode == GL_LINE_LOOP)
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001241 {
1242 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1243 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001244 else if (mode == GL_TRIANGLE_FAN)
1245 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001246 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001247 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001248 else if (instances > 0)
1249 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001250 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001251 }
1252 else
1253 {
1254 mDeviceContext->Draw(count, 0);
1255 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001256}
1257
Geoff Lang4c5c6bb2014-02-05 16:32:46 -05001258void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices,
1259 gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001260{
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001261 if (mode == GL_LINE_LOOP)
1262 {
1263 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
1264 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001265 else if (mode == GL_TRIANGLE_FAN)
1266 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001267 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
1268 }
1269 else if (instances > 0)
1270 {
1271 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001272 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001273 else
1274 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +00001275 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001276 }
1277}
1278
1279void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1280{
1281 // Get the raw indices for an indexed draw
1282 if (type != GL_NONE && elementArrayBuffer)
1283 {
1284 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001285 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001286 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001287 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001288 }
1289
1290 if (!mLineLoopIB)
1291 {
1292 mLineLoopIB = new StreamingIndexBufferInterface(this);
1293 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1294 {
1295 delete mLineLoopIB;
1296 mLineLoopIB = NULL;
1297
1298 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001299 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001300 }
1301 }
1302
Geoff Lang57e713e2013-07-31 17:01:58 -04001303 // Checked by Renderer11::applyPrimitiveType
1304 ASSERT(count >= 0);
1305
1306 if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int)))
Geoff Langeadfd572013-07-09 15:55:07 -04001307 {
1308 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP, too many indices required.");
1309 return gl::error(GL_OUT_OF_MEMORY);
1310 }
1311
Geoff Lang57e713e2013-07-31 17:01:58 -04001312 const unsigned int spaceNeeded = (static_cast<unsigned int>(count) + 1) * sizeof(unsigned int);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001313 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1314 {
1315 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001316 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001317 }
1318
1319 void* mappedMemory = NULL;
Geoff Langa36ead42013-08-02 11:54:08 -04001320 unsigned int offset;
1321 if (!mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset))
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001322 {
1323 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001324 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001325 }
1326
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001327 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
Geoff Langa36ead42013-08-02 11:54:08 -04001328 unsigned int indexBufferOffset = offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001329
1330 switch (type)
1331 {
1332 case GL_NONE: // Non-indexed draw
1333 for (int i = 0; i < count; i++)
1334 {
1335 data[i] = i;
1336 }
1337 data[count] = 0;
1338 break;
1339 case GL_UNSIGNED_BYTE:
1340 for (int i = 0; i < count; i++)
1341 {
1342 data[i] = static_cast<const GLubyte*>(indices)[i];
1343 }
1344 data[count] = static_cast<const GLubyte*>(indices)[0];
1345 break;
1346 case GL_UNSIGNED_SHORT:
1347 for (int i = 0; i < count; i++)
1348 {
1349 data[i] = static_cast<const GLushort*>(indices)[i];
1350 }
1351 data[count] = static_cast<const GLushort*>(indices)[0];
1352 break;
1353 case GL_UNSIGNED_INT:
1354 for (int i = 0; i < count; i++)
1355 {
1356 data[i] = static_cast<const GLuint*>(indices)[i];
1357 }
1358 data[count] = static_cast<const GLuint*>(indices)[0];
1359 break;
1360 default: UNREACHABLE();
1361 }
1362
1363 if (!mLineLoopIB->unmapBuffer())
1364 {
1365 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001366 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001367 }
1368
Geoff Lang7840b172014-03-13 11:20:44 -04001369 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
1370 ID3D11Buffer *d3dIndexBuffer = indexBuffer->getBuffer();
1371 DXGI_FORMAT indexFormat = indexBuffer->getIndexFormat();
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001372
Geoff Lang7840b172014-03-13 11:20:44 -04001373 if (mAppliedIB != d3dIndexBuffer || mAppliedIBFormat != indexFormat || mAppliedIBOffset != indexBufferOffset)
1374 {
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001375 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
Geoff Lang7840b172014-03-13 11:20:44 -04001376 mAppliedIB = d3dIndexBuffer;
1377 mAppliedIBFormat = indexFormat;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001378 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001379 }
1380
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001381 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001382}
1383
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001384void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001385{
1386 // Get the raw indices for an indexed draw
1387 if (type != GL_NONE && elementArrayBuffer)
1388 {
1389 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001390 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001391 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001392 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001393 }
1394
1395 if (!mTriangleFanIB)
1396 {
1397 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1398 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1399 {
1400 delete mTriangleFanIB;
1401 mTriangleFanIB = NULL;
1402
1403 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001404 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001405 }
1406 }
1407
Geoff Lang57e713e2013-07-31 17:01:58 -04001408 // Checked by Renderer11::applyPrimitiveType
1409 ASSERT(count >= 3);
1410
Geoff Langeadfd572013-07-09 15:55:07 -04001411 const unsigned int numTris = count - 2;
1412
Geoff Lang57e713e2013-07-31 17:01:58 -04001413 if (numTris > (std::numeric_limits<unsigned int>::max() / (sizeof(unsigned int) * 3)))
Geoff Langeadfd572013-07-09 15:55:07 -04001414 {
1415 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN, too many indices required.");
1416 return gl::error(GL_OUT_OF_MEMORY);
1417 }
1418
1419 const unsigned int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001420 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1421 {
1422 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001423 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001424 }
1425
1426 void* mappedMemory = NULL;
Geoff Langa36ead42013-08-02 11:54:08 -04001427 unsigned int offset;
1428 if (!mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory, &offset))
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001429 {
1430 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001431 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001432 }
1433
1434 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
Geoff Langa36ead42013-08-02 11:54:08 -04001435 unsigned int indexBufferOffset = offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001436
1437 switch (type)
1438 {
1439 case GL_NONE: // Non-indexed draw
Geoff Langeadfd572013-07-09 15:55:07 -04001440 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001441 {
1442 data[i*3 + 0] = 0;
1443 data[i*3 + 1] = i + 1;
1444 data[i*3 + 2] = i + 2;
1445 }
1446 break;
1447 case GL_UNSIGNED_BYTE:
Geoff Langeadfd572013-07-09 15:55:07 -04001448 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001449 {
1450 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1451 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1452 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1453 }
1454 break;
1455 case GL_UNSIGNED_SHORT:
Geoff Langeadfd572013-07-09 15:55:07 -04001456 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001457 {
1458 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1459 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1460 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1461 }
1462 break;
1463 case GL_UNSIGNED_INT:
Geoff Langeadfd572013-07-09 15:55:07 -04001464 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001465 {
1466 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1467 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1468 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1469 }
1470 break;
1471 default: UNREACHABLE();
1472 }
1473
1474 if (!mTriangleFanIB->unmapBuffer())
1475 {
1476 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001477 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001478 }
1479
Geoff Lang7840b172014-03-13 11:20:44 -04001480 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1481 ID3D11Buffer *d3dIndexBuffer = indexBuffer->getBuffer();
1482 DXGI_FORMAT indexFormat = indexBuffer->getIndexFormat();
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001483
Geoff Lang7840b172014-03-13 11:20:44 -04001484 if (mAppliedIB != d3dIndexBuffer || mAppliedIBFormat != indexFormat || mAppliedIBOffset != indexBufferOffset)
1485 {
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001486 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
Geoff Lang7840b172014-03-13 11:20:44 -04001487 mAppliedIB = d3dIndexBuffer;
1488 mAppliedIBFormat = indexFormat;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001489 mAppliedIBOffset = indexBufferOffset;
1490 }
1491
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001492 if (instances > 0)
1493 {
1494 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1495 }
1496 else
1497 {
1498 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1499 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001500}
1501
Geoff Lang4c5c6bb2014-02-05 16:32:46 -05001502void Renderer11::applyShaders(gl::ProgramBinary *programBinary, bool rasterizerDiscard, bool transformFeedbackActive, const gl::VertexFormat inputLayout[])
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001503{
Jamie Madillc5a83002014-02-14 16:41:25 -05001504 ShaderExecutable *vertexExe = programBinary->getVertexExecutableForInputLayout(inputLayout);
Jamie Madill6246dc82014-01-29 09:26:47 -05001505 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
1506 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001507
Jamie Madill6246dc82014-01-29 09:26:47 -05001508 ID3D11VertexShader *vertexShader = (vertexExe ? ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader() : NULL);
Jamie Madill6246dc82014-01-29 09:26:47 -05001509
Geoff Lang4c5c6bb2014-02-05 16:32:46 -05001510 ID3D11PixelShader *pixelShader = NULL;
1511 // Skip pixel shader if we're doing rasterizer discard.
1512 if (!rasterizerDiscard)
daniel@transgaming.come4991412012-12-20 20:55:34 +00001513 {
Geoff Lang4c5c6bb2014-02-05 16:32:46 -05001514 pixelShader = (pixelExe ? ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader() : NULL);
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001515 }
1516
Geoff Lang4c5c6bb2014-02-05 16:32:46 -05001517 ID3D11GeometryShader *geometryShader = NULL;
1518 if (transformFeedbackActive)
Geoff Lang0550d032014-01-30 11:29:07 -05001519 {
Geoff Lang4c5c6bb2014-02-05 16:32:46 -05001520 geometryShader = (vertexExe ? ShaderExecutable11::makeShaderExecutable11(vertexExe)->getStreamOutShader() : NULL);
1521 }
1522 else if (mCurRasterState.pointDrawMode)
1523 {
1524 geometryShader = (geometryExe ? ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader() : NULL);
Geoff Lang0550d032014-01-30 11:29:07 -05001525 }
1526
Jamie Madill6246dc82014-01-29 09:26:47 -05001527 bool dirtyUniforms = false;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001528
Jamie Madill6246dc82014-01-29 09:26:47 -05001529 if (vertexShader != mAppliedVertexShader)
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001530 {
Jamie Madill6246dc82014-01-29 09:26:47 -05001531 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
1532 mAppliedVertexShader = vertexShader;
1533 dirtyUniforms = true;
1534 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001535
Jamie Madill6246dc82014-01-29 09:26:47 -05001536 if (geometryShader != mAppliedGeometryShader)
1537 {
1538 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1539 mAppliedGeometryShader = geometryShader;
1540 dirtyUniforms = true;
1541 }
1542
Geoff Lang4c5c6bb2014-02-05 16:32:46 -05001543 if (geometryExe && mCurRasterState.pointDrawMode)
1544 {
1545 mCurPointGeometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
1546 }
1547 else
1548 {
1549 mCurPointGeometryShader = NULL;
1550 }
1551
Jamie Madill6246dc82014-01-29 09:26:47 -05001552 if (pixelShader != mAppliedPixelShader)
1553 {
1554 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1555 mAppliedPixelShader = pixelShader;
1556 dirtyUniforms = true;
1557 }
1558
1559 if (dirtyUniforms)
1560 {
1561 programBinary->dirtyAllUniforms();
daniel@transgaming.come4991412012-12-20 20:55:34 +00001562 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001563}
1564
Jamie Madill8ff21ae2014-02-04 16:04:05 -05001565void Renderer11::applyUniforms(const gl::ProgramBinary &programBinary)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001566{
Jamie Madill834e8b72014-04-11 13:33:58 -04001567 const std::vector<gl::LinkedUniform*> &uniformArray = programBinary.getUniforms();
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001568
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001569 unsigned int totalRegisterCountVS = 0;
1570 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001571
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001572 bool vertexUniformsDirty = false;
1573 bool pixelUniformsDirty = false;
1574
Jamie Madill8ff21ae2014-02-04 16:04:05 -05001575 for (size_t uniformIndex = 0; uniformIndex < uniformArray.size(); uniformIndex++)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001576 {
Jamie Madill834e8b72014-04-11 13:33:58 -04001577 const gl::LinkedUniform &uniform = *uniformArray[uniformIndex];
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001578
Jamie Madill8ff21ae2014-02-04 16:04:05 -05001579 if (uniform.isReferencedByVertexShader() && !uniform.isSampler())
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001580 {
Jamie Madill8ff21ae2014-02-04 16:04:05 -05001581 totalRegisterCountVS += uniform.registerCount;
1582 vertexUniformsDirty = (vertexUniformsDirty || uniform.dirty);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001583 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001584
Jamie Madill8ff21ae2014-02-04 16:04:05 -05001585 if (uniform.isReferencedByFragmentShader() && !uniform.isSampler())
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001586 {
Jamie Madill8ff21ae2014-02-04 16:04:05 -05001587 totalRegisterCountPS += uniform.registerCount;
1588 pixelUniformsDirty = (pixelUniformsDirty || uniform.dirty);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001589 }
1590 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001591
Jamie Madill8ff21ae2014-02-04 16:04:05 -05001592 const UniformStorage11 *vertexUniformStorage = UniformStorage11::makeUniformStorage11(&programBinary.getVertexUniformStorage());
1593 const UniformStorage11 *fragmentUniformStorage = UniformStorage11::makeUniformStorage11(&programBinary.getFragmentUniformStorage());
1594 ASSERT(vertexUniformStorage);
1595 ASSERT(fragmentUniformStorage);
1596
1597 ID3D11Buffer *vertexConstantBuffer = vertexUniformStorage->getConstantBuffer();
1598 ID3D11Buffer *pixelConstantBuffer = fragmentUniformStorage->getConstantBuffer();
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001599
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001600 float (*mapVS)[4] = NULL;
1601 float (*mapPS)[4] = NULL;
1602
Shannon Woods5ab33c82013-06-26 15:31:09 -04001603 if (totalRegisterCountVS > 0 && vertexUniformsDirty)
1604 {
1605 D3D11_MAPPED_SUBRESOURCE map = {0};
1606 HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
Geoff Lang9cd19152014-05-28 15:54:34 -04001607 UNUSED_ASSERTION_VARIABLE(result);
Shannon Woods5ab33c82013-06-26 15:31:09 -04001608 ASSERT(SUCCEEDED(result));
1609 mapVS = (float(*)[4])map.pData;
1610 }
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001611
Shannon Woods5ab33c82013-06-26 15:31:09 -04001612 if (totalRegisterCountPS > 0 && pixelUniformsDirty)
1613 {
1614 D3D11_MAPPED_SUBRESOURCE map = {0};
1615 HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
Geoff Lang9cd19152014-05-28 15:54:34 -04001616 UNUSED_ASSERTION_VARIABLE(result);
Shannon Woods5ab33c82013-06-26 15:31:09 -04001617 ASSERT(SUCCEEDED(result));
1618 mapPS = (float(*)[4])map.pData;
1619 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001620
Jamie Madill8ff21ae2014-02-04 16:04:05 -05001621 for (size_t uniformIndex = 0; uniformIndex < uniformArray.size(); uniformIndex++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001622 {
Jamie Madill834e8b72014-04-11 13:33:58 -04001623 gl::LinkedUniform *uniform = uniformArray[uniformIndex];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001624
Jamie Madill8ff21ae2014-02-04 16:04:05 -05001625 if (!uniform->isSampler())
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001626 {
Jamie Madill5b085dc2013-08-30 13:21:11 -04001627 unsigned int componentCount = (4 - uniform->registerElement);
1628
Jamie Madill71cc91f2013-09-18 12:51:22 -04001629 // 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 -04001630 // overwrite previously written regions of memory.
