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daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001//
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00002// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00003// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
8
9#include "common/debug.h"
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000013#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000014#include "libGLESv2/Program.h"
15#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000016#include "libGLESv2/Framebuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000017#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000018#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000019#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +000020#include "libGLESv2/renderer/ShaderExecutable11.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000021#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.coma8aac672012-12-20 21:08:00 +000022#include "libGLESv2/renderer/Image11.h"
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +000023#include "libGLESv2/renderer/VertexBuffer11.h"
daniel@transgaming.com11c2af52012-12-20 21:10:01 +000024#include "libGLESv2/renderer/IndexBuffer11.h"
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000025#include "libGLESv2/renderer/VertexDataManager.h"
26#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +000027#include "libGLESv2/renderer/TextureStorage11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000028
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000029#include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h"
30#include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h"
31#include "libGLESv2/renderer/shaders/compiled/passthroughrgb11ps.h"
32#include "libGLESv2/renderer/shaders/compiled/passthroughlum11ps.h"
33#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha11ps.h"
34
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +000035#include <sstream>
36
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000037namespace rx
38{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000039static const DXGI_FORMAT RenderTargetFormats[] =
40 {
41 DXGI_FORMAT_R8G8B8A8_UNORM
42 };
43
44static const DXGI_FORMAT DepthStencilFormats[] =
45 {
46 DXGI_FORMAT_D24_UNORM_S8_UINT
47 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000048
49Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
50{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000051 mVertexDataManager = NULL;
52 mIndexDataManager = NULL;
53
daniel@transgaming.comc5114302012-12-20 21:11:36 +000054 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000055 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000056
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000057 mCopyResourcesInitialized = false;
58 mCopyVB = NULL;
59 mCopySampler = NULL;
60 mCopyIL = NULL;
61 mCopyVS = NULL;
62 mCopyRGBAPS = NULL;
63 mCopyRGBPS = NULL;
64 mCopyLumPS = NULL;
65 mCopyLumAlphaPS = NULL;
66
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000067 mD3d11Module = NULL;
68 mDxgiModule = NULL;
69
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000070 mDeviceLost = false;
71
daniel@transgaming.com25072f62012-11-28 19:31:32 +000072 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000073 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000074 mDxgiAdapter = NULL;
75 mDxgiFactory = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000076}
77
78Renderer11::~Renderer11()
79{
80 releaseDeviceResources();
81
daniel@transgaming.com65e65372012-11-28 19:33:50 +000082 if (mDxgiFactory)
83 {
84 mDxgiFactory->Release();
85 mDxgiFactory = NULL;
86 }
87
88 if (mDxgiAdapter)
89 {
90 mDxgiAdapter->Release();
91 mDxgiAdapter = NULL;
92 }
93
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000094 if (mDeviceContext)
95 {
daniel@transgaming.comd5df4e82013-01-11 04:11:21 +000096 mDeviceContext->ClearState();
97 mDeviceContext->Flush();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000098 mDeviceContext->Release();
99 mDeviceContext = NULL;
100 }
101
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000102 if (mDevice)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000103 {
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000104 mDevice->Release();
105 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000106 }
107
108 if (mD3d11Module)
109 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000110 FreeLibrary(mD3d11Module);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000111 mD3d11Module = NULL;
112 }
113
114 if (mDxgiModule)
115 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000116 FreeLibrary(mDxgiModule);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000117 mDxgiModule = NULL;
118 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000119}
120
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000121Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
122{
123 ASSERT(dynamic_cast<rx::Renderer11*>(renderer) != NULL);
124 return static_cast<rx::Renderer11*>(renderer);
125}
126
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000127EGLint Renderer11::initialize()
128{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000129 if (!initializeCompiler())
130 {
131 return EGL_NOT_INITIALIZED;
132 }
133
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000134 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
135 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000136
137 if (mD3d11Module == NULL || mDxgiModule == NULL)
138 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000139 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000140 return EGL_NOT_INITIALIZED;
141 }
142
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000143 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000144
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000145 if (D3D11CreateDevice == NULL)
146 {
147 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
148 return EGL_NOT_INITIALIZED;
149 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000150
151 D3D_FEATURE_LEVEL featureLevel[] =
152 {
153 D3D_FEATURE_LEVEL_11_0,
154 D3D_FEATURE_LEVEL_10_1,
155 D3D_FEATURE_LEVEL_10_0,
156 };
157
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000158 HRESULT result = D3D11CreateDevice(NULL,
159 D3D_DRIVER_TYPE_HARDWARE,
160 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000161 #if defined(_DEBUG)
162 D3D11_CREATE_DEVICE_DEBUG,
163 #else
164 0,
165 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000166 featureLevel,
167 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000168 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000169 &mDevice,
170 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000171 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000172
173 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000174 {
175 ERR("Could not create D3D11 device - aborting!\n");
176 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
177 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000178
179 IDXGIDevice *dxgiDevice = NULL;
180 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
181
182 if (FAILED(result))
183 {
184 ERR("Could not query DXGI device - aborting!\n");
185 return EGL_NOT_INITIALIZED;
186 }
187
188 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
189
190 if (FAILED(result))
191 {
192 ERR("Could not retrieve DXGI adapter - aborting!\n");
193 return EGL_NOT_INITIALIZED;
194 }
195
196 dxgiDevice->Release();
197
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000198 mDxgiAdapter->GetDesc(&mAdapterDescription);
199 memset(mDescription, 0, sizeof(mDescription));
200 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
201
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000202 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
203
204 if (!mDxgiFactory || FAILED(result))
205 {
206 ERR("Could not create DXGI factory - aborting!\n");
207 return EGL_NOT_INITIALIZED;
208 }
209
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000210 initializeDevice();
211
212 return EGL_SUCCESS;
213}
214
215// do any one-time device initialization
216// NOTE: this is also needed after a device lost/reset
217// to reset the scene status and ensure the default states are reset.