Jamie Madill5b085dc2013-08-30 13:21:11 -04001631
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001632 if (uniform->isReferencedByVertexShader() && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001633 {
Jamie Madill5b085dc2013-08-30 13:21:11 -04001634 memcpy(&mapVS[uniform->vsRegisterIndex][uniform->registerElement], uniform->data, uniform->registerCount * sizeof(float) * componentCount);
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001635 }
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001636
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001637 if (uniform->isReferencedByFragmentShader() && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001638 {
Jamie Madill5b085dc2013-08-30 13:21:11 -04001639 memcpy(&mapPS[uniform->psRegisterIndex][uniform->registerElement], uniform->data, uniform->registerCount * sizeof(float) * componentCount);
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001640 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001641 }
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001642 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001643
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001644 if (mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001645 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001646 mDeviceContext->Unmap(vertexConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001647 }
1648
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001649 if (mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001650 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001651 mDeviceContext->Unmap(pixelConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001652 }
Geoff Langc6354ee2013-07-22 10:40:07 -04001653
1654 if (mCurrentVertexConstantBuffer != vertexConstantBuffer)
1655 {
1656 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1657 mCurrentVertexConstantBuffer = vertexConstantBuffer;
1658 }
1659
1660 if (mCurrentPixelConstantBuffer != pixelConstantBuffer)
1661 {
1662 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
1663 mCurrentPixelConstantBuffer = pixelConstantBuffer;
1664 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001665
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001666 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001667 if (!mDriverConstantBufferVS)
1668 {
1669 D3D11_BUFFER_DESC constantBufferDescription = {0};
1670 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1671 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1672 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1673 constantBufferDescription.CPUAccessFlags = 0;
1674 constantBufferDescription.MiscFlags = 0;
1675 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001676
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001677 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
Geoff Lang9cd19152014-05-28 15:54:34 -04001678 UNUSED_ASSERTION_VARIABLE(result);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001679 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001680
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001681 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1682 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001683
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001684 if (!mDriverConstantBufferPS)
1685 {
1686 D3D11_BUFFER_DESC constantBufferDescription = {0};
1687 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1688 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1689 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1690 constantBufferDescription.CPUAccessFlags = 0;
1691 constantBufferDescription.MiscFlags = 0;
1692 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001693
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001694 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
Geoff Lang9cd19152014-05-28 15:54:34 -04001695 UNUSED_ASSERTION_VARIABLE(result);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001696 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001697
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001698 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1699 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001700
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001701 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1702 {
1703 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1704 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1705 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001706
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001707 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1708 {
1709 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1710 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1711 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001712
1713 // needed for the point sprite geometry shader
Geoff Langc6354ee2013-07-22 10:40:07 -04001714 if (mCurrentGeometryConstantBuffer != mDriverConstantBufferPS)
1715 {
1716 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
1717 mCurrentGeometryConstantBuffer = mDriverConstantBufferPS;
1718 }
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001719}
1720
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001721void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001722{
Geoff Langda507fe2013-08-20 12:01:42 -04001723 mClear->clearFramebuffer(clearParams, frameBuffer);
Geoff Lang42477a42013-09-17 17:07:02 -04001724 invalidateFramebufferSwizzles(frameBuffer);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001725}
1726
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001727void Renderer11::markAllStateDirty()
1728{
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001729 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
1730 {
1731 mAppliedRenderTargetSerials[rtIndex] = 0;
1732 }
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001733 mAppliedDepthbufferSerial = 0;
1734 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001735 mDepthStencilInitialized = false;
1736 mRenderTargetDescInitialized = false;
1737
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001738 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001739 {
1740 mForceSetVertexSamplerStates[i] = true;
Geoff Lang91382e52014-01-07 16:16:30 -05001741 mCurVertexSRVs[i] = NULL;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001742 }
1743 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1744 {
1745 mForceSetPixelSamplerStates[i] = true;
Geoff Lang91382e52014-01-07 16:16:30 -05001746 mCurPixelSRVs[i] = NULL;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001747 }
1748
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001749 mForceSetBlendState = true;
1750 mForceSetRasterState = true;
1751 mForceSetDepthStencilState = true;
1752 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001753 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001754
Geoff Lang7840b172014-03-13 11:20:44 -04001755 mAppliedIB = NULL;
1756 mAppliedIBFormat = DXGI_FORMAT_UNKNOWN;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001757 mAppliedIBOffset = 0;
1758
Jamie Madill6246dc82014-01-29 09:26:47 -05001759 mAppliedVertexShader = NULL;
1760 mAppliedGeometryShader = NULL;
Geoff Lang4c5c6bb2014-02-05 16:32:46 -05001761 mCurPointGeometryShader = NULL;
Jamie Madill6246dc82014-01-29 09:26:47 -05001762 mAppliedPixelShader = NULL;
Geoff Langeeba6e12014-02-03 13:12:30 -05001763
1764 for (size_t i = 0; i < gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
1765 {
1766 mAppliedTFBuffers[i] = NULL;
1767 mAppliedTFOffsets[i] = 0;
1768 }
1769
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001770 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1771 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
Geoff Lang1f53cab2013-07-22 10:37:22 -04001772
1773 mInputLayoutCache.markDirty();
Geoff Langc6354ee2013-07-22 10:40:07 -04001774
1775 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; i++)
1776 {
1777 mCurrentConstantBufferVS[i] = -1;
1778 mCurrentConstantBufferPS[i] = -1;
1779 }
1780
1781 mCurrentVertexConstantBuffer = NULL;
1782 mCurrentPixelConstantBuffer = NULL;
1783 mCurrentGeometryConstantBuffer = NULL;
Geoff Lang4c095862013-07-22 10:43:36 -04001784
1785 mCurrentPrimitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001786}
1787
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001788void Renderer11::releaseDeviceResources()
1789{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001790 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001791 mInputLayoutCache.clear();
1792
Geoff Langea228632013-07-30 15:17:12 -04001793 SafeDelete(mVertexDataManager);
1794 SafeDelete(mIndexDataManager);
1795 SafeDelete(mLineLoopIB);
1796 SafeDelete(mTriangleFanIB);
1797 SafeDelete(mBlit);
Geoff Langda507fe2013-08-20 12:01:42 -04001798 SafeDelete(mClear);
Jamie Madilla21eea32013-09-18 14:36:25 -04001799 SafeDelete(mPixelTransfer);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001800
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001801 SafeRelease(mDriverConstantBufferVS);
1802 SafeRelease(mDriverConstantBufferPS);
1803 SafeRelease(mSyncQuery);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001804}
1805
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001806void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001807{
1808 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001809 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001810}
1811
1812bool Renderer11::isDeviceLost()
1813{
1814 return mDeviceLost;
1815}
1816
1817// set notify to true to broadcast a message to all contexts of the device loss
1818bool Renderer11::testDeviceLost(bool notify)
1819{
1820 bool isLost = false;
1821
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001822 // GetRemovedReason is used to test if the device is removed
1823 HRESULT result = mDevice->GetDeviceRemovedReason();
1824 isLost = d3d11::isDeviceLostError(result);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001825
1826 if (isLost)
1827 {
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001828 // Log error if this is a new device lost event
1829 if (mDeviceLost == false)
1830 {
1831 ERR("The D3D11 device was removed: 0x%08X", result);
1832 }
1833
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001834 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001835 // we'll probably get this done again by notifyDeviceLost
1836 // but best to remember it!
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001837 // Note that we don't want to clear the device loss status here
1838 // -- this needs to be done by resetDevice
1839 mDeviceLost = true;
1840 if (notify)
1841 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001842 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001843 }
1844 }
1845
1846 return isLost;
1847}
1848
1849bool Renderer11::testDeviceResettable()
1850{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001851 // determine if the device is resettable by creating a dummy device
1852 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001853
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001854 if (D3D11CreateDevice == NULL)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001855 {
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001856 return false;
1857 }
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001858
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001859 D3D_FEATURE_LEVEL featureLevels[] =
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001860 {
1861 D3D_FEATURE_LEVEL_11_0,
1862 D3D_FEATURE_LEVEL_10_1,
1863 D3D_FEATURE_LEVEL_10_0,
1864 };
1865
1866 ID3D11Device* dummyDevice;
1867 D3D_FEATURE_LEVEL dummyFeatureLevel;
1868 ID3D11DeviceContext* dummyContext;
1869
1870 HRESULT result = D3D11CreateDevice(NULL,
1871 D3D_DRIVER_TYPE_HARDWARE,
1872 NULL,
1873 #if defined(_DEBUG)
1874 D3D11_CREATE_DEVICE_DEBUG,
1875 #else
1876 0,
1877 #endif
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001878 featureLevels,
1879 ArraySize(featureLevels),
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001880 D3D11_SDK_VERSION,
1881 &dummyDevice,
1882 &dummyFeatureLevel,
1883 &dummyContext);
1884
1885 if (!mDevice || FAILED(result))
1886 {
1887 return false;
1888 }
1889
Geoff Langea228632013-07-30 15:17:12 -04001890 SafeRelease(dummyContext);
1891 SafeRelease(dummyDevice);
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001892
1893 return true;
1894}
1895
1896void Renderer11::release()
1897{
1898 releaseDeviceResources();
1899
Geoff Langea228632013-07-30 15:17:12 -04001900 SafeRelease(mDxgiFactory);
1901 SafeRelease(mDxgiAdapter);
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001902
1903 if (mDeviceContext)
1904 {
1905 mDeviceContext->ClearState();
1906 mDeviceContext->Flush();
Geoff Langea228632013-07-30 15:17:12 -04001907 SafeRelease(mDeviceContext);
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001908 }
1909
Geoff Langea228632013-07-30 15:17:12 -04001910 SafeRelease(mDevice);
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001911
1912 if (mD3d11Module)
1913 {
1914 FreeLibrary(mD3d11Module);
1915 mD3d11Module = NULL;
1916 }
1917
1918 if (mDxgiModule)
1919 {
1920 FreeLibrary(mDxgiModule);
1921 mDxgiModule = NULL;
1922 }
Geoff Langdad5ed32014-02-10 12:59:17 -05001923
1924 mCompiler.release();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001925}
1926
1927bool Renderer11::resetDevice()
1928{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001929 // recreate everything
1930 release();
1931 EGLint result = initialize();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001932
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001933 if (result != EGL_SUCCESS)
1934 {
1935 ERR("Could not reinitialize D3D11 device: %08X", result);
1936 return false;
1937 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001938
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001939 mDeviceLost = false;
1940
1941 return true;
1942}
1943
1944DWORD Renderer11::getAdapterVendor() const
1945{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001946 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001947}
1948
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001949std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001950{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001951 std::ostringstream rendererString;
1952
1953 rendererString << mDescription;
1954 rendererString << " Direct3D11";
1955
1956 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1957 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1958
1959 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001960}
1961
1962GUID Renderer11::getAdapterIdentifier() const
1963{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00001964 // Use the adapter LUID as our adapter ID
1965 // This number is local to a machine is only guaranteed to be unique between restarts
1966 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
1967 GUID adapterId = {0};
1968 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
1969 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001970}
1971
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00001972bool Renderer11::getBGRATextureSupport() const
1973{
1974 return mBGRATextureSupport;
1975}
1976
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001977bool Renderer11::getDXT1TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001978{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00001979 return mDXT1TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001980}
1981
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001982bool Renderer11::getDXT3TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001983{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00001984 return mDXT3TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001985}
1986
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001987bool Renderer11::getDXT5TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001988{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00001989 return mDXT5TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001990}
1991
1992bool Renderer11::getDepthTextureSupport() const
1993{
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +00001994 return mDepthTextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001995}
1996
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001997bool Renderer11::getFloat32TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001998{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00001999 return mFloat32TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002000}
2001
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002002bool Renderer11::getFloat32TextureFilteringSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002003{
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002004 return mFloat32FilterSupport;
2005}
2006
2007bool Renderer11::getFloat32TextureRenderingSupport() const
2008{
2009 return mFloat32RenderSupport;
2010}
2011
2012bool Renderer11::getFloat16TextureSupport() const
2013{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002014 return mFloat16TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002015}
2016
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002017bool Renderer11::getFloat16TextureFilteringSupport() const
2018{
2019 return mFloat16FilterSupport;
2020}
2021
2022bool Renderer11::getFloat16TextureRenderingSupport() const
2023{
2024 return mFloat16RenderSupport;
2025}
2026
Geoff Langd42cf4e2013-06-05 16:09:17 -04002027bool Renderer11::getRGB565TextureSupport() const
2028{
2029 return false;
2030}
2031
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002032bool Renderer11::getLuminanceTextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002033{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002034 return false;
2035}
2036
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002037bool Renderer11::getLuminanceAlphaTextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002038{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002039 return false;
2040}
2041
Geoff Lang632192d2013-10-04 13:40:46 -04002042bool Renderer11::getRGTextureSupport() const
2043{
2044 return mRGTextureSupport;
2045}
2046
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002047bool Renderer11::getTextureFilterAnisotropySupport() const
2048{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002049 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002050}
2051
Shannon Woodsb3801742014-03-27 14:59:19 -04002052bool Renderer11::getPBOSupport() const
2053{
2054 return true;
2055}
2056
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002057float Renderer11::getTextureMaxAnisotropy() const
2058{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002059 switch (mFeatureLevel)
2060 {
2061 case D3D_FEATURE_LEVEL_11_0:
2062 return D3D11_MAX_MAXANISOTROPY;
2063 case D3D_FEATURE_LEVEL_10_1:
2064 case D3D_FEATURE_LEVEL_10_0:
2065 return D3D10_MAX_MAXANISOTROPY;
2066 default: UNREACHABLE();
2067 return 0;
2068 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002069}
2070
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002071bool Renderer11::getEventQuerySupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002072{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002073 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002074}
2075
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002076Range Renderer11::getViewportBounds() const
2077{
2078 switch (mFeatureLevel)
2079 {
2080 case D3D_FEATURE_LEVEL_11_0:
2081 return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
2082 case D3D_FEATURE_LEVEL_10_1:
2083 case D3D_FEATURE_LEVEL_10_0:
2084 return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
2085 default: UNREACHABLE();
2086 return Range(0, 0);
2087 }
2088}
2089
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002090unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002091{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002092 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2093 switch (mFeatureLevel)
2094 {
2095 case D3D_FEATURE_LEVEL_11_0:
2096 case D3D_FEATURE_LEVEL_10_1:
2097 case D3D_FEATURE_LEVEL_10_0:
2098 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
2099 default: UNREACHABLE();
2100 return 0;
2101 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002102}
2103
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002104unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
2105{
2106 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2107}
2108
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002109unsigned int Renderer11::getReservedVertexUniformVectors() const
2110{
Shannon Woods5ab33c82013-06-26 15:31:09 -04002111 return 0; // Driver uniforms are stored in a separate constant buffer
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002112}
2113
2114unsigned int Renderer11::getReservedFragmentUniformVectors() const
2115{
Shannon Woods5ab33c82013-06-26 15:31:09 -04002116 return 0; // Driver uniforms are stored in a separate constant buffer
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002117}
2118
2119unsigned int Renderer11::getMaxVertexUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002120{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002121 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2122 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2123 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002124}
2125
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002126unsigned int Renderer11::getMaxFragmentUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002127{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002128 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2129 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2130 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002131}
2132
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002133unsigned int Renderer11::getMaxVaryingVectors() const
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002134{
2135 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
shannonwoods@chromium.org74b86cf2013-05-30 00:02:58 +00002136 META_ASSERT(D3D11_VS_OUTPUT_REGISTER_COUNT <= D3D11_PS_INPUT_REGISTER_COUNT);
2137 META_ASSERT(D3D10_VS_OUTPUT_REGISTER_COUNT <= D3D10_PS_INPUT_REGISTER_COUNT);
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002138 switch (mFeatureLevel)
2139 {
2140 case D3D_FEATURE_LEVEL_11_0:
Geoff Lang1b6edcb2014-02-03 14:27:56 -05002141 return D3D11_VS_OUTPUT_REGISTER_COUNT - getReservedVaryings();
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002142 case D3D_FEATURE_LEVEL_10_1:
Geoff Lang1b6edcb2014-02-03 14:27:56 -05002143 return D3D10_1_VS_OUTPUT_REGISTER_COUNT - getReservedVaryings();
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002144 case D3D_FEATURE_LEVEL_10_0:
Geoff Lang1b6edcb2014-02-03 14:27:56 -05002145 return D3D10_VS_OUTPUT_REGISTER_COUNT - getReservedVaryings();
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002146 default: UNREACHABLE();
2147 return 0;
2148 }
2149}
2150
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002151unsigned int Renderer11::getMaxVertexShaderUniformBuffers() const
2152{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002153 META_ASSERT(gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
2154 gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
2155
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002156 switch (mFeatureLevel)
2157 {
2158 case D3D_FEATURE_LEVEL_11_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002159 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedVertexUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002160 case D3D_FEATURE_LEVEL_10_1:
2161 case D3D_FEATURE_LEVEL_10_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002162 return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedVertexUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002163 default: UNREACHABLE();
2164 return 0;
2165 }
2166}
2167
2168unsigned int Renderer11::getMaxFragmentShaderUniformBuffers() const
2169{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002170 META_ASSERT(gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
2171 gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
2172
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002173 switch (mFeatureLevel)
2174 {
2175 case D3D_FEATURE_LEVEL_11_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002176 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedFragmentUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002177 case D3D_FEATURE_LEVEL_10_1:
2178 case D3D_FEATURE_LEVEL_10_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002179 return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedFragmentUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002180 default: UNREACHABLE();
2181 return 0;
2182 }
2183}
2184
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002185unsigned int Renderer11::getReservedVertexUniformBuffers() const
2186{
2187 // we reserve one buffer for the application uniforms, and one for driver uniforms
2188 return 2;
2189}
2190
2191unsigned int Renderer11::getReservedFragmentUniformBuffers() const
2192{
2193 // we reserve one buffer for the application uniforms, and one for driver uniforms
2194 return 2;
2195}
2196
Geoff Lang1b6edcb2014-02-03 14:27:56 -05002197unsigned int Renderer11::getReservedVaryings() const
2198{
2199 // We potentially reserve varyings for gl_Position, _dx_Position, gl_FragCoord and gl_PointSize
2200 return 4;
2201}
2202
2203
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002204unsigned int Renderer11::getMaxTransformFeedbackBuffers() const
2205{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002206 META_ASSERT(gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D11_SO_BUFFER_SLOT_COUNT &&
2207 gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D10_SO_BUFFER_SLOT_COUNT);
2208
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002209 switch (mFeatureLevel)
2210 {
2211 case D3D_FEATURE_LEVEL_11_0:
2212 return D3D11_SO_BUFFER_SLOT_COUNT;
2213 case D3D_FEATURE_LEVEL_10_1:
Geoff Lang1b6edcb2014-02-03 14:27:56 -05002214 return D3D10_1_SO_BUFFER_SLOT_COUNT;
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002215 case D3D_FEATURE_LEVEL_10_0:
2216 return D3D10_SO_BUFFER_SLOT_COUNT;
2217 default: UNREACHABLE();
2218 return 0;
2219 }
2220}
2221
Geoff Lang1b6edcb2014-02-03 14:27:56 -05002222unsigned int Renderer11::getMaxTransformFeedbackSeparateComponents() const
2223{
2224 switch (mFeatureLevel)
2225 {
2226 case D3D_FEATURE_LEVEL_11_0:
2227 return getMaxTransformFeedbackInterleavedComponents() / getMaxTransformFeedbackBuffers();
2228 case D3D_FEATURE_LEVEL_10_1:
2229 case D3D_FEATURE_LEVEL_10_0:
2230 // D3D 10 and 10.1 only allow one output per output slot if an output slot other than zero
2231 // is used.
2232 return 4;
2233 default: UNREACHABLE();
2234 return 0;
2235 }
2236}
2237
2238unsigned int Renderer11::getMaxTransformFeedbackInterleavedComponents() const
2239{
2240 return (getMaxVaryingVectors() * 4);
2241}
2242
shannonwoods@chromium.org33e798f2013-05-30 00:05:05 +00002243unsigned int Renderer11::getMaxUniformBufferSize() const
2244{
2245 // Each component is a 4-element vector of 4-byte units (floats)
2246 const unsigned int bytesPerComponent = 4 * sizeof(float);
2247
2248 switch (mFeatureLevel)
2249 {
2250 case D3D_FEATURE_LEVEL_11_0:
2251 return D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
2252 case D3D_FEATURE_LEVEL_10_1:
2253 case D3D_FEATURE_LEVEL_10_0:
2254 return D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
2255 default: UNREACHABLE();
2256 return 0;
2257 }
2258}
2259
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002260bool Renderer11::getNonPower2TextureSupport() const
2261{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +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:
2267 return true;
2268 default: UNREACHABLE();
2269 return false;
2270 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002271}
2272
2273bool Renderer11::getOcclusionQuerySupport() const
2274{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002275 switch (mFeatureLevel)
2276 {
2277 case D3D_FEATURE_LEVEL_11_0:
2278 case D3D_FEATURE_LEVEL_10_1:
2279 case D3D_FEATURE_LEVEL_10_0:
2280 return true;
2281 default: UNREACHABLE();
2282 return false;
2283 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002284}
2285
2286bool Renderer11::getInstancingSupport() const
2287{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002288 switch (mFeatureLevel)
2289 {
2290 case D3D_FEATURE_LEVEL_11_0:
2291 case D3D_FEATURE_LEVEL_10_1:
2292 case D3D_FEATURE_LEVEL_10_0:
2293 return true;
2294 default: UNREACHABLE();
2295 return false;
2296 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002297}
2298
2299bool Renderer11::getShareHandleSupport() const
2300{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002301 // We only currently support share handles with BGRA surfaces, because
2302 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002303 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002304 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002305}
2306
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002307bool Renderer11::getDerivativeInstructionSupport() const
2308{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002309 switch (mFeatureLevel)
2310 {
2311 case D3D_FEATURE_LEVEL_11_0:
2312 case D3D_FEATURE_LEVEL_10_1:
2313 case D3D_FEATURE_LEVEL_10_0:
2314 return true;
2315 default: UNREACHABLE();
2316 return false;
2317 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002318}
2319
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002320bool Renderer11::getPostSubBufferSupport() const
2321{
2322 // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2.
2323 return false;
2324}
2325
Jamie Madill13a2f852013-12-11 16:35:08 -05002326int Renderer11::getMaxRecommendedElementsIndices() const
2327{
2328 META_ASSERT(D3D11_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP == 32);
2329 META_ASSERT(D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP == 32);
2330
2331 // D3D11 allows up to 2^32 elements, but we report max signed int for convenience.