218void Renderer11::initializeDevice()
219{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000220 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000221 mInputLayoutCache.initialize(mDevice, mDeviceContext);
222
223 ASSERT(!mVertexDataManager && !mIndexDataManager);
224 mVertexDataManager = new VertexDataManager(this);
225 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000226
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000227 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000228}
229
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000230int Renderer11::generateConfigs(ConfigDesc **configDescList)
231{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000232 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
233 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000234 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
235 int numConfigs = 0;
236
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000237 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000238 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000239 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000240 {
241 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
242
243 UINT formatSupport = 0;
244 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
245
246 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
247 {
248 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
249
250 UINT formatSupport = 0;
251 HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
252
253 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL))
254 {
255 ConfigDesc newConfig;
256 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
257 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
258 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
259 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
260
261 (*configDescList)[numConfigs++] = newConfig;
262 }
263 }
264 }
265 }
266
267 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000268}
269
270void Renderer11::deleteConfigs(ConfigDesc *configDescList)
271{
272 delete [] (configDescList);
273}
274
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000275void Renderer11::sync(bool block)
276{
277 // TODO
daniel@transgaming.come76b64b2013-01-11 04:10:08 +0000278 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000279}
280
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000281SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
282{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000283 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000284}
285
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000286void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
287{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000288 if (type == gl::SAMPLER_PIXEL)
289 {
290 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
291 {
292 ERR("Pixel shader sampler index %i is not valid.", index);
293 return;
294 }
295
296 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
297 {
298 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
299
300 if (!dxSamplerState)
301 {
302 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
303 "sampler state for pixel shaders at slot %i.", index);
304 }
305
306 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
307
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000308 mCurPixelSamplerStates[index] = samplerState;
309 }
310
311 mForceSetPixelSamplerStates[index] = false;
312 }
313 else if (type == gl::SAMPLER_VERTEX)
314 {
315 if (index < 0 || index >= gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF)
316 {
317 ERR("Vertex shader sampler index %i is not valid.", index);
318 return;
319 }
320
321 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
322 {
323 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
324
325 if (!dxSamplerState)
326 {
327 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
328 "sampler state for vertex shaders at slot %i.", index);
329 }
330
331 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
332
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000333 mCurVertexSamplerStates[index] = samplerState;
334 }
335
336 mForceSetVertexSamplerStates[index] = false;
337 }
338 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000339}
340
341void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
342{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000343 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000344 unsigned int serial = 0;
345 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000346
347 if (texture)
348 {
349 TextureStorageInterface *texStorage = texture->getNativeTexture();
350 if (texStorage)
351 {
352 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
353 textureSRV = storage11->getSRV();
354 }
355
356 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
357 // missing the shader resource view
358 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000359
360 serial = texture->getTextureSerial();
361 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000362 }
363
364 if (type == gl::SAMPLER_PIXEL)
365 {
366 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
367 {
368 ERR("Pixel shader sampler index %i is not valid.", index);
369 return;
370 }
371
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000372 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
373 {
374 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
375 }
376
377 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000378 }
379 else if (type == gl::SAMPLER_VERTEX)
380 {
381 if (index < 0 || index >= gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF)
382 {
383 ERR("Vertex shader sampler index %i is not valid.", index);
384 return;
385 }
386
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000387 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
388 {
389 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
390 }
391
392 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000393 }
394 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000395}
396
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000397void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000398{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000399 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000400 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000401 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
402 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000403 if (!dxRasterState)
404 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000405 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000406 "rasterizer state.");
407 }
408
409 mDeviceContext->RSSetState(dxRasterState);
410
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000411 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000412 }
413
414 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000415}
416
417void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
418 unsigned int sampleMask)
419{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000420 if (mForceSetBlendState ||
421 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
422 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
423 sampleMask != mCurSampleMask)
424 {
425 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
426 if (!dxBlendState)
427 {
428 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
429 "blend state.");
430 }
431
432 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
433 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
434
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000435 mCurBlendState = blendState;
436 mCurBlendColor = blendColor;
437 mCurSampleMask = sampleMask;
438 }
439
440 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000441}
442
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000443void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000444 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000445{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000446 if (mForceSetDepthStencilState ||
447 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
448 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
449 {
450 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
451 stencilRef != stencilBackRef ||
452 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
453 {
454 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
455 "invalid under WebGL.");
456 return error(GL_INVALID_OPERATION);
457 }
458
459 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
460 if (!dxDepthStencilState)
461 {
462 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
463 "setting the default depth stencil state.");
464 }
465
466 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
467
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000468 mCurDepthStencilState = depthStencilState;
469 mCurStencilRef = stencilRef;
470 mCurStencilBackRef = stencilBackRef;
471 }
472
473 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000474}
475
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000476void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000477{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000478 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
479 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000480 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000481 if (enabled)
482 {
483 D3D11_RECT rect;
484 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
485 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
486 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
487 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000488
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000489 mDeviceContext->RSSetScissorRects(1, &rect);
490 }
491
492 if (enabled != mScissorEnabled)
493 {
494 mForceSetRasterState = true;
495 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000496
497 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000498 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000499 }
500
501 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000502}
503
daniel@transgaming.com12985182012-12-20 20:56:31 +0000504bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000505 bool ignoreViewport, gl::ProgramBinary *currentProgram)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000506{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000507 gl::Rectangle actualViewport = viewport;
508 float actualZNear = gl::clamp01(zNear);
509 float actualZFar = gl::clamp01(zFar);
510 if (ignoreViewport)
511 {
512 actualViewport.x = 0;
513 actualViewport.y = 0;
514 actualViewport.width = mRenderTargetDesc.width;
515 actualViewport.height = mRenderTargetDesc.height;
516 actualZNear = 0.0f;
517 actualZFar = 1.0f;
518 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000519