2332 return std::numeric_limits<GLint>::max();
2333}
2334
2335int Renderer11::getMaxRecommendedElementsVertices() const
2336{
2337 META_ASSERT(D3D11_REQ_DRAW_VERTEX_COUNT_2_TO_EXP == 32);
2338 META_ASSERT(D3D10_REQ_DRAW_VERTEX_COUNT_2_TO_EXP == 32);
2339
2340 // D3D11 allows up to 2^32 elements, but we report max signed int for convenience.
2341 return std::numeric_limits<GLint>::max();
2342}
2343
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002344int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002345{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002346 switch (mFeatureLevel)
2347 {
2348 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002349 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002350 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2351 default: UNREACHABLE(); return 0;
2352 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002353}
2354
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002355int Renderer11::getMinorShaderModel() const
2356{
2357 switch (mFeatureLevel)
2358 {
2359 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2360 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2361 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2362 default: UNREACHABLE(); return 0;
2363 }
2364}
2365
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002366float Renderer11::getMaxPointSize() const
2367{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002368 // choose a reasonable maximum. we enforce this in the shader.
2369 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2370 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002371}
2372
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002373int Renderer11::getMaxViewportDimension() const
2374{
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002375 // Maximum viewport size must be at least as large as the largest render buffer (or larger).
2376 // In our case return the maximum texture size, which is the maximum render buffer size.
2377 META_ASSERT(D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D11_VIEWPORT_BOUNDS_MAX);
2378 META_ASSERT(D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D10_VIEWPORT_BOUNDS_MAX);
2379
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002380 switch (mFeatureLevel)
2381 {
2382 case D3D_FEATURE_LEVEL_11_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002383 return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002384 case D3D_FEATURE_LEVEL_10_1:
2385 case D3D_FEATURE_LEVEL_10_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002386 return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002387 default: UNREACHABLE();
2388 return 0;
2389 }
2390}
2391
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002392int Renderer11::getMaxTextureWidth() const
2393{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002394 switch (mFeatureLevel)
2395 {
2396 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2397 case D3D_FEATURE_LEVEL_10_1:
2398 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2399 default: UNREACHABLE(); return 0;
2400 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002401}
2402
2403int Renderer11::getMaxTextureHeight() const
2404{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002405 switch (mFeatureLevel)
2406 {
2407 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2408 case D3D_FEATURE_LEVEL_10_1:
2409 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2410 default: UNREACHABLE(); return 0;
2411 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002412}
2413
shannon.woods%transgaming.com@gtempaccount.comc1fdf6b2013-04-13 03:44:41 +00002414int Renderer11::getMaxTextureDepth() const
2415{
2416 switch (mFeatureLevel)
2417 {
2418 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; // 2048
2419 case D3D_FEATURE_LEVEL_10_1:
2420 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; // 2048
2421 default: UNREACHABLE(); return 0;
2422 }
2423}
2424
shannon.woods%transgaming.com@gtempaccount.coma98a8112013-04-13 03:45:57 +00002425int Renderer11::getMaxTextureArrayLayers() const
2426{
2427 switch (mFeatureLevel)
2428 {
2429 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; // 2048
2430 case D3D_FEATURE_LEVEL_10_1:
2431 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; // 512
2432 default: UNREACHABLE(); return 0;
2433 }
2434}
2435
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002436bool Renderer11::get32BitIndexSupport() const
2437{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002438 switch (mFeatureLevel)
2439 {
2440 case D3D_FEATURE_LEVEL_11_0:
2441 case D3D_FEATURE_LEVEL_10_1:
2442 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2443 default: UNREACHABLE(); return false;
2444 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002445}
2446
2447int Renderer11::getMinSwapInterval() const
2448{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002449 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002450}
2451
2452int Renderer11::getMaxSwapInterval() const
2453{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002454 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002455}
2456
2457int Renderer11::getMaxSupportedSamples() const
2458{
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +00002459 return mMaxSupportedSamples;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002460}
2461
Geoff Lang005df412013-10-16 14:12:50 -04002462GLsizei Renderer11::getMaxSupportedFormatSamples(GLenum internalFormat) const
Geoff Lang0e120e32013-05-29 10:23:55 -04002463{
Shannon Woodsdd4674f2013-07-08 10:32:15 -04002464 DXGI_FORMAT format = gl_d3d11::GetRenderableFormat(internalFormat, getCurrentClientVersion());
Geoff Lang0e120e32013-05-29 10:23:55 -04002465 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2466 return (iter != mMultisampleSupportMap.end()) ? iter->second.maxSupportedSamples : 0;
2467}
2468
Geoff Lang005df412013-10-16 14:12:50 -04002469GLsizei Renderer11::getNumSampleCounts(GLenum internalFormat) const
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002470{
2471 unsigned int numCounts = 0;
2472
2473 // D3D11 supports multisampling for signed and unsigned format, but ES 3.0 does not
Geoff Langb2f3d052013-08-13 12:49:27 -04002474 GLenum componentType = gl::GetComponentType(internalFormat, getCurrentClientVersion());
2475 if (componentType != GL_INT && componentType != GL_UNSIGNED_INT)
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002476 {
2477 DXGI_FORMAT format = gl_d3d11::GetRenderableFormat(internalFormat, getCurrentClientVersion());
2478 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2479
2480 if (iter != mMultisampleSupportMap.end())
2481 {
2482 const MultisampleSupportInfo& info = iter->second;
2483 for (int i = 0; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2484 {
2485 if (info.qualityLevels[i] > 0)
2486 {
2487 numCounts++;
2488 }
2489 }
2490 }
2491 }
2492
2493 return numCounts;
2494}
2495
Geoff Lang005df412013-10-16 14:12:50 -04002496void Renderer11::getSampleCounts(GLenum internalFormat, GLsizei bufSize, GLint *params) const
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002497{
2498 // D3D11 supports multisampling for signed and unsigned format, but ES 3.0 does not
Geoff Langb2f3d052013-08-13 12:49:27 -04002499 GLenum componentType = gl::GetComponentType(internalFormat, getCurrentClientVersion());
2500 if (componentType == GL_INT || componentType == GL_UNSIGNED_INT)
2501 {
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002502 return;
Geoff Langb2f3d052013-08-13 12:49:27 -04002503 }
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002504
2505 DXGI_FORMAT format = gl_d3d11::GetRenderableFormat(internalFormat, getCurrentClientVersion());
2506 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2507
2508 if (iter != mMultisampleSupportMap.end())
2509 {
2510 const MultisampleSupportInfo& info = iter->second;
2511 int bufPos = 0;
2512 for (int i = D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT - 1; i >= 0 && bufPos < bufSize; i--)
2513 {
2514 if (info.qualityLevels[i] > 0)
2515 {
2516 params[bufPos++] = i + 1;
2517 }
2518 }
2519 }
2520}
2521
shannon.woods@transgaming.com88fbd0f2013-02-28 23:05:46 +00002522int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
2523{
2524 if (requested == 0)
2525 {
2526 return 0;
2527 }
2528
2529 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2530 if (iter != mMultisampleSupportMap.end())
2531 {
2532 const MultisampleSupportInfo& info = iter->second;
2533 for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2534 {
2535 if (info.qualityLevels[i] > 0)
2536 {
2537 return i + 1;
2538 }
2539 }
2540 }
2541
2542 return -1;
2543}
2544
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002545unsigned int Renderer11::getMaxRenderTargets() const
2546{
shannon.woods%transgaming.com@gtempaccount.comf30ccc22013-04-13 03:28:36 +00002547 META_ASSERT(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2548 META_ASSERT(D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2549
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002550 switch (mFeatureLevel)
2551 {
2552 case D3D_FEATURE_LEVEL_11_0:
2553 return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2554 case D3D_FEATURE_LEVEL_10_1:
2555 case D3D_FEATURE_LEVEL_10_0:
Geoff Lang626d54e2014-02-07 14:24:12 -05002556 // Feature level 10.0 and 10.1 cards perform very poorly when the pixel shader
2557 // outputs to multiple RTs that are not bound.
2558 // TODO: Remove pixel shader outputs for render targets that are not bound.
2559 return 1;
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002560 default:
2561 UNREACHABLE();
2562 return 1;
2563 }
2564}
2565
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002566bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002567{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002568 if (source && dest)
2569 {
2570 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2571 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2572
Nicolas Capens76b258f2014-04-03 10:59:42 -04002573 mDeviceContext->CopyResource(dest11->getResource(), source11->getResource());
Geoff Lang42477a42013-09-17 17:07:02 -04002574
2575 dest11->invalidateSwizzleCache();
2576
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002577 return true;
2578 }
2579
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002580 return false;
2581}
2582
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002583bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002584{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002585 if (source && dest)
2586 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002587 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2588 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002589
Nicolas Capens76b258f2014-04-03 10:59:42 -04002590 mDeviceContext->CopyResource(dest11->getResource(), source11->getResource());
Geoff Lang42477a42013-09-17 17:07:02 -04002591
2592 dest11->invalidateSwizzleCache();
2593
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002594 return true;
2595 }
2596
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002597 return false;
2598}
2599
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002600bool Renderer11::copyToRenderTarget(TextureStorageInterface3D *dest, TextureStorageInterface3D *source)
2601{
2602 if (source && dest)
2603 {
2604 TextureStorage11_3D *source11 = TextureStorage11_3D::makeTextureStorage11_3D(source->getStorageInstance());
2605 TextureStorage11_3D *dest11 = TextureStorage11_3D::makeTextureStorage11_3D(dest->getStorageInstance());
2606
Nicolas Capens76b258f2014-04-03 10:59:42 -04002607 mDeviceContext->CopyResource(dest11->getResource(), source11->getResource());
Geoff Lang42477a42013-09-17 17:07:02 -04002608
2609 dest11->invalidateSwizzleCache();
2610
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002611 return true;
2612 }
2613
2614 return false;
2615}
2616
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002617bool Renderer11::copyToRenderTarget(TextureStorageInterface2DArray *dest, TextureStorageInterface2DArray *source)
2618{
2619 if (source && dest)
2620 {
2621 TextureStorage11_2DArray *source11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(source->getStorageInstance());
2622 TextureStorage11_2DArray *dest11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(dest->getStorageInstance());
2623
Nicolas Capens76b258f2014-04-03 10:59:42 -04002624 mDeviceContext->CopyResource(dest11->getResource(), source11->getResource());
Geoff Lang42477a42013-09-17 17:07:02 -04002625
2626 dest11->invalidateSwizzleCache();
2627
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002628 return true;
2629 }
2630
2631 return false;
2632}
2633
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002634bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002635 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002636{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002637 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002638 if (!colorbuffer)
2639 {
2640 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002641 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002642 }
2643
2644 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2645 if (!sourceRenderTarget)
2646 {
2647 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002648 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002649 }
2650
2651 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2652 if (!source)
2653 {
2654 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002655 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002656 }
2657
2658 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2659 if (!storage11)
2660 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002661 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002662 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002663 }
2664
2665 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2666 if (!destRenderTarget)
2667 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002668 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002669 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002670 }
2671
2672 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2673 if (!dest)
2674 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002675 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002676 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002677 }
2678
Geoff Langb86b9792013-06-04 16:32:05 -04002679 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2680 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002681
Geoff Langb86b9792013-06-04 16:32:05 -04002682 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2683 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002684
Geoff Langb86b9792013-06-04 16:32:05 -04002685 // Use nearest filtering because source and destination are the same size for the direct
2686 // copy
Geoff Lang125deab2013-08-09 13:34:16 -04002687 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
Geoff Langb86b9792013-06-04 16:32:05 -04002688 destFormat, GL_NEAREST);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002689
Geoff Lang42477a42013-09-17 17:07:02 -04002690 storage11->invalidateSwizzleCacheLevel(level);
2691
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002692 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002693}
2694
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002695bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002696 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002697{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002698 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002699 if (!colorbuffer)
2700 {
2701 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002702 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002703 }
2704
2705 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2706 if (!sourceRenderTarget)
2707 {
2708 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002709 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002710 }
2711
2712 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2713 if (!source)
2714 {
2715 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002716 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002717 }
2718
2719 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2720 if (!storage11)
2721 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002722 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002723 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002724 }
2725
Nicolas Capensb13f8662013-06-04 13:30:19 -04002726 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetFace(target, level));
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002727 if (!destRenderTarget)
2728 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002729 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002730 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002731 }
2732
2733 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2734 if (!dest)
2735 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002736 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002737 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002738 }
2739
Geoff Langb86b9792013-06-04 16:32:05 -04002740 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2741 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002742
Geoff Langb86b9792013-06-04 16:32:05 -04002743 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2744 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002745
Geoff Langb86b9792013-06-04 16:32:05 -04002746 // Use nearest filtering because source and destination are the same size for the direct
2747 // copy
Geoff Lang125deab2013-08-09 13:34:16 -04002748 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
Geoff Langb86b9792013-06-04 16:32:05 -04002749 destFormat, GL_NEAREST);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002750
Geoff Lang42477a42013-09-17 17:07:02 -04002751 storage11->invalidateSwizzleCacheLevel(level);
2752
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002753 return ret;
2754}
2755
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002756bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2757 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface3D *storage, GLint level)
2758{
2759 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2760 if (!colorbuffer)
2761 {
2762 ERR("Failed to retrieve the color buffer from the frame buffer.");
2763 return gl::error(GL_OUT_OF_MEMORY, false);
2764 }
2765
2766 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2767 if (!sourceRenderTarget)
2768 {
2769 ERR("Failed to retrieve the render target from the frame buffer.");
2770 return gl::error(GL_OUT_OF_MEMORY, false);
2771 }
2772
2773 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2774 if (!source)
2775 {
2776 ERR("Failed to retrieve the render target view from the render target.");
2777 return gl::error(GL_OUT_OF_MEMORY, false);
2778 }
2779
2780 TextureStorage11_3D *storage11 = TextureStorage11_3D::makeTextureStorage11_3D(storage->getStorageInstance());
2781 if (!storage11)
2782 {
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002783 ERR("Failed to retrieve the texture storage from the destination.");
2784 return gl::error(GL_OUT_OF_MEMORY, false);
2785 }
2786
2787 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
2788 if (!destRenderTarget)
2789 {
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002790 ERR("Failed to retrieve the render target from the destination storage.");
2791 return gl::error(GL_OUT_OF_MEMORY, false);
2792 }
2793
2794 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2795 if (!dest)
2796 {
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002797 ERR("Failed to retrieve the render target view from the destination render target.");
2798 return gl::error(GL_OUT_OF_MEMORY, false);
2799 }
2800
Geoff Langb86b9792013-06-04 16:32:05 -04002801 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2802 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002803
Geoff Langb86b9792013-06-04 16:32:05 -04002804 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2805 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002806
Geoff Langb86b9792013-06-04 16:32:05 -04002807 // Use nearest filtering because source and destination are the same size for the direct
2808 // copy
Geoff Lang125deab2013-08-09 13:34:16 -04002809 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
Geoff Langb86b9792013-06-04 16:32:05 -04002810 destFormat, GL_NEAREST);
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002811
Geoff Lang42477a42013-09-17 17:07:02 -04002812 storage11->invalidateSwizzleCacheLevel(level);
2813
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002814 return ret;
2815}
2816
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002817bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2818 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface2DArray *storage, GLint level)
2819{
2820 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2821 if (!colorbuffer)
2822 {
2823 ERR("Failed to retrieve the color buffer from the frame buffer.");
2824 return gl::error(GL_OUT_OF_MEMORY, false);
2825 }
2826
2827 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2828 if (!sourceRenderTarget)
2829 {
2830 ERR("Failed to retrieve the render target from the frame buffer.");
2831 return gl::error(GL_OUT_OF_MEMORY, false);
2832 }
2833
2834 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2835 if (!source)
2836 {
2837 ERR("Failed to retrieve the render target view from the render target.");
2838 return gl::error(GL_OUT_OF_MEMORY, false);
2839 }
2840
2841 TextureStorage11_2DArray *storage11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(storage->getStorageInstance());
2842 if (!storage11)
2843 {
Geoff Langea228632013-07-30 15:17:12 -04002844 SafeRelease(source);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002845 ERR("Failed to retrieve the texture storage from the destination.");
2846 return gl::error(GL_OUT_OF_MEMORY, false);
2847 }
2848
2849 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
2850 if (!destRenderTarget)
2851 {
Geoff Langea228632013-07-30 15:17:12 -04002852 SafeRelease(source);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002853 ERR("Failed to retrieve the render target from the destination storage.");
2854 return gl::error(GL_OUT_OF_MEMORY, false);
2855 }
2856
2857 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2858 if (!dest)
2859 {
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002860 ERR("Failed to retrieve the render target view from the destination render target.");
2861 return gl::error(GL_OUT_OF_MEMORY, false);
2862 }
2863
Geoff Langb86b9792013-06-04 16:32:05 -04002864 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2865 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002866
Geoff Langb86b9792013-06-04 16:32:05 -04002867 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2868 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002869
Geoff Langb86b9792013-06-04 16:32:05 -04002870 // Use nearest filtering because source and destination are the same size for the direct
2871 // copy
Geoff Lang125deab2013-08-09 13:34:16 -04002872 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
Geoff Langb86b9792013-06-04 16:32:05 -04002873 destFormat, GL_NEAREST);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002874
Geoff Lang42477a42013-09-17 17:07:02 -04002875 storage11->invalidateSwizzleCacheLevel(level);
2876
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002877 return ret;
2878}
2879
shannon.woods%transgaming.com@gtempaccount.comba2744f2013-04-13 03:33:38 +00002880void Renderer11::unapplyRenderTargets()
2881{
2882 setOneTimeRenderTarget(NULL);
2883}
2884
2885void Renderer11::setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView)
2886{
2887 ID3D11RenderTargetView *rtvArray[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
2888
2889 rtvArray[0] = renderTargetView;
2890
2891 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), rtvArray, NULL);
2892
2893 // Do not preserve the serial for this one-time-use render target
2894 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
2895 {
2896 mAppliedRenderTargetSerials[rtIndex] = 0;
2897 }
2898}
2899
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002900RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2901{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002902 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002903 RenderTarget11 *renderTarget = NULL;
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002904
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002905 if (depth)
2906 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002907 // Note: depth stencil may be NULL for 0 sized surfaces
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002908 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
Geoff Lang88f9cbf2013-10-18 14:33:37 -04002909 swapChain11->getDepthStencilTexture(),
2910 swapChain11->getDepthStencilShaderResource(),
shannonwoods@chromium.org7faf3ec2013-05-30 00:03:45 +00002911 swapChain11->getWidth(), swapChain11->getHeight(), 1);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002912 }
2913 else
2914 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002915 // Note: render target may be NULL for 0 sized surfaces
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002916 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002917 swapChain11->getOffscreenTexture(),
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002918 swapChain11->getRenderTargetShaderResource(),
shannonwoods@chromium.org7faf3ec2013-05-30 00:03:45 +00002919 swapChain11->getWidth(), swapChain11->getHeight(), 1);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002920 }
2921 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002922}
2923
Geoff Langa2d97f12013-06-11 11:44:02 -04002924RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples)
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002925{
Geoff Langa2d97f12013-06-11 11:44:02 -04002926 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples);
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002927 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002928}
2929
Geoff Lang48dcae72014-02-05 16:28:24 -05002930ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type,
2931 const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
2932 bool separatedOutputBuffers)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002933{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002934 ShaderExecutable11 *executable = NULL;
Geoff Lang48dcae72014-02-05 16:28:24 -05002935 HRESULT result;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002936
2937 switch (type)
2938 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002939 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002940 {
Geoff Lang48dcae72014-02-05 16:28:24 -05002941 ID3D11VertexShader *vertexShader = NULL;
2942 ID3D11GeometryShader *streamOutShader = NULL;
2943
2944 result = mDevice->CreateVertexShader(function, length, NULL, &vertexShader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002945 ASSERT(SUCCEEDED(result));
2946
Geoff Lang48dcae72014-02-05 16:28:24 -05002947 if (transformFeedbackVaryings.size() > 0)
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002948 {
Geoff Lang48dcae72014-02-05 16:28:24 -05002949 std::vector<D3D11_SO_DECLARATION_ENTRY> soDeclaration;
2950 for (size_t i = 0; i < transformFeedbackVaryings.size(); i++)
2951 {
2952 const gl::LinkedVarying &varying = transformFeedbackVaryings[i];
Geoff Langcebb5aa2014-04-07 14:13:40 -04002953 for (size_t j = 0; j < varying.semanticIndexCount; j++)
Geoff Lang48dcae72014-02-05 16:28:24 -05002954 {
2955 D3D11_SO_DECLARATION_ENTRY entry = { 0 };
2956 entry.Stream = 0;
Geoff Langcebb5aa2014-04-07 14:13:40 -04002957 entry.SemanticName = varying.semanticName.c_str();
2958 entry.SemanticIndex = varying.semanticIndex + j;
Geoff Lang48dcae72014-02-05 16:28:24 -05002959 entry.StartComponent = 0;
2960 entry.ComponentCount = gl::VariableRowCount(type);
2961 entry.OutputSlot = (separatedOutputBuffers ? i : 0);
2962 soDeclaration.push_back(entry);
2963 }
2964 }
2965
2966 result = mDevice->CreateGeometryShaderWithStreamOutput(function, length, soDeclaration.data(), soDeclaration.size(),
2967 NULL, 0, 0, NULL, &streamOutShader);
2968 ASSERT(SUCCEEDED(result));
2969 }
2970
2971 if (vertexShader)
2972 {
2973 executable = new ShaderExecutable11(function, length, vertexShader, streamOutShader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002974 }
2975 }
2976 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002977 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002978 {
Geoff Lang48dcae72014-02-05 16:28:24 -05002979 ID3D11PixelShader *pixelShader = NULL;
2980
2981 result = mDevice->CreatePixelShader(function, length, NULL, &pixelShader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002982 ASSERT(SUCCEEDED(result));
2983
Geoff Lang48dcae72014-02-05 16:28:24 -05002984 if (pixelShader)
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002985 {
Geoff Lang48dcae72014-02-05 16:28:24 -05002986 executable = new ShaderExecutable11(function, length, pixelShader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002987 }
2988 }
2989 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002990 case rx::SHADER_GEOMETRY:
2991 {
Geoff Lang48dcae72014-02-05 16:28:24 -05002992 ID3D11GeometryShader *geometryShader = NULL;
2993
2994 result = mDevice->CreateGeometryShader(function, length, NULL, &geometryShader);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002995 ASSERT(SUCCEEDED(result));
2996
Geoff Lang48dcae72014-02-05 16:28:24 -05002997 if (geometryShader)
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002998 {
Geoff Lang48dcae72014-02-05 16:28:24 -05002999 executable = new ShaderExecutable11(function, length, geometryShader);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00003000 }
3001 }
3002 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00003003 default:
3004 UNREACHABLE();
3005 break;
3006 }
3007
3008 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00003009}
3010
Geoff Lang48dcae72014-02-05 16:28:24 -05003011ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type,
3012 const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
3013 bool separatedOutputBuffers, D3DWorkaroundType workaround)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003014{
Geoff Lang6e05c272014-03-17 10:46:54 -07003015 const char *profileType = NULL;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003016 switch (type)
3017 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003018 case rx::SHADER_VERTEX:
Geoff Lang6e05c272014-03-17 10:46:54 -07003019 profileType = "vs";
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003020 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003021 case rx::SHADER_PIXEL:
Geoff Lang6e05c272014-03-17 10:46:54 -07003022 profileType = "ps";
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003023 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00003024 case rx::SHADER_GEOMETRY:
Geoff Lang6e05c272014-03-17 10:46:54 -07003025 profileType = "gs";
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00003026 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003027 default:
3028 UNREACHABLE();
3029 return NULL;
3030 }
3031
Geoff Lang6e05c272014-03-17 10:46:54 -07003032 const char *profileVersion = NULL;
3033 switch (mFeatureLevel)
3034 {
3035 case D3D_FEATURE_LEVEL_11_0:
3036 profileVersion = "5_0";
3037 break;
3038 case D3D_FEATURE_LEVEL_10_1:
3039 profileVersion = "4_1";
3040 break;
3041 case D3D_FEATURE_LEVEL_10_0:
3042 profileVersion = "4_0";
3043 break;
3044 default:
3045 UNREACHABLE();
3046 return NULL;
3047 }
3048
3049 char profile[32];
3050 snprintf(profile, ArraySize(profile), "%s_%s", profileType, profileVersion);
3051
Nicolas Capens93faad92014-05-10 12:14:13 -04003052 UINT flags = D3DCOMPILE_OPTIMIZATION_LEVEL0;
3053
3054 if (gl::perfActive())
3055 {
3056#ifndef NDEBUG
3057 flags = D3DCOMPILE_SKIP_OPTIMIZATION;
3058#endif
3059
3060 flags |= D3DCOMPILE_DEBUG;
3061
3062 std::string sourcePath = getTempPath();
3063 std::string sourceText = std::string("#line 2 \"") + sourcePath + std::string("\"\n\n") + std::string(shaderHLSL);
3064 writeFile(sourcePath.c_str(), sourceText.c_str(), sourceText.size());
3065 }
3066
3067 // Sometimes D3DCompile will fail with the default compilation flags for complicated shaders when it would otherwise pass with alternative options.
3068 // Try the default flags first and if compilation fails, try some alternatives.