520 D3D11_VIEWPORT dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000521 dxViewport.TopLeftX = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
522 dxViewport.TopLeftY = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
523 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.TopLeftX));
524 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.TopLeftY));
525 dxViewport.MinDepth = actualZNear;
526 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000527
528 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
529 {
530 return false; // Nothing to render
531 }
532
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000533 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
534 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000535
daniel@transgaming.com53670042012-11-28 20:55:51 +0000536 if (viewportChanged)
537 {
538 mDeviceContext->RSSetViewports(1, &dxViewport);
539
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000540 mCurViewport = actualViewport;
541 mCurNear = actualZNear;
542 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000543 }
544
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000545 if (currentProgram)
daniel@transgaming.com53670042012-11-28 20:55:51 +0000546 {
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000547 dx_VertexConstants vc = {0};
548 dx_PixelConstants pc = {0};
daniel@transgaming.com53670042012-11-28 20:55:51 +0000549
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000550 vc.halfPixelSize[0] = 0.0f;
551 vc.halfPixelSize[1] = 0.0f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000552
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000553 pc.coord[0] = actualViewport.width * 0.5f;
554 pc.coord[1] = actualViewport.height * 0.5f;
555 pc.coord[2] = actualViewport.x + (actualViewport.width * 0.5f);
556 pc.coord[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000557
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000558 pc.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
559 pc.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
560 pc.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);;
561
562 vc.depthRange[0] = actualZNear;
563 vc.depthRange[1] = actualZFar;
564 vc.depthRange[2] = actualZFar - actualZNear;
565
566 pc.depthRange[0] = actualZNear;
567 pc.depthRange[1] = actualZFar;
568 pc.depthRange[2] = actualZFar - actualZNear;
569
570 if (memcmp(&vc, &mVertexConstants, sizeof(dx_VertexConstants)) != 0)
571 {
572 mVertexConstants = vc;
573 mDxUniformsDirty = true;
574 }
575
576 if (memcmp(&pc, &mPixelConstants, sizeof(dx_PixelConstants)) != 0)
577 {
578 mPixelConstants = pc;
579 mDxUniformsDirty = true;
580 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000581 }
582
583 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000584 return true;
585}
586
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000587bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
588{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000589 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000590
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000591 switch (mode)
592 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000593 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
594 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000595 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000596 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
597 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
598 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000599 // emulate fans via rewriting index buffer
600 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000601 default:
602 return error(GL_INVALID_ENUM, false);
603 }
604
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000605 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000606
607 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000608}
609
610bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000611{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000612 // Get the color render buffer and serial
613 gl::Renderbuffer *renderbufferObject = NULL;
614 unsigned int renderTargetSerial = 0;
615 if (framebuffer->getColorbufferType() != GL_NONE)
616 {
617 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000618
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000619 if (!renderbufferObject)
620 {
621 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000622 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000623 }
624
625 renderTargetSerial = renderbufferObject->getSerial();
626 }
627
628 // Get the depth stencil render buffer and serials
629 gl::Renderbuffer *depthStencil = NULL;
630 unsigned int depthbufferSerial = 0;
631 unsigned int stencilbufferSerial = 0;
632 if (framebuffer->getDepthbufferType() != GL_NONE)
633 {
634 depthStencil = framebuffer->getDepthbuffer();
635 if (!depthStencil)
636 {
637 ERR("Depth stencil pointer unexpectedly null.");
638 return false;
639 }
640
641 depthbufferSerial = depthStencil->getSerial();
642 }
643 else if (framebuffer->getStencilbufferType() != GL_NONE)
644 {
645 depthStencil = framebuffer->getStencilbuffer();
646 if (!depthStencil)
647 {
648 ERR("Depth stencil pointer unexpectedly null.");
649 return false;
650 }
651
652 stencilbufferSerial = depthStencil->getSerial();
653 }
654
655 // Extract the render target dimensions and view
656 unsigned int renderTargetWidth = 0;
657 unsigned int renderTargetHeight = 0;
658 GLenum renderTargetFormat = 0;
659 ID3D11RenderTargetView* framebufferRTV = NULL;
660 if (renderbufferObject)
661 {
662 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
663 if (!renderTarget)
664 {
665 ERR("render target pointer unexpectedly null.");
666 return false;
667 }
668
669 framebufferRTV = renderTarget->getRenderTargetView();
670 if (!framebufferRTV)
671 {
672 ERR("render target view pointer unexpectedly null.");
673 return false;
674 }
675
676 renderTargetWidth = renderbufferObject->getWidth();
677 renderTargetHeight = renderbufferObject->getHeight();
678 renderTargetFormat = renderbufferObject->getActualFormat();
679 }
680
681 // Extract the depth stencil sizes and view
682 unsigned int depthSize = 0;
683 unsigned int stencilSize = 0;
684 ID3D11DepthStencilView* framebufferDSV = NULL;
685 if (depthStencil)
686 {
687 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
688 if (!depthStencilRenderTarget)
689 {
690 ERR("render target pointer unexpectedly null.");
691 if (framebufferRTV)
692 {
693 framebufferRTV->Release();
694 }
695 return false;
696 }
697
698 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
699 if (!framebufferDSV)
700 {
701 ERR("depth stencil view pointer unexpectedly null.");
702 if (framebufferRTV)
703 {
704 framebufferRTV->Release();
705 }
706 return false;
707 }
708
709 // If there is no render buffer, the width, height and format values come from
710 // the depth stencil
711 if (!renderbufferObject)
712 {
713 renderTargetWidth = depthStencil->getWidth();
714 renderTargetHeight = depthStencil->getHeight();
715 renderTargetFormat = depthStencil->getActualFormat();
716 }
717
718 depthSize = depthStencil->getDepthSize();
719 stencilSize = depthStencil->getStencilSize();
720 }
721
722 // Apply the render target and depth stencil
723 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
724 renderTargetSerial != mAppliedRenderTargetSerial ||
725 depthbufferSerial != mAppliedDepthbufferSerial ||
726 stencilbufferSerial != mAppliedStencilbufferSerial)
727 {
728 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
729
730 mRenderTargetDesc.width = renderTargetWidth;
731 mRenderTargetDesc.height = renderTargetHeight;
732 mRenderTargetDesc.format = renderTargetFormat;
733 mForceSetViewport = true; // TODO: It may not be required to clamp the viewport in D3D11
734 mForceSetScissor = true; // TODO: It may not be required to clamp the scissor in D3D11
735
736 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
737 {
738 mCurDepthSize = depthSize;
739 mForceSetRasterState = true;
740 }
741
742 mCurStencilSize = stencilSize;
743
744 mAppliedRenderTargetSerial = renderTargetSerial;
745 mAppliedDepthbufferSerial = depthbufferSerial;
746 mAppliedStencilbufferSerial = stencilbufferSerial;
747 mRenderTargetDescInitialized = true;
748 mDepthStencilInitialized = true;
749 }
750
751 if (framebufferRTV)
752 {
753 framebufferRTV->Release();
754 }
755 if (framebufferDSV)
756 {
757 framebufferDSV->Release();
758 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000759
760 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000761}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000762
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000763GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000764{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000765 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
766 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
767 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000768 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000769 return err;
770 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000771
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000772 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000773}
774
daniel@transgaming.com31240482012-11-28 21:06:41 +0000775GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000776{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000777 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000778
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000779 if (err == GL_NO_ERROR)
780 {
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000781 if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000782 {
783 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
784
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000785 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000786 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000787 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000788 }
789 }
790
791 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000792}
793
794void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
795{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000796 if (mode == GL_LINE_LOOP)
797 {
798 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
799 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000800 else if (mode == GL_TRIANGLE_FAN)
801 {
802 drawTriangleFan(count, GL_NONE, NULL, 0, NULL);
803 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000804 else if (instances > 0)
805 {
806 // TODO
807 UNIMPLEMENTED();
808 }
809 else
810 {
811 mDeviceContext->Draw(count, 0);
812 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000813}
814
daniel@transgaming.com31240482012-11-28 21:06:41 +0000815void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000816{
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000817 if (mode == GL_LINE_LOOP)
818 {
819 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
820 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000821 else if (mode == GL_TRIANGLE_FAN)
822 {
823 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
824 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000825 else
826 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +0000827 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000828 }
829}
830
831void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
832{
833 // Get the raw indices for an indexed draw
834 if (type != GL_NONE && elementArrayBuffer)
835 {
836 gl::Buffer *indexBuffer = elementArrayBuffer;
837 intptr_t offset = reinterpret_cast<intptr_t>(indices);
838 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
839 }
840
841 if (!mLineLoopIB)
842 {
843 mLineLoopIB = new StreamingIndexBufferInterface(this);
844 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
845 {
846 delete mLineLoopIB;
847 mLineLoopIB = NULL;
848
849 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
850 return error(GL_OUT_OF_MEMORY);
851 }
852 }
853
854 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
855 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
856 {
857 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
858 return error(GL_OUT_OF_MEMORY);
859 }
860
861 void* mappedMemory = NULL;
862 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
863 if (offset == -1 || mappedMemory == NULL)
864 {
865 ERR("Could not map index buffer for GL_LINE_LOOP.");
866 return error(GL_OUT_OF_MEMORY);
867 }
868
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000869 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000870 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000871
872 switch (type)
873 {
874 case GL_NONE: // Non-indexed draw
875 for (int i = 0; i < count; i++)
876 {
877 data[i] = i;
878 }
879 data[count] = 0;
880 break;
881 case GL_UNSIGNED_BYTE:
882 for (int i = 0; i < count; i++)
883 {
884 data[i] = static_cast<const GLubyte*>(indices)[i];
885 }
886 data[count] = static_cast<const GLubyte*>(indices)[0];
887 break;
888 case GL_UNSIGNED_SHORT:
889 for (int i = 0; i < count; i++)
890 {
891 data[i] = static_cast<const GLushort*>(indices)[i];
892 }
893 data[count] = static_cast<const GLushort*>(indices)[0];
894 break;
895 case GL_UNSIGNED_INT:
896 for (int i = 0; i < count; i++)
897 {
898 data[i] = static_cast<const GLuint*>(indices)[i];
899 }
900 data[count] = static_cast<const GLuint*>(indices)[0];
901 break;
902 default: UNREACHABLE();
903 }
904
905 if (!mLineLoopIB->unmapBuffer())
906 {
907 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
908 return error(GL_OUT_OF_MEMORY);
909 }
910
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000911 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000912 {
913 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
914
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000915 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000916 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000917 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000918 }
919
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000920 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000921}
922
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000923void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
924{
925 // Get the raw indices for an indexed draw
926 if (type != GL_NONE && elementArrayBuffer)
927 {
928 gl::Buffer *indexBuffer = elementArrayBuffer;
929 intptr_t offset = reinterpret_cast<intptr_t>(indices);
930 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
931 }
932
933 if (!mTriangleFanIB)
934 {
935 mTriangleFanIB = new StreamingIndexBufferInterface(this);
936 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
937 {
938 delete mTriangleFanIB;
939 mTriangleFanIB = NULL;
940
941 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
942 return error(GL_OUT_OF_MEMORY);
943 }
944 }
945
946 const int numTris = count - 2;
947 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
948 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
949 {
950 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
951 return error(GL_OUT_OF_MEMORY);
952 }
953
954 void* mappedMemory = NULL;
955 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
956 if (offset == -1 || mappedMemory == NULL)
957 {
958 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
959 return error(GL_OUT_OF_MEMORY);
960 }
961
962 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
963 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
964
965 switch (type)
966 {
967 case GL_NONE: // Non-indexed draw
968 for (int i = 0; i < numTris; i++)
969 {
970 data[i*3 + 0] = 0;
971 data[i*3 + 1] = i + 1;
972 data[i*3 + 2] = i + 2;
973 }
974 break;
975 case GL_UNSIGNED_BYTE:
976 for (int i = 0; i < numTris; i++)
977 {
978 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
979 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
980 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
981 }
982 break;
983 case GL_UNSIGNED_SHORT:
984 for (int i = 0; i < numTris; i++)
985 {
986 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
987 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
988 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
989 }
990 break;
991 case GL_UNSIGNED_INT:
992 for (int i = 0; i < numTris; i++)
993 {
994 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
995 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
996 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
997 }
998 break;
999 default: UNREACHABLE();
1000 }
1001
1002 if (!mTriangleFanIB->unmapBuffer())
1003 {
1004 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
1005 return error(GL_OUT_OF_MEMORY);
1006 }
1007
1008 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1009 {
1010 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1011
1012 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1013 mAppliedIBSerial = mTriangleFanIB->getSerial();
1014 mAppliedIBOffset = indexBufferOffset;
1015 }
1016
1017 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1018}
1019
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001020void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1021{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001022 unsigned int programBinarySerial = programBinary->getSerial();
1023 if (programBinarySerial != mAppliedProgramBinarySerial)
1024 {
1025 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1026 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001027
daniel@transgaming.come4991412012-12-20 20:55:34 +00001028 ID3D11VertexShader *vertexShader = NULL;
1029 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001030
daniel@transgaming.come4991412012-12-20 20:55:34 +00001031 ID3D11PixelShader *pixelShader = NULL;
1032 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001033
daniel@transgaming.come4991412012-12-20 20:55:34 +00001034 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1035 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
1036 programBinary->dirtyAllUniforms();
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001037 mDxUniformsDirty = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001038
1039 mAppliedProgramBinarySerial = programBinarySerial;
1040 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001041}
1042
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001043void Renderer11::applyUniforms(const gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001044{
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001045 D3D11_BUFFER_DESC constantBufferDescription = {0};
1046 constantBufferDescription.ByteWidth = D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * sizeof(float[4]);
1047 constantBufferDescription.Usage = D3D11_USAGE_DYNAMIC;
1048 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1049 constantBufferDescription.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1050 constantBufferDescription.MiscFlags = 0;
1051 constantBufferDescription.StructureByteStride = 0;
1052
1053 ID3D11Buffer *constantBufferVS = NULL;
1054 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &constantBufferVS);
1055 ASSERT(SUCCEEDED(result));
1056
1057 ID3D11Buffer *constantBufferPS = NULL;
1058 result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &constantBufferPS);
1059 ASSERT(SUCCEEDED(result));
1060
1061 D3D11_MAPPED_SUBRESOURCE mapVS = {0};
1062 result = mDeviceContext->Map(constantBufferVS, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapVS);
1063 ASSERT(SUCCEEDED(result));
1064
1065 D3D11_MAPPED_SUBRESOURCE mapPS = {0};
1066 result = mDeviceContext->Map(constantBufferPS, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapPS);
1067 ASSERT(SUCCEEDED(result));
1068
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001069 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001070 {
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001071 const gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001072
1073 switch (uniform->type)
1074 {
daniel@transgaming.comda8d3802012-12-20 21:12:55 +00001075 case GL_SAMPLER_2D:
1076 case GL_SAMPLER_CUBE:
1077 break;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001078 case GL_FLOAT:
1079 case GL_FLOAT_VEC2:
1080 case GL_FLOAT_VEC3:
1081 case GL_FLOAT_VEC4:
1082 case GL_FLOAT_MAT2:
1083 case GL_FLOAT_MAT3:
1084 case GL_FLOAT_MAT4:
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001085 if (uniform->vsRegisterIndex >= 0)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001086 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001087 GLfloat (*c)[4] = (GLfloat(*)[4])mapVS.pData;
1088 float (*f)[4] = (float(*)[4])uniform->data;
1089
1090 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001091 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001092 c[uniform->vsRegisterIndex + i][0] = f[i][0];
1093 c[uniform->vsRegisterIndex + i][1] = f[i][1];
1094 c[uniform->vsRegisterIndex + i][2] = f[i][2];
1095 c[uniform->vsRegisterIndex + i][3] = f[i][3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001096 }
1097 }
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001098 if (uniform->psRegisterIndex >= 0)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001099 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001100 GLfloat (*c)[4] = (GLfloat(*)[4])mapPS.pData;
1101 float (*f)[4] = (float(*)[4])uniform->data;
1102
1103 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001104 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001105 c[uniform->psRegisterIndex + i][0] = f[i][0];
1106 c[uniform->psRegisterIndex + i][1] = f[i][1];
1107 c[uniform->psRegisterIndex + i][2] = f[i][2];
1108 c[uniform->psRegisterIndex + i][3] = f[i][3];
1109 }
1110 }
1111 break;
1112 case GL_INT:
1113 case GL_INT_VEC2:
1114 case GL_INT_VEC3:
1115 case GL_INT_VEC4:
1116 if (uniform->vsRegisterIndex >= 0)
1117 {
1118 int (*c)[4] = (int(*)[4])mapVS.pData;
1119 GLint *x = (GLint*)uniform->data;
1120 int count = gl::VariableColumnCount(uniform->type);
1121
1122 for (unsigned int i = 0; i < uniform->registerCount; i++)
1123 {
1124 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = x[i * count + 0];
1125 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = x[i * count + 1];
1126 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = x[i * count + 2];
1127 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = x[i * count + 3];
1128 }
1129 }
1130 if (uniform->psRegisterIndex >= 0)
1131 {
1132 int (*c)[4] = (int(*)[4])mapPS.pData;
1133 GLint *x = (GLint*)uniform->data;
1134 int count = gl::VariableColumnCount(uniform->type);
1135
1136 for (unsigned int i = 0; i < uniform->registerCount; i++)
1137 {
1138 if (count >= 1) c[uniform->psRegisterIndex + i][0] = x[i * count + 0];
1139 if (count >= 2) c[uniform->psRegisterIndex + i][1] = x[i * count + 1];
1140 if (count >= 3) c[uniform->psRegisterIndex + i][2] = x[i * count + 2];
1141 if (count >= 4) c[uniform->psRegisterIndex + i][3] = x[i * count + 3];
1142 }
1143 }
1144 break;
1145 case GL_BOOL:
1146 case GL_BOOL_VEC2:
1147 case GL_BOOL_VEC3:
1148 case GL_BOOL_VEC4:
1149 if (uniform->vsRegisterIndex >= 0)
1150 {
1151 int (*c)[4] = (int(*)[4])mapVS.pData;
1152 GLboolean *b = (GLboolean*)uniform->data;
1153 int count = gl::VariableColumnCount(uniform->type);
1154
1155 for (unsigned int i = 0; i < uniform->registerCount; i++)
1156 {
1157 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = b[i * count + 0];
1158 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = b[i * count + 1];
1159 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = b[i * count + 2];
1160 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = b[i * count + 3];
1161 }
1162 }
1163 if (uniform->psRegisterIndex >= 0)
1164 {
1165 int (*c)[4] = (int(*)[4])mapPS.pData;
1166 GLboolean *b = (GLboolean*)uniform->data;
1167 int count = gl::VariableColumnCount(uniform->type);
1168
1169 for (unsigned int i = 0; i < uniform->registerCount; i++)
1170 {
1171 if (count >= 1) c[uniform->psRegisterIndex + i][0] = b[i * count + 0];
1172 if (count >= 2) c[uniform->psRegisterIndex + i][1] = b[i * count + 1];
1173 if (count >= 3) c[uniform->psRegisterIndex + i][2] = b[i * count + 2];
1174 if (count >= 4) c[uniform->psRegisterIndex + i][3] = b[i * count + 3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001175 }
1176 }
1177 break;
1178 default:
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001179 UNREACHABLE();
1180 }
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001181 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001182
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001183 // Driver uniforms
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001184 memcpy(mapVS.pData, &mVertexConstants, sizeof(dx_VertexConstants));
1185 memcpy(mapPS.pData, &mPixelConstants, sizeof(dx_PixelConstants));
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001186
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001187 mDeviceContext->Unmap(constantBufferVS, 0);
1188 mDeviceContext->VSSetConstantBuffers(0, 1, &constantBufferVS);
1189 constantBufferVS->Release();
1190
1191 mDeviceContext->Unmap(constantBufferPS, 0);
1192 mDeviceContext->PSSetConstantBuffers(0, 1, &constantBufferPS);
1193 constantBufferPS->Release();
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001194}
1195
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001196void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001197{
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001198 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1199 {
1200 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
1201 if (renderbufferObject)
1202 {
1203 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1204 if (!renderTarget)
1205 {
1206 ERR("render target pointer unexpectedly null.");
1207 return;
1208 }
1209
1210 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1211 if (!framebufferRTV)
1212 {
1213 ERR("render target view pointer unexpectedly null.");
1214 return;
1215 }
1216
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001217 if (mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1218 mCurScissor.x + mCurScissor.width < renderTarget->getWidth() ||
1219 mCurScissor.y + mCurScissor.height < renderTarget->getHeight()))
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001220 {
1221 // TODO: clearing of subregion of render target
1222 UNIMPLEMENTED();
1223 }
1224
1225 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1226 const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1227 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1228 clearParams.colorMaskBlue && alphaUnmasked);
1229
1230 if (needMaskedColorClear)
1231 {
1232 // TODO: masked color clearing
1233 UNIMPLEMENTED();
1234 }
1235 else
1236 {
1237 const float clearValues[4] = { clearParams.colorClearValue.red,
1238 clearParams.colorClearValue.green,
1239 clearParams.colorClearValue.blue,
1240 clearParams.colorClearValue.alpha };
1241 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
1242 }
1243
1244 framebufferRTV->Release();
1245 }
1246 }
1247 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
1248 {
1249 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1250 if (renderbufferObject)
1251 {
daniel@transgaming.comd0f82bc2012-12-20 21:11:42 +00001252 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001253 if (!renderTarget)
1254 {
1255 ERR("render target pointer unexpectedly null.");
1256 return;
1257 }
1258
1259 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1260 if (!framebufferDSV)
1261 {
1262 ERR("depth stencil view pointer unexpectedly null.");
1263 return;
1264 }
1265
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001266 if (mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1267 mCurScissor.x + mCurScissor.width < renderTarget->getWidth() ||
1268 mCurScissor.y + mCurScissor.height < renderTarget->getHeight()))
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001269 {
1270 // TODO: clearing of subregion of depth stencil view
1271 UNIMPLEMENTED();
1272 }
1273
1274 unsigned int stencilUnmasked = 0x0;
1275 if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
1276 {
1277 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1278 stencilUnmasked = (0x1 << stencilSize) - 1;
1279 }
1280
1281 const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1282 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
1283
1284 if (needMaskedStencilClear)
1285 {
1286 // TODO: masked clearing of depth stencil
1287 UNIMPLEMENTED();
1288 }
1289 else
1290 {
1291 UINT clearFlags = 0;
1292 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1293 {
1294 clearFlags |= D3D11_CLEAR_DEPTH;
1295 }
1296 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1297 {
1298 clearFlags |= D3D11_CLEAR_STENCIL;
1299 }
1300
1301 float depthClear = clearParams.depthClearValue;
1302 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1303
1304 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
1305 }
1306
1307 framebufferDSV->Release();
1308 }
1309 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001310}
1311
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001312void Renderer11::markAllStateDirty()
1313{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001314 mAppliedRenderTargetSerial = 0;
1315 mAppliedDepthbufferSerial = 0;
1316 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001317 mDepthStencilInitialized = false;
1318 mRenderTargetDescInitialized = false;
1319
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001320 for (int i = 0; i < gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; i++)
1321 {
1322 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001323 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001324 }
1325 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1326 {
1327 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001328 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001329 }
1330
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001331 mForceSetBlendState = true;
1332 mForceSetRasterState = true;
1333 mForceSetDepthStencilState = true;
1334 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001335 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001336
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001337 mAppliedIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001338 mAppliedIBOffset = 0;
1339
daniel@transgaming.come4991412012-12-20 20:55:34 +00001340 mAppliedProgramBinarySerial = 0;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001341 mDxUniformsDirty = true;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001342}
1343
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001344void Renderer11::releaseDeviceResources()
1345{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001346 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001347 mInputLayoutCache.clear();
1348
1349 delete mVertexDataManager;
1350 mVertexDataManager = NULL;
1351
1352 delete mIndexDataManager;
1353 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001354
1355 delete mLineLoopIB;
1356 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001357
1358 delete mTriangleFanIB;
1359 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001360
1361 if (mCopyVB)
1362 {
1363 mCopyVB->Release();
1364 mCopyVB = NULL;
1365 }
1366
1367 if (mCopySampler)
1368 {
1369 mCopySampler->Release();
1370 mCopySampler = NULL;
1371 }
1372
1373 if (mCopyIL)
1374 {
1375 mCopyIL->Release();
1376 mCopyIL = NULL;
1377 }
1378
1379 if (mCopyVS)
1380 {
1381 mCopyVS->Release();
1382 mCopyVS = NULL;
1383 }
1384
1385 if (mCopyRGBAPS)
1386 {
1387 mCopyRGBAPS->Release();
1388 mCopyRGBAPS = NULL;
1389 }
1390
1391 if (mCopyRGBPS)
1392 {
1393 mCopyRGBPS->Release();
1394 mCopyRGBPS = NULL;
1395 }
1396
1397 if (mCopyLumPS)
1398 {
1399 mCopyLumPS->Release();
1400 mCopyLumPS = NULL;
1401 }
1402
1403 if (mCopyLumAlphaPS)
1404 {
1405 mCopyLumAlphaPS->Release();
1406 mCopyLumAlphaPS = NULL;
1407 }
1408
1409 mCopyResourcesInitialized = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001410}
1411
1412void Renderer11::markDeviceLost()
1413{
1414 mDeviceLost = true;
1415}
1416
1417bool Renderer11::isDeviceLost()
1418{
1419 return mDeviceLost;
1420}
1421
1422// set notify to true to broadcast a message to all contexts of the device loss
1423bool Renderer11::testDeviceLost(bool notify)
1424{
1425 bool isLost = false;
1426
1427 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +00001428 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001429
1430 if (isLost)
1431 {
1432 // ensure we note the device loss --
1433 // we'll probably get this done again by markDeviceLost
1434 // but best to remember it!