3069 const UINT extraFlags[] =
3070 {
Nicolas Capens1408bae2014-05-10 12:18:42 -04003071 flags,
Nicolas Capens2c27db62014-05-10 12:21:11 -04003072 flags | D3DCOMPILE_SKIP_VALIDATION,
3073 flags | D3DCOMPILE_SKIP_OPTIMIZATION
Nicolas Capens93faad92014-05-10 12:14:13 -04003074 };
3075
3076 const static char *extraFlagNames[] =
3077 {
Nicolas Capens1408bae2014-05-10 12:18:42 -04003078 "default",
Nicolas Capens2c27db62014-05-10 12:21:11 -04003079 "skip validation",
3080 "skip optimization"
Nicolas Capens93faad92014-05-10 12:14:13 -04003081 };
3082
3083 int attempts = ArraySize(extraFlags);
3084
3085 ID3DBlob *binary = (ID3DBlob*)mCompiler.compileToBinary(infoLog, shaderHLSL, profile, extraFlags, extraFlagNames, attempts);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003086 if (!binary)
Geoff Langea228632013-07-30 15:17:12 -04003087 {
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003088 return NULL;
Geoff Langea228632013-07-30 15:17:12 -04003089 }
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003090
Geoff Lang48dcae72014-02-05 16:28:24 -05003091 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type,
3092 transformFeedbackVaryings, separatedOutputBuffers);
Geoff Langea228632013-07-30 15:17:12 -04003093 SafeRelease(binary);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003094
3095 return executable;
3096}
3097
Jamie Madill8ff21ae2014-02-04 16:04:05 -05003098rx::UniformStorage *Renderer11::createUniformStorage(size_t storageSize)
3099{
3100 return new UniformStorage11(this, storageSize);
3101}
3102
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00003103VertexBuffer *Renderer11::createVertexBuffer()
3104{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00003105 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00003106}
3107
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00003108IndexBuffer *Renderer11::createIndexBuffer()
3109{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00003110 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003111}
3112
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +00003113BufferStorage *Renderer11::createBufferStorage()
3114{
3115 return new BufferStorage11(this);
3116}
3117
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003118QueryImpl *Renderer11::createQuery(GLenum type)
3119{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00003120 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003121}
3122
3123FenceImpl *Renderer11::createFence()
3124{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00003125 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00003126}
3127
Geoff Lang005df412013-10-16 14:12:50 -04003128bool Renderer11::supportsFastCopyBufferToTexture(GLenum internalFormat) const
Jamie Madill0e0510f2013-10-10 15:46:23 -04003129{
Jamie Madill4461f092013-10-10 15:10:39 -04003130 int clientVersion = getCurrentClientVersion();
3131
3132 // We only support buffer to texture copies in ES3
3133 if (clientVersion <= 2)
3134 {
3135 return false;
3136 }
3137
3138 // sRGB formats do not work with D3D11 buffer SRVs
3139 if (gl::GetColorEncoding(internalFormat, clientVersion) == GL_SRGB)
3140 {
3141 return false;
3142 }
3143
3144 // We cannot support direct copies to non-color-renderable formats
3145 if (!gl::IsColorRenderingSupported(internalFormat, this))
3146 {
3147 return false;
3148 }
3149
3150 // We skip all 3-channel formats since sometimes format support is missing
3151 if (gl::GetComponentCount(internalFormat, clientVersion) == 3)
3152 {
3153 return false;
3154 }
3155
3156 // We don't support formats which we can't represent without conversion
3157 if (getNativeTextureFormat(internalFormat) != internalFormat)
3158 {
3159 return false;
3160 }
3161
3162 return true;
Jamie Madill0e0510f2013-10-10 15:46:23 -04003163}
3164
Jamie Madilla21eea32013-09-18 14:36:25 -04003165bool Renderer11::fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTarget *destRenderTarget,
3166 GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea)
3167{
Jamie Madill0e0510f2013-10-10 15:46:23 -04003168 ASSERT(supportsFastCopyBufferToTexture(destinationFormat));
Jamie Madilla21eea32013-09-18 14:36:25 -04003169 return mPixelTransfer->copyBufferToTexture(unpack, offset, destRenderTarget, destinationFormat, sourcePixelsType, destArea);
3170}
3171
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003172bool Renderer11::getRenderTargetResource(gl::Renderbuffer *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003173{
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003174 ASSERT(colorbuffer != NULL);
3175
3176 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
3177 if (renderTarget)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003178 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003179 *subresourceIndex = renderTarget->getSubresourceIndex();
3180
3181 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
3182 if (colorBufferRTV)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003183 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003184 ID3D11Resource *textureResource = NULL;
3185 colorBufferRTV->GetResource(&textureResource);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003186
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003187 if (textureResource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003188 {
Geoff Lang8e328842014-02-10 13:11:20 -05003189 HRESULT result = textureResource->QueryInterface(__uuidof(ID3D11Texture2D), (void**)resource);
Geoff Langea228632013-07-30 15:17:12 -04003190 SafeRelease(textureResource);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003191
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003192 if (SUCCEEDED(result))
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003193 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003194 return true;
3195 }
3196 else
3197 {
3198 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
3199 "HRESULT: 0x%X.", result);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003200 }
3201 }
3202 }
3203 }
3204
3205 return false;
3206}
3207
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003208bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
Geoff Lang125deab2013-08-09 13:34:16 -04003209 const gl::Rectangle *scissor, bool blitRenderTarget, bool blitDepth, bool blitStencil, GLenum filter)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003210{
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003211 if (blitRenderTarget)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003212 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003213 gl::Renderbuffer *readBuffer = readTarget->getReadColorbuffer();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003214
3215 if (!readBuffer)
3216 {
3217 ERR("Failed to retrieve the read buffer from the read framebuffer.");
3218 return gl::error(GL_OUT_OF_MEMORY, false);
3219 }
3220
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003221 RenderTarget *readRenderTarget = readBuffer->getRenderTarget();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003222
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003223 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003224 {
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003225 if (drawTarget->isEnabledColorAttachment(colorAttachment))
3226 {
3227 gl::Renderbuffer *drawBuffer = drawTarget->getColorbuffer(colorAttachment);
3228
3229 if (!drawBuffer)
3230 {
3231 ERR("Failed to retrieve the draw buffer from the draw framebuffer.");
3232 return gl::error(GL_OUT_OF_MEMORY, false);
3233 }
3234
3235 RenderTarget *drawRenderTarget = drawBuffer->getRenderTarget();
3236
Geoff Lang125deab2013-08-09 13:34:16 -04003237 if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, filter, scissor,
Geoff Lang685806d2013-06-12 11:16:36 -04003238 blitRenderTarget, false, false))
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003239 {
3240 return false;
3241 }
3242 }
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003243 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003244 }
3245
Geoff Lang685806d2013-06-12 11:16:36 -04003246 if (blitDepth || blitStencil)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003247 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003248 gl::Renderbuffer *readBuffer = readTarget->getDepthOrStencilbuffer();
3249 gl::Renderbuffer *drawBuffer = drawTarget->getDepthOrStencilbuffer();
3250
3251 if (!readBuffer)
3252 {
3253 ERR("Failed to retrieve the read depth-stencil buffer from the read framebuffer.");
3254 return gl::error(GL_OUT_OF_MEMORY, false);
3255 }
3256
3257 if (!drawBuffer)
3258 {
3259 ERR("Failed to retrieve the draw depth-stencil buffer from the draw framebuffer.");
3260 return gl::error(GL_OUT_OF_MEMORY, false);
3261 }
3262
3263 RenderTarget *readRenderTarget = readBuffer->getDepthStencil();
3264 RenderTarget *drawRenderTarget = drawBuffer->getDepthStencil();
3265
Geoff Lang125deab2013-08-09 13:34:16 -04003266 if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, filter, scissor,
Geoff Lang685806d2013-06-12 11:16:36 -04003267 false, blitDepth, blitStencil))
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003268 {
3269 return false;
3270 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003271 }
3272
Geoff Lang42477a42013-09-17 17:07:02 -04003273 invalidateFramebufferSwizzles(drawTarget);
3274
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003275 return true;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003276}
3277
Jamie Madilleb9baab2014-03-24 13:19:43 -04003278void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format,
3279 GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, void* pixels)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003280{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003281 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00003282 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003283
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003284 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
3285
3286 if (colorbuffer && getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003287 {
3288 gl::Rectangle area;
3289 area.x = x;
3290 area.y = y;
3291 area.width = width;
3292 area.height = height;
3293
Jamie Madill1ef6fe72014-05-01 14:51:05 -04003294 if (pack.pixelBuffer.get() != NULL)
3295 {
3296 rx::BufferStorage11 *packBufferStorage = BufferStorage11::makeBufferStorage11(pack.pixelBuffer.get()->getStorage());
3297 PackPixelsParams packParams(area, format, type, outputPitch, pack, reinterpret_cast<ptrdiff_t>(pixels));
3298 packBufferStorage->packPixels(colorBufferTexture, subresourceIndex, packParams);
3299 }
3300 else
3301 {
3302 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch, pack, pixels);
3303 }
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003304
Geoff Langea228632013-07-30 15:17:12 -04003305 SafeRelease(colorBufferTexture);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003306 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003307}
3308
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003309Image *Renderer11::createImage()
3310{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00003311 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003312}
3313
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003314void Renderer11::generateMipmap(Image *dest, Image *src)
3315{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00003316 Image11 *dest11 = Image11::makeImage11(dest);
3317 Image11 *src11 = Image11::makeImage11(src);
Jamie Madilld6cb2442013-07-10 15:13:38 -04003318 Image11::generateMipmap(getCurrentClientVersion(), dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003319}
3320
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003321TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
3322{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00003323 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
3324 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003325}
3326
Nicolas Capensbf712d02014-03-31 14:23:35 -04003327TextureStorage *Renderer11::createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels)
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003328{
Nicolas Capensbf712d02014-03-31 14:23:35 -04003329 return new TextureStorage11_2D(this, internalformat, renderTarget, width, height, levels);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003330}
3331
Nicolas Capensbf712d02014-03-31 14:23:35 -04003332TextureStorage *Renderer11::createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels)
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003333{
Nicolas Capensbf712d02014-03-31 14:23:35 -04003334 return new TextureStorage11_Cube(this, internalformat, renderTarget, size, levels);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003335}
3336
Nicolas Capensbf712d02014-03-31 14:23:35 -04003337TextureStorage *Renderer11::createTextureStorage3D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels)
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +00003338{
Nicolas Capensbf712d02014-03-31 14:23:35 -04003339 return new TextureStorage11_3D(this, internalformat, renderTarget, width, height, depth, levels);
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +00003340}
3341
Nicolas Capensbf712d02014-03-31 14:23:35 -04003342TextureStorage *Renderer11::createTextureStorage2DArray(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels)
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00003343{
Nicolas Capensbf712d02014-03-31 14:23:35 -04003344 return new TextureStorage11_2DArray(this, internalformat, renderTarget, width, height, depth, levels);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00003345}
3346
Jamie Madilleb9baab2014-03-24 13:19:43 -04003347void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area, GLenum format,
3348 GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, void *pixels)
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003349{
Jamie Madill1eb5bd72014-03-28 10:43:39 -04003350 ASSERT(area.width >= 0);
3351 ASSERT(area.height >= 0);
3352
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003353 D3D11_TEXTURE2D_DESC textureDesc;
3354 texture->GetDesc(&textureDesc);
3355
Jamie Madill1eb5bd72014-03-28 10:43:39 -04003356 // Clamp read region to the defined texture boundaries, preventing out of bounds reads
3357 // and reads of uninitialized data.