1435 // Note that we don't want to clear the device loss status here
1436 // -- this needs to be done by resetDevice
1437 mDeviceLost = true;
1438 if (notify)
1439 {
1440 mDisplay->notifyDeviceLost();
1441 }
1442 }
1443
1444 return isLost;
1445}
1446
1447bool Renderer11::testDeviceResettable()
1448{
1449 HRESULT status = D3D_OK;
1450
1451 // TODO
1452 UNIMPLEMENTED();
1453
1454 switch (status)
1455 {
1456 case D3DERR_DEVICENOTRESET:
1457 case D3DERR_DEVICEHUNG:
1458 return true;
1459 default:
1460 return false;
1461 }
1462}
1463
1464bool Renderer11::resetDevice()
1465{
1466 releaseDeviceResources();
1467
1468 // TODO
1469 UNIMPLEMENTED();
1470
1471 // reset device defaults
1472 initializeDevice();
1473 mDeviceLost = false;
1474
1475 return true;
1476}
1477
1478DWORD Renderer11::getAdapterVendor() const
1479{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001480 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001481}
1482
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001483std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001484{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001485 std::ostringstream rendererString;
1486
1487 rendererString << mDescription;
1488 rendererString << " Direct3D11";
1489
1490 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1491 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1492
1493 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001494}
1495
1496GUID Renderer11::getAdapterIdentifier() const
1497{
1498 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001499 // UNIMPLEMENTED();
1500 GUID foo = {0};
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001501 return foo;
1502}
1503
1504bool Renderer11::getDXT1TextureSupport()
1505{
1506 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001507 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001508 return false;
1509}
1510
1511bool Renderer11::getDXT3TextureSupport()
1512{
1513 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001514 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001515 return false;
1516}
1517
1518bool Renderer11::getDXT5TextureSupport()
1519{
1520 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001521 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001522 return false;
1523}
1524
1525bool Renderer11::getDepthTextureSupport() const
1526{
1527 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001528 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001529 return false;
1530}
1531
1532bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
1533{
1534 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001535 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001536
1537 *filtering = false;
1538 *renderable = false;
1539 return false;
1540}
1541
1542bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
1543{
1544 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001545 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001546
1547 *filtering = false;
1548 *renderable = false;
1549 return false;
1550}
1551
1552bool Renderer11::getLuminanceTextureSupport()
1553{
1554 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001555 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001556 return false;
1557}
1558
1559bool Renderer11::getLuminanceAlphaTextureSupport()
1560{
1561 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001562 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001563 return false;
1564}
1565
1566bool Renderer11::getTextureFilterAnisotropySupport() const
1567{
1568 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001569 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001570 return false;
1571}
1572
1573float Renderer11::getTextureMaxAnisotropy() const
1574{
1575 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001576 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001577 return 1.0f;
1578}
1579
1580bool Renderer11::getEventQuerySupport()
1581{
1582 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001583 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001584 return false;
1585}
1586
1587bool Renderer11::getVertexTextureSupport() const
1588{
1589 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001590 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001591 return false;
1592}
1593
1594bool Renderer11::getNonPower2TextureSupport() const
1595{
1596 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001597 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001598 return false;
1599}
1600
1601bool Renderer11::getOcclusionQuerySupport() const
1602{
1603 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001604 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001605 return false;
1606}
1607
1608bool Renderer11::getInstancingSupport() const
1609{
1610 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001611 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001612 return false;
1613}
1614
1615bool Renderer11::getShareHandleSupport() const
1616{
1617 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001618 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001619
1620 // PIX doesn't seem to support using share handles, so disable them.
1621 return false && !gl::perfActive();
1622}
1623
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00001624bool Renderer11::getDerivativeInstructionSupport() const
1625{
1626 // TODO
1627 // UNIMPLEMENTED();
1628 return false;
1629}
1630
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001631int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001632{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001633 switch (mFeatureLevel)
1634 {
1635 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001636 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001637 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
1638 default: UNREACHABLE(); return 0;
1639 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001640}
1641
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001642int Renderer11::getMinorShaderModel() const
1643{
1644 switch (mFeatureLevel)
1645 {
1646 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
1647 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
1648 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
1649 default: UNREACHABLE(); return 0;
1650 }
1651}
1652
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001653float Renderer11::getMaxPointSize() const
1654{
1655 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001656 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001657 return 1.0f;
1658}
1659
1660int Renderer11::getMaxTextureWidth() const
1661{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001662 switch (mFeatureLevel)
1663 {
1664 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1665 case D3D_FEATURE_LEVEL_10_1:
1666 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1667 default: UNREACHABLE(); return 0;
1668 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001669}
1670
1671int Renderer11::getMaxTextureHeight() const
1672{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001673 switch (mFeatureLevel)
1674 {
1675 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1676 case D3D_FEATURE_LEVEL_10_1:
1677 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1678 default: UNREACHABLE(); return 0;
1679 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001680}
1681
1682bool Renderer11::get32BitIndexSupport() const
1683{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001684 switch (mFeatureLevel)
1685 {
1686 case D3D_FEATURE_LEVEL_11_0:
1687 case D3D_FEATURE_LEVEL_10_1:
1688 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
1689 default: UNREACHABLE(); return false;
1690 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001691}
1692
1693int Renderer11::getMinSwapInterval() const
1694{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001695 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001696}
1697
1698int Renderer11::getMaxSwapInterval() const
1699{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001700 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001701}
1702
1703int Renderer11::getMaxSupportedSamples() const
1704{
1705 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001706 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001707 return 1;
1708}
1709
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001710bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001711{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001712 if (source && dest)
1713 {
1714 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
1715 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
1716
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001717 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001718 return true;
1719 }
1720
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001721 return false;
1722}
1723
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001724bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001725{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001726 if (source && dest)
1727 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001728 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
1729 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001730
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001731 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001732 return true;
1733 }
1734
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001735 return false;
1736}
1737
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00001738bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001739 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00001740{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001741 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
1742 if (!colorbuffer)
1743 {
1744 ERR("Failed to retrieve the color buffer from the frame buffer.");
1745 return error(GL_OUT_OF_MEMORY, false);
1746 }
1747
1748 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
1749 if (!sourceRenderTarget)
1750 {
1751 ERR("Failed to retrieve the render target from the frame buffer.");
1752 return error(GL_OUT_OF_MEMORY, false);
1753 }
1754
1755 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
1756 if (!source)