3358 gl::Rectangle safeArea;
3359 safeArea.x = gl::clamp(area.x, 0, static_cast<int>(textureDesc.Width));
3360 safeArea.y = gl::clamp(area.y, 0, static_cast<int>(textureDesc.Height));
3361 safeArea.width = gl::clamp(area.width + std::min(area.x, 0), 0,
3362 static_cast<int>(textureDesc.Width) - safeArea.x);
3363 safeArea.height = gl::clamp(area.height + std::min(area.y, 0), 0,
3364 static_cast<int>(textureDesc.Height) - safeArea.y);
3365
3366 ASSERT(safeArea.x >= 0 && safeArea.y >= 0);
3367 ASSERT(safeArea.x + safeArea.width <= static_cast<int>(textureDesc.Width));
3368 ASSERT(safeArea.y + safeArea.height <= static_cast<int>(textureDesc.Height));
3369
3370 if (safeArea.width == 0 || safeArea.height == 0)
3371 {
3372 // no work to do
3373 return;
3374 }
3375
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003376 D3D11_TEXTURE2D_DESC stagingDesc;
Jamie Madill1eb5bd72014-03-28 10:43:39 -04003377 stagingDesc.Width = safeArea.width;
3378 stagingDesc.Height = safeArea.height;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003379 stagingDesc.MipLevels = 1;
3380 stagingDesc.ArraySize = 1;
3381 stagingDesc.Format = textureDesc.Format;
3382 stagingDesc.SampleDesc.Count = 1;
3383 stagingDesc.SampleDesc.Quality = 0;
3384 stagingDesc.Usage = D3D11_USAGE_STAGING;
3385 stagingDesc.BindFlags = 0;
3386 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
3387 stagingDesc.MiscFlags = 0;
3388
3389 ID3D11Texture2D* stagingTex = NULL;
3390 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
3391 if (FAILED(result))
3392 {
3393 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
3394 return;
3395 }
3396
3397 ID3D11Texture2D* srcTex = NULL;
3398 if (textureDesc.SampleDesc.Count > 1)
3399 {
3400 D3D11_TEXTURE2D_DESC resolveDesc;
3401 resolveDesc.Width = textureDesc.Width;
3402 resolveDesc.Height = textureDesc.Height;
3403 resolveDesc.MipLevels = 1;
3404 resolveDesc.ArraySize = 1;
3405 resolveDesc.Format = textureDesc.Format;
3406 resolveDesc.SampleDesc.Count = 1;
3407 resolveDesc.SampleDesc.Quality = 0;
3408 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
3409 resolveDesc.BindFlags = 0;
3410 resolveDesc.CPUAccessFlags = 0;
3411 resolveDesc.MiscFlags = 0;
3412
3413 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
3414 if (FAILED(result))
3415 {
3416 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
Geoff Langea228632013-07-30 15:17:12 -04003417 SafeRelease(stagingTex);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003418 return;
3419 }
3420
3421 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
3422 subResource = 0;
3423 }
3424 else
3425 {
3426 srcTex = texture;
3427 srcTex->AddRef();
3428 }
3429
3430 D3D11_BOX srcBox;
Jamie Madill1eb5bd72014-03-28 10:43:39 -04003431 srcBox.left = static_cast<UINT>(safeArea.x);
3432 srcBox.right = static_cast<UINT>(safeArea.x + safeArea.width);
3433 srcBox.top = static_cast<UINT>(safeArea.y);
3434 srcBox.bottom = static_cast<UINT>(safeArea.y + safeArea.height);
3435 srcBox.front = 0;
3436 srcBox.back = 1;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003437
3438 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
3439
Geoff Langea228632013-07-30 15:17:12 -04003440 SafeRelease(srcTex);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003441
Jamie Madill7538f7f2014-04-17 11:53:39 -04003442 PackPixelsParams packParams(safeArea, format, type, outputPitch, pack, 0);
3443 packPixels(stagingTex, packParams, pixels);
3444
3445 SafeRelease(stagingTex);
3446}
3447
3448void Renderer11::packPixels(ID3D11Texture2D *readTexture, const PackPixelsParams &params, void *pixelsOut)
3449{
3450 D3D11_TEXTURE2D_DESC textureDesc;
3451 readTexture->GetDesc(&textureDesc);
3452
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003453 D3D11_MAPPED_SUBRESOURCE mapping;
Jamie Madill7538f7f2014-04-17 11:53:39 -04003454 HRESULT hr = mDeviceContext->Map(readTexture, 0, D3D11_MAP_READ, 0, &mapping);
Geoff Lang9cd19152014-05-28 15:54:34 -04003455 UNUSED_ASSERTION_VARIABLE(hr);
Jamie Madill7538f7f2014-04-17 11:53:39 -04003456 ASSERT(SUCCEEDED(hr));
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003457
3458 unsigned char *source;
3459 int inputPitch;
Jamie Madill7538f7f2014-04-17 11:53:39 -04003460 if (params.pack.reverseRowOrder)
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003461 {
Jamie Madill7538f7f2014-04-17 11:53:39 -04003462 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (params.area.height - 1);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003463 inputPitch = -static_cast<int>(mapping.RowPitch);
3464 }
3465 else
3466 {
3467 source = static_cast<unsigned char*>(mapping.pData);
3468 inputPitch = static_cast<int>(mapping.RowPitch);
3469 }
3470
Geoff Lang697ad3e2013-06-04 10:11:28 -04003471 GLuint clientVersion = getCurrentClientVersion();
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003472
Geoff Lang005df412013-10-16 14:12:50 -04003473 GLenum sourceInternalFormat = d3d11_gl::GetInternalFormat(textureDesc.Format, clientVersion);
Geoff Lang697ad3e2013-06-04 10:11:28 -04003474 GLenum sourceFormat = gl::GetFormat(sourceInternalFormat, clientVersion);
3475 GLenum sourceType = gl::GetType(sourceInternalFormat, clientVersion);
3476
3477 GLuint sourcePixelSize = gl::GetPixelBytes(sourceInternalFormat, clientVersion);
3478
Jamie Madill7538f7f2014-04-17 11:53:39 -04003479 if (sourceFormat == params.format && sourceType == params.type)
Geoff Lang697ad3e2013-06-04 10:11:28 -04003480 {
Jamie Madill7538f7f2014-04-17 11:53:39 -04003481 unsigned char *dest = static_cast<unsigned char*>(pixelsOut) + params.offset;
3482 for (int y = 0; y < params.area.height; y++)
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003483 {
Jamie Madill7538f7f2014-04-17 11:53:39 -04003484 memcpy(dest + y * params.outputPitch, source + y * inputPitch, params.area.width * sourcePixelSize);
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003485 }
3486 }
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003487 else
3488 {
Jamie Madill7538f7f2014-04-17 11:53:39 -04003489 GLenum destInternalFormat = gl::GetSizedInternalFormat(params.format, params.type, clientVersion);
Geoff Lang697ad3e2013-06-04 10:11:28 -04003490 GLuint destPixelSize = gl::GetPixelBytes(destInternalFormat, clientVersion);
3491
Jamie Madill7538f7f2014-04-17 11:53:39 -04003492 ColorCopyFunction fastCopyFunc = d3d11::GetFastCopyFunction(textureDesc.Format, params.format, params.type);
Geoff Lang697ad3e2013-06-04 10:11:28 -04003493 if (fastCopyFunc)
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003494 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003495 // Fast copy is possible through some special function
Jamie Madill7538f7f2014-04-17 11:53:39 -04003496 for (int y = 0; y < params.area.height; y++)
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003497 {
Jamie Madill7538f7f2014-04-17 11:53:39 -04003498 for (int x = 0; x < params.area.width; x++)
Geoff Lang697ad3e2013-06-04 10:11:28 -04003499 {
Jamie Madill7538f7f2014-04-17 11:53:39 -04003500 void *dest = static_cast<unsigned char*>(pixelsOut) + params.offset + y * params.outputPitch + x * destPixelSize;
Geoff Lang697ad3e2013-06-04 10:11:28 -04003501 void *src = static_cast<unsigned char*>(source) + y * inputPitch + x * sourcePixelSize;
3502
3503 fastCopyFunc(src, dest);
3504 }
3505 }
3506 }
3507 else
3508 {
Jamie Madill9eeecfc2014-01-29 09:26:48 -05003509 ColorReadFunction readFunc = d3d11::GetColorReadFunction(textureDesc.Format);
Jamie Madill7538f7f2014-04-17 11:53:39 -04003510 ColorWriteFunction writeFunc = gl::GetColorWriteFunction(params.format, params.type, clientVersion);
Geoff Lang697ad3e2013-06-04 10:11:28 -04003511
3512 unsigned char temp[16]; // Maximum size of any Color<T> type used.
3513 META_ASSERT(sizeof(temp) >= sizeof(gl::ColorF) &&
3514 sizeof(temp) >= sizeof(gl::ColorUI) &&
3515 sizeof(temp) >= sizeof(gl::ColorI));
3516
Jamie Madill7538f7f2014-04-17 11:53:39 -04003517 for (int y = 0; y < params.area.height; y++)
Geoff Lang697ad3e2013-06-04 10:11:28 -04003518 {
Jamie Madill7538f7f2014-04-17 11:53:39 -04003519 for (int x = 0; x < params.area.width; x++)
Geoff Lang697ad3e2013-06-04 10:11:28 -04003520 {
Jamie Madill7538f7f2014-04-17 11:53:39 -04003521 void *dest = static_cast<unsigned char*>(pixelsOut) + params.offset + y * params.outputPitch + x * destPixelSize;
Geoff Lang697ad3e2013-06-04 10:11:28 -04003522 void *src = static_cast<unsigned char*>(source) + y * inputPitch + x * sourcePixelSize;
3523
3524 // readFunc and writeFunc will be using the same type of color, CopyTexImage
3525 // will not allow the copy otherwise.
3526 readFunc(src, temp);
3527 writeFunc(temp, dest);
3528 }
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003529 }
3530 }
3531 }
3532
Jamie Madill7538f7f2014-04-17 11:53:39 -04003533 mDeviceContext->Unmap(readTexture, 0);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003534}
3535
Geoff Lang758d5b22013-06-11 11:42:50 -04003536bool Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget,
Geoff Lang125deab2013-08-09 13:34:16 -04003537 RenderTarget *drawRenderTarget, GLenum filter, const gl::Rectangle *scissor,
3538 bool colorBlit, bool depthBlit, bool stencilBlit)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003539{
Geoff Lang975af372013-06-12 11:19:22 -04003540 // Since blitRenderbufferRect is called for each render buffer that needs to be blitted,
3541 // it should never be the case that both color and depth/stencil need to be blitted at
3542 // at the same time.
3543 ASSERT(colorBlit != (depthBlit || stencilBlit));
3544
Geoff Langc1f51be2013-06-11 11:49:14 -04003545 bool result = true;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003546
Geoff Lang4d782732013-07-22 10:44:18 -04003547 RenderTarget11 *drawRenderTarget11 = RenderTarget11::makeRenderTarget11(drawRenderTarget);
3548 if (!drawRenderTarget)
3549 {
3550 ERR("Failed to retrieve the draw render target from the draw framebuffer.");
3551 return gl::error(GL_OUT_OF_MEMORY, false);
3552 }
3553
3554 ID3D11Resource *drawTexture = drawRenderTarget11->getTexture();
3555 unsigned int drawSubresource = drawRenderTarget11->getSubresourceIndex();
3556 ID3D11RenderTargetView *drawRTV = drawRenderTarget11->getRenderTargetView();
3557 ID3D11DepthStencilView *drawDSV = drawRenderTarget11->getDepthStencilView();
3558
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003559 RenderTarget11 *readRenderTarget11 = RenderTarget11::makeRenderTarget11(readRenderTarget);
3560 if (!readRenderTarget)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003561 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003562 ERR("Failed to retrieve the read render target from the read framebuffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003563 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003564 }
3565
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003566 ID3D11Resource *readTexture = NULL;
Geoff Langc1f51be2013-06-11 11:49:14 -04003567 ID3D11ShaderResourceView *readSRV = NULL;
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003568 unsigned int readSubresource = 0;
3569 if (readRenderTarget->getSamples() > 0)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003570 {
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003571 ID3D11Resource *unresolvedResource = readRenderTarget11->getTexture();
3572 ID3D11Texture2D *unresolvedTexture = d3d11::DynamicCastComObject<ID3D11Texture2D>(unresolvedResource);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003573
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003574 if (unresolvedTexture)
3575 {
3576 readTexture = resolveMultisampledTexture(unresolvedTexture, readRenderTarget11->getSubresourceIndex());
3577 readSubresource = 0;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003578
Geoff Langea228632013-07-30 15:17:12 -04003579 SafeRelease(unresolvedTexture);
Geoff Langc1f51be2013-06-11 11:49:14 -04003580
Geoff Lang5c9a29a2014-02-11 10:26:24 -05003581 HRESULT hresult = mDevice->CreateShaderResourceView(readTexture, NULL, &readSRV);
3582 if (FAILED(hresult))
Geoff Langc1f51be2013-06-11 11:49:14 -04003583 {
Geoff Langea228632013-07-30 15:17:12 -04003584 SafeRelease(readTexture);
Geoff Langc1f51be2013-06-11 11:49:14 -04003585 return gl::error(GL_OUT_OF_MEMORY, false);
3586 }
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003587 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003588 }
3589 else
3590 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003591 readTexture = readRenderTarget11->getTexture();
Geoff Lang4d782732013-07-22 10:44:18 -04003592 readTexture->AddRef();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003593 readSubresource = readRenderTarget11->getSubresourceIndex();
Geoff Langc1f51be2013-06-11 11:49:14 -04003594 readSRV = readRenderTarget11->getShaderResourceView();
Geoff Lang4d782732013-07-22 10:44:18 -04003595 readSRV->AddRef();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003596 }
3597
Geoff Lang4d782732013-07-22 10:44:18 -04003598 if (!readTexture || !readSRV)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003599 {
Geoff Lang4d782732013-07-22 10:44:18 -04003600 SafeRelease(readTexture);
3601 SafeRelease(readSRV);
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003602 ERR("Failed to retrieve the read render target view from the read render target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003603 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003604 }
3605
Geoff Lang125deab2013-08-09 13:34:16 -04003606 gl::Extents readSize(readRenderTarget->getWidth(), readRenderTarget->getHeight(), 1);
3607 gl::Extents drawSize(drawRenderTarget->getWidth(), drawRenderTarget->getHeight(), 1);
3608
3609 bool scissorNeeded = scissor && gl::ClipRectangle(drawRect, *scissor, NULL);
3610
3611 bool wholeBufferCopy = !scissorNeeded &&
3612 readRect.x == 0 && readRect.width == readSize.width &&
3613 readRect.y == 0 && readRect.height == readSize.height &&
3614 drawRect.x == 0 && drawRect.width == drawSize.width &&
3615 drawRect.y == 0 && drawRect.height == drawSize.height;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003616
Geoff Langc1f51be2013-06-11 11:49:14 -04003617 bool stretchRequired = readRect.width != drawRect.width || readRect.height != drawRect.height;
Geoff Lang758d5b22013-06-11 11:42:50 -04003618
Geoff Lang1cd1b212014-02-11 09:42:27 -05003619 bool flipRequired = readRect.width < 0 || readRect.height < 0 || drawRect.width < 0 || drawRect.height < 0;
Geoff Lang125deab2013-08-09 13:34:16 -04003620
3621 bool outOfBounds = readRect.x < 0 || readRect.x + readRect.width > readSize.width ||
3622 readRect.y < 0 || readRect.y + readRect.height > readSize.height ||
3623 drawRect.x < 0 || drawRect.x + drawRect.width > drawSize.width ||
3624 drawRect.y < 0 || drawRect.y + drawRect.height > drawSize.height;
3625
3626 bool hasDepth = gl::GetDepthBits(drawRenderTarget11->getActualFormat(), getCurrentClientVersion()) > 0;
3627 bool hasStencil = gl::GetStencilBits(drawRenderTarget11->getActualFormat(), getCurrentClientVersion()) > 0;
3628 bool partialDSBlit = (hasDepth && depthBlit) != (hasStencil && stencilBlit);
3629
Geoff Langc1f51be2013-06-11 11:49:14 -04003630 if (readRenderTarget11->getActualFormat() == drawRenderTarget->getActualFormat() &&
Geoff Lang125deab2013-08-09 13:34:16 -04003631 !stretchRequired && !outOfBounds && !flipRequired && !partialDSBlit &&
3632 (!(depthBlit || stencilBlit) || wholeBufferCopy))
Geoff Langc1f51be2013-06-11 11:49:14 -04003633 {
Geoff Lang125deab2013-08-09 13:34:16 -04003634 UINT dstX = drawRect.x;
3635 UINT dstY = drawRect.y;
3636
Geoff Langc1f51be2013-06-11 11:49:14 -04003637 D3D11_BOX readBox;
3638 readBox.left = readRect.x;
3639 readBox.right = readRect.x + readRect.width;
3640 readBox.top = readRect.y;
3641 readBox.bottom = readRect.y + readRect.height;
3642 readBox.front = 0;
3643 readBox.back = 1;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003644
Geoff Lang125deab2013-08-09 13:34:16 -04003645 if (scissorNeeded)
3646 {
3647 // drawRect is guaranteed to have positive width and height because stretchRequired is false.
3648 ASSERT(drawRect.width >= 0 || drawRect.height >= 0);
3649
3650 if (drawRect.x < scissor->x)
3651 {
3652 dstX = scissor->x;
3653 readBox.left += (scissor->x - drawRect.x);
3654 }
3655 if (drawRect.y < scissor->y)
3656 {
3657 dstY = scissor->y;
3658 readBox.top += (scissor->y - drawRect.y);
3659 }
3660 if (drawRect.x + drawRect.width > scissor->x + scissor->width)
3661 {
3662 readBox.right -= ((drawRect.x + drawRect.width) - (scissor->x + scissor->width));
3663 }
3664 if (drawRect.y + drawRect.height > scissor->y + scissor->height)
3665 {
3666 readBox.bottom -= ((drawRect.y + drawRect.height) - (scissor->y + scissor->height));
3667 }
3668 }
3669
Geoff Langc1f51be2013-06-11 11:49:14 -04003670 // D3D11 needs depth-stencil CopySubresourceRegions to have a NULL pSrcBox
3671 // We also require complete framebuffer copies for depth-stencil blit.
3672 D3D11_BOX *pSrcBox = wholeBufferCopy ? NULL : &readBox;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003673
Geoff Lang125deab2013-08-09 13:34:16 -04003674 mDeviceContext->CopySubresourceRegion(drawTexture, drawSubresource, dstX, dstY, 0,
Geoff Langc1f51be2013-06-11 11:49:14 -04003675 readTexture, readSubresource, pSrcBox);
3676 result = true;
3677 }
3678 else
3679 {
3680 gl::Box readArea(readRect.x, readRect.y, 0, readRect.width, readRect.height, 1);
Geoff Langc1f51be2013-06-11 11:49:14 -04003681 gl::Box drawArea(drawRect.x, drawRect.y, 0, drawRect.width, drawRect.height, 1);
Geoff Langc1f51be2013-06-11 11:49:14 -04003682
Geoff Lang975af372013-06-12 11:19:22 -04003683 if (depthBlit && stencilBlit)
Geoff Langc1f51be2013-06-11 11:49:14 -04003684 {
Geoff Lang975af372013-06-12 11:19:22 -04003685 result = mBlit->copyDepthStencil(readTexture, readSubresource, readArea, readSize,
Geoff Lang125deab2013-08-09 13:34:16 -04003686 drawTexture, drawSubresource, drawArea, drawSize,
3687 scissor);
Geoff Lang975af372013-06-12 11:19:22 -04003688 }
3689 else if (depthBlit)
3690 {
Geoff Lang125deab2013-08-09 13:34:16 -04003691 result = mBlit->copyDepth(readSRV, readArea, readSize, drawDSV, drawArea, drawSize,
3692 scissor);
Geoff Lang975af372013-06-12 11:19:22 -04003693 }
3694 else if (stencilBlit)
3695 {
3696 result = mBlit->copyStencil(readTexture, readSubresource, readArea, readSize,
Geoff Lang125deab2013-08-09 13:34:16 -04003697 drawTexture, drawSubresource, drawArea, drawSize,
3698 scissor);
Geoff Langc1f51be2013-06-11 11:49:14 -04003699 }
3700 else
3701 {
Geoff Lang685806d2013-06-12 11:16:36 -04003702 GLenum format = gl::GetFormat(drawRenderTarget->getInternalFormat(), getCurrentClientVersion());
Geoff Lang125deab2013-08-09 13:34:16 -04003703 result = mBlit->copyTexture(readSRV, readArea, readSize, drawRTV, drawArea, drawSize,
3704 scissor, format, filter);
Geoff Langc1f51be2013-06-11 11:49:14 -04003705 }
3706 }
3707
3708 SafeRelease(readTexture);
3709 SafeRelease(readSRV);
Geoff Langc1f51be2013-06-11 11:49:14 -04003710
3711 return result;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003712}
3713
shannon.woods@transgaming.comd67f9ce2013-02-28 23:06:09 +00003714ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
3715{
3716 D3D11_TEXTURE2D_DESC textureDesc;
3717 source->GetDesc(&textureDesc);
3718
3719 if (textureDesc.SampleDesc.Count > 1)
3720 {
3721 D3D11_TEXTURE2D_DESC resolveDesc;
3722 resolveDesc.Width = textureDesc.Width;
3723 resolveDesc.Height = textureDesc.Height;
3724 resolveDesc.MipLevels = 1;
3725 resolveDesc.ArraySize = 1;
3726 resolveDesc.Format = textureDesc.Format;
3727 resolveDesc.SampleDesc.Count = 1;
3728 resolveDesc.SampleDesc.Quality = 0;
3729 resolveDesc.Usage = textureDesc.Usage;
3730 resolveDesc.BindFlags = textureDesc.BindFlags;
3731 resolveDesc.CPUAccessFlags = 0;
3732 resolveDesc.MiscFlags = 0;
3733
3734 ID3D11Texture2D *resolveTexture = NULL;
3735 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
3736 if (FAILED(result))
3737 {
3738 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
3739 return NULL;
3740 }
3741
3742 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
3743 return resolveTexture;
3744 }
3745 else
3746 {
3747 source->AddRef();
3748 return source;
3749 }
3750}
3751
Geoff Lang42477a42013-09-17 17:07:02 -04003752void Renderer11::invalidateRenderbufferSwizzles(gl::Renderbuffer *renderBuffer, int mipLevel)
3753{
3754 TextureStorage *texStorage = renderBuffer->getTextureStorage();
3755 if (texStorage)
3756 {
3757 TextureStorage11 *texStorage11 = TextureStorage11::makeTextureStorage11(texStorage);
3758 if (!texStorage11)
3759 {
3760 ERR("texture storage pointer unexpectedly null.");
3761 return;
3762 }
3763
3764 texStorage11->invalidateSwizzleCacheLevel(mipLevel);
3765 }
3766}
3767
3768void Renderer11::invalidateFramebufferSwizzles(gl::Framebuffer *framebuffer)
3769{
3770 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
3771 {
3772 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(colorAttachment);
3773 if (colorbuffer)
3774 {
3775 invalidateRenderbufferSwizzles(colorbuffer, framebuffer->getColorbufferMipLevel(colorAttachment));
3776 }
3777 }
3778
3779 gl::Renderbuffer *depthBuffer = framebuffer->getDepthbuffer();
3780 if (depthBuffer)
3781 {
3782 invalidateRenderbufferSwizzles(depthBuffer, framebuffer->getDepthbufferMipLevel());
3783 }
3784
3785 gl::Renderbuffer *stencilBuffer = framebuffer->getStencilbuffer();
3786 if (stencilBuffer)
3787 {
3788 invalidateRenderbufferSwizzles(stencilBuffer, framebuffer->getStencilbufferMipLevel());
3789 }
3790}
3791
shannonwoods@chromium.org6e4f2a62013-05-30 00:15:19 +00003792bool Renderer11::getLUID(LUID *adapterLuid) const
3793{
3794 adapterLuid->HighPart = 0;
3795 adapterLuid->LowPart = 0;
3796
3797 if (!mDxgiAdapter)
3798 {
3799 return false;
3800 }
3801
3802 DXGI_ADAPTER_DESC adapterDesc;
3803 if (FAILED(mDxgiAdapter->GetDesc(&adapterDesc)))
3804 {
3805 return false;
3806 }
3807
3808 *adapterLuid = adapterDesc.AdapterLuid;
3809 return true;
3810}
3811
Geoff Lang005df412013-10-16 14:12:50 -04003812GLenum Renderer11::getNativeTextureFormat(GLenum internalFormat) const
Jamie Madillc8c102b2013-10-10 15:10:24 -04003813{
3814 int clientVersion = getCurrentClientVersion();
3815 return d3d11_gl::GetInternalFormat(gl_d3d11::GetTexFormat(internalFormat, clientVersion), clientVersion);
3816}
3817
Jamie Madill95ffb862014-01-29 09:26:59 -05003818rx::VertexConversionType Renderer11::getVertexConversionType(const gl::VertexFormat &vertexFormat) const
3819{
3820 return gl_d3d11::GetVertexConversionType(vertexFormat);
3821}
3822
3823GLenum Renderer11::getVertexComponentType(const gl::VertexFormat &vertexFormat) const
3824{
3825 return d3d11::GetComponentType(gl_d3d11::GetNativeVertexFormat(vertexFormat));
3826}
3827
Geoff Lang61e49a52013-05-29 10:22:58 -04003828Renderer11::MultisampleSupportInfo Renderer11::getMultisampleSupportInfo(DXGI_FORMAT format)
3829{
3830 MultisampleSupportInfo supportInfo = { 0 };
3831
3832 UINT formatSupport;
3833 HRESULT result;
3834
3835 result = mDevice->CheckFormatSupport(format, &formatSupport);
3836 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
3837 {
3838 for (unsigned int i = 1; i <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
3839 {
3840 result = mDevice->CheckMultisampleQualityLevels(format, i, &supportInfo.qualityLevels[i - 1]);
3841 if (SUCCEEDED(result) && supportInfo.qualityLevels[i - 1] > 0)
3842 {
3843 supportInfo.maxSupportedSamples = std::max(supportInfo.maxSupportedSamples, i);
3844 }
3845 else
3846 {
3847 supportInfo.qualityLevels[i - 1] = 0;
3848 }
3849 }
3850 }
3851
3852 return supportInfo;
3853}
3854
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003855}