1757 {
1758 ERR("Failed to retrieve the render target view from the render target.");
1759 return error(GL_OUT_OF_MEMORY, false);
1760 }
1761
1762 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
1763 if (!storage11)
1764 {
1765 source->Release();
1766 ERR("Failed to retrieve the texture storage from the destination.");
1767 return error(GL_OUT_OF_MEMORY, false);
1768 }
1769
1770 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
1771 if (!destRenderTarget)
1772 {
1773 source->Release();
1774 ERR("Failed to retrieve the render target from the destination storage.");
1775 return error(GL_OUT_OF_MEMORY, false);
1776 }
1777
1778 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
1779 if (!dest)
1780 {
1781 source->Release();
1782 ERR("Failed to retrieve the render target view from the destination render target.");
1783 return error(GL_OUT_OF_MEMORY, false);
1784 }
1785
1786 gl::Rectangle destRect;
1787 destRect.x = xoffset;
1788 destRect.y = yoffset;
1789 destRect.width = sourceRect.width;
1790 destRect.height = sourceRect.height;
1791
1792 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
1793 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
1794
1795 source->Release();
1796 dest->Release();
1797
1798 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00001799}
1800
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00001801bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001802 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00001803{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001804 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
1805 if (!colorbuffer)
1806 {
1807 ERR("Failed to retrieve the color buffer from the frame buffer.");
1808 return error(GL_OUT_OF_MEMORY, false);
1809 }
1810
1811 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
1812 if (!sourceRenderTarget)
1813 {
1814 ERR("Failed to retrieve the render target from the frame buffer.");
1815 return error(GL_OUT_OF_MEMORY, false);
1816 }
1817
1818 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
1819 if (!source)
1820 {
1821 ERR("Failed to retrieve the render target view from the render target.");
1822 return error(GL_OUT_OF_MEMORY, false);
1823 }
1824
1825 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
1826 if (!storage11)
1827 {
1828 source->Release();
1829 ERR("Failed to retrieve the texture storage from the destination.");
1830 return error(GL_OUT_OF_MEMORY, false);
1831 }
1832
1833 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
1834 if (!destRenderTarget)
1835 {
1836 source->Release();
1837 ERR("Failed to retrieve the render target from the destination storage.");
1838 return error(GL_OUT_OF_MEMORY, false);
1839 }
1840
1841 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
1842 if (!dest)
1843 {
1844 source->Release();
1845 ERR("Failed to retrieve the render target view from the destination render target.");
1846 return error(GL_OUT_OF_MEMORY, false);
1847 }
1848
1849 gl::Rectangle destRect;
1850 destRect.x = xoffset;
1851 destRect.y = yoffset;
1852 destRect.width = sourceRect.width;
1853 destRect.height = sourceRect.height;
1854
1855 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
1856 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
1857
1858 source->Release();
1859 dest->Release();
1860
1861 return ret;
1862}
1863
1864bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight,
1865 ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat)
1866{
1867 HRESULT result;
1868
1869 if (!mCopyResourcesInitialized)
1870 {
1871 ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS);
1872
1873 D3D11_BUFFER_DESC vbDesc;
1874 vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
1875 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1876 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1877 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1878 vbDesc.MiscFlags = 0;
1879 vbDesc.StructureByteStride = 0;
1880
1881 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
1882 ASSERT(SUCCEEDED(result));
1883 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
1884
1885 D3D11_SAMPLER_DESC samplerDesc;
1886 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
1887 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
1888 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
1889 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
1890 samplerDesc.MipLODBias = 0.0f;
1891 samplerDesc.MaxAnisotropy = 0;
1892 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
1893 samplerDesc.BorderColor[0] = 0.0f;
1894 samplerDesc.BorderColor[1] = 0.0f;
1895 samplerDesc.BorderColor[2] = 0.0f;
1896 samplerDesc.BorderColor[3] = 0.0f;
1897 samplerDesc.MinLOD = 0.0f;
1898 samplerDesc.MaxLOD = 0.0f;
1899
1900 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
1901 ASSERT(SUCCEEDED(result));
1902 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
1903
1904 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1905 {
1906 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1907 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1908 };
1909
1910 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL);
1911 ASSERT(SUCCEEDED(result));
1912 d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout");
1913
1914 result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS);
1915 ASSERT(SUCCEEDED(result));
1916 d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader");
1917
1918 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS);
1919 ASSERT(SUCCEEDED(result));
1920 d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader");
1921
1922 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS);
1923 ASSERT(SUCCEEDED(result));
1924 d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader");
1925
1926 result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS);
1927 ASSERT(SUCCEEDED(result));
1928 d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader");
1929
1930 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS);
1931 ASSERT(SUCCEEDED(result));
1932 d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader");
1933
1934 mCopyResourcesInitialized = true;
1935 }
1936
1937 // Verify the source and destination area sizes
1938 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
1939 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
1940 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
1941 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight))
1942 {
1943 return error(GL_INVALID_VALUE, false);
1944 }
1945
1946 // Set vertices
1947 D3D11_MAPPED_SUBRESOURCE mappedResource;
1948 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1949 if (FAILED(result))
1950 {
1951 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
1952 return error(GL_OUT_OF_MEMORY, false);
1953 }
1954
1955 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
1956
1957 // Create a quad in homogeneous coordinates
1958 float x1 = (destArea.x / destWidth) * 2.0f - 1.0f;
1959 float y1 = (destArea.y / destHeight) * 2.0f - 1.0f;
1960 float x2 = ((destArea.x + destArea.width) / destWidth) * 2.0f - 1.0f;
1961 float y2 = ((destArea.y + destArea.height) / destHeight) * 2.0f - 1.0f;
1962
1963 float u1 = sourceArea.x / float(sourceWidth);
1964 float v1 = sourceArea.y / float(sourceHeight);
1965 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
1966 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
1967
1968 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
1969 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
1970 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
1971 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
1972
1973 mDeviceContext->Unmap(mCopyVB, 0);
1974
1975 static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
1976 static UINT startIdx = 0;
1977 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
1978
1979 // Apply state
1980 static const float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1981 mDeviceContext->OMSetBlendState(NULL, blendFactor, 0xFFFFFFF);
1982 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
1983 mDeviceContext->RSSetState(NULL);
1984
1985 // Apply shaders
1986 mDeviceContext->IASetInputLayout(mCopyIL);
1987 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1988 mDeviceContext->VSSetShader(mCopyVS, NULL, 0);
1989
1990 ID3D11PixelShader *ps = NULL;
1991 switch(destFormat)
1992 {
1993 case GL_RGBA: ps = mCopyRGBAPS; break;
1994 case GL_RGB: ps = mCopyRGBPS; break;
1995 case GL_ALPHA: ps = mCopyRGBAPS; break;
1996 case GL_BGRA_EXT: ps = mCopyRGBAPS; break;
1997 case GL_LUMINANCE: ps = mCopyLumPS; break;
1998 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break;
1999 default: UNREACHABLE(); ps = NULL; break;
2000 }
2001
2002 mDeviceContext->PSSetShader(ps, NULL, 0);
2003
2004 // Unset the currently bound shader resource to avoid conflicts
2005 static ID3D11ShaderResourceView *const nullSRV = NULL;
2006 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2007
2008 // Apply render targets
2009 mDeviceContext->OMSetRenderTargets(1, &dest, NULL);
2010
2011 // Set the viewport
2012 D3D11_VIEWPORT viewport;
2013 viewport.TopLeftX = 0;
2014 viewport.TopLeftY = 0;
2015 viewport.Width = destWidth;
2016 viewport.Height = destHeight;
2017 viewport.MinDepth = 0.0f;
2018 viewport.MaxDepth = 1.0f;
2019 mDeviceContext->RSSetViewports(1, &viewport);
2020
2021 // Apply textures
2022 mDeviceContext->PSSetShaderResources(0, 1, &source);
2023 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
2024
2025 // Draw the quad
2026 mDeviceContext->Draw(4, 0);
2027
2028 // Unbind textures and render targets and vertex buffer
2029 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2030
2031 static ID3D11RenderTargetView *const nullRTV = NULL;
2032 mDeviceContext->OMSetRenderTargets(1, &nullRTV, NULL);
2033
2034 static UINT zero = 0;
2035 static ID3D11Buffer *const nullBuffer = NULL;
2036 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
2037
2038 markAllStateDirty();
2039
2040 return true;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002041}
2042
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002043RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2044{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002045 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002046 RenderTarget11 *renderTarget = NULL;
2047 if (depth)
2048 {
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002049 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), NULL,
2050 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002051 }
2052 else
2053 {
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002054 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
2055 swapChain11->getRenderTargetShaderResource(),
2056 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002057 }
2058 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002059}
2060
2061RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2062{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002063 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
2064 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002065}
2066
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002067ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, GLenum type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002068{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002069 ShaderExecutable11 *executable = NULL;
2070
2071 switch (type)
2072 {
2073 case GL_VERTEX_SHADER:
2074 {
2075 ID3D11VertexShader *vshader = NULL;
2076 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2077 ASSERT(SUCCEEDED(result));
2078
2079 if (vshader)
2080 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002081 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002082 }
2083 }
2084 break;
2085 case GL_FRAGMENT_SHADER:
2086 {
2087 ID3D11PixelShader *pshader = NULL;
2088 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2089 ASSERT(SUCCEEDED(result));
2090
2091 if (pshader)
2092 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002093 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002094 }
2095 }
2096 break;
2097 default:
2098 UNREACHABLE();
2099 break;
2100 }
2101
2102 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002103}
2104
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002105ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type)
2106{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002107 const char *profile = NULL;
2108
2109 switch (type)
2110 {
2111 case GL_VERTEX_SHADER:
2112 profile = "vs_4_0";
2113 break;
2114 case GL_FRAGMENT_SHADER:
2115 profile = "ps_4_0";
2116 break;
2117 default:
2118 UNREACHABLE();
2119 return NULL;
2120 }
2121
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00002122 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002123 if (!binary)
2124 return NULL;
2125
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002126 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002127 binary->Release();
2128
2129 return executable;
2130}
2131
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002132VertexBuffer *Renderer11::createVertexBuffer()
2133{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00002134 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002135}
2136
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002137IndexBuffer *Renderer11::createIndexBuffer()
2138{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00002139 return new IndexBuffer11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002140}
2141
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002142bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
2143 bool blitRenderTarget, bool blitDepthStencil)
2144{
2145 // TODO
2146 UNIMPLEMENTED();
2147 return false;
2148}
2149
2150void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2151 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2152{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002153 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002154 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002155
2156 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2157 if (colorbuffer)
2158 {
2159 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2160 if (renderTarget)
2161 {
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002162 subresourceIndex = renderTarget->getSubresourceIndex();
2163
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002164 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
2165 if (colorBufferRTV)
2166 {
2167 ID3D11Resource *textureResource = NULL;
2168 colorBufferRTV->GetResource(&textureResource);
2169
2170 if (textureResource)
2171 {
2172 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)&colorBufferTexture);
2173 textureResource->Release();
2174
2175 if (FAILED(result))
2176 {
2177 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
2178 "HRESULT: 0x%X.", result);
2179 return;
2180 }
2181 }
2182 }
2183 }
2184 }
2185
2186 if (colorBufferTexture)
2187 {
2188 gl::Rectangle area;
2189 area.x = x;
2190 area.y = y;
2191 area.width = width;
2192 area.height = height;
2193
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002194 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
2195 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002196
2197 colorBufferTexture->Release();
2198 colorBufferTexture = NULL;
2199 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002200}
2201
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002202Image *Renderer11::createImage()
2203{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00002204 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002205}
2206
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002207void Renderer11::generateMipmap(Image *dest, Image *src)
2208{
2209 // TODO
2210 UNIMPLEMENTED();
2211 return;
2212}
2213
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002214TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
2215{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002216 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
2217 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002218}
2219
2220TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
2221{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002222 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002223}
2224
2225TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
2226{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002227 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002228}
2229
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002230static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
2231{
2232 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
2233 destFormat == GL_ALPHA &&
2234 destType == GL_UNSIGNED_BYTE)
2235 {
2236 return 1;
2237 }
2238 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
2239 destFormat == GL_RGBA &&
2240 destType == GL_UNSIGNED_BYTE)
2241 {
2242 return 4;
2243 }
2244 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
2245 destFormat == GL_BGRA_EXT &&
2246 destType == GL_UNSIGNED_BYTE)
2247 {
2248 return 4;
2249 }
2250 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
2251 destFormat == GL_RGBA &&
2252 destType == GL_HALF_FLOAT_OES)
2253 {
2254 return 8;
2255 }
2256 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
2257 destFormat == GL_RGB &&
2258 destType == GL_FLOAT)
2259 {
2260 return 12;
2261 }
2262 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
2263 destFormat == GL_RGBA &&
2264 destType == GL_FLOAT)
2265 {
2266 return 16;
2267 }
2268 else
2269 {
2270 return 0;
2271 }
2272}
2273
2274static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
2275 unsigned int y, int inputPitch, gl::Color *outColor)
2276{
2277 switch (format)
2278 {
2279 case DXGI_FORMAT_R8G8B8A8_UNORM:
2280 {
2281 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
2282 outColor->red = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
2283 outColor->green = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
2284 outColor->blue = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
2285 outColor->alpha = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
2286 }
2287 break;
2288
2289 case DXGI_FORMAT_A8_UNORM:
2290 {
2291 outColor->red = 0.0f;
2292 outColor->green = 0.0f;
2293 outColor->blue = 0.0f;
2294 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
2295 }
2296 break;
2297
2298 case DXGI_FORMAT_R32G32B32A32_FLOAT:
2299 {
2300 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
2301 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
2302 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
2303 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
2304 }
2305 break;
2306
2307 case DXGI_FORMAT_R32G32B32_FLOAT:
2308 {
2309 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
2310 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
2311 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
2312 outColor->alpha = 1.0f;
2313 }
2314 break;
2315
2316 case DXGI_FORMAT_R16G16B16A16_FLOAT:
2317 {
2318 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
2319 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
2320 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
2321 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
2322 }
2323 break;
2324
2325 case DXGI_FORMAT_B8G8R8A8_UNORM:
2326 {
2327 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
2328 outColor->red = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
2329 outColor->blue = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
2330 outColor->green = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
2331 outColor->alpha = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
2332 }
2333 break;
2334
2335 case DXGI_FORMAT_R8_UNORM:
2336 {
2337 outColor->red = *(data + x + y * inputPitch) / 255.0f;
2338 outColor->green = 0.0f;
2339 outColor->blue = 0.0f;
2340 outColor->alpha = 1.0f;
2341 }
2342 break;
2343
2344 case DXGI_FORMAT_R8G8_UNORM:
2345 {
2346 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
2347
2348 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
2349 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
2350 outColor->blue = 0.0f;
2351 outColor->alpha = 1.0f;
2352 }
2353 break;
2354
2355 case DXGI_FORMAT_R16_FLOAT:
2356 {
2357 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
2358 outColor->green = 0.0f;
2359 outColor->blue = 0.0f;
2360 outColor->alpha = 1.0f;
2361 }
2362 break;
2363
2364 case DXGI_FORMAT_R16G16_FLOAT:
2365 {
2366 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
2367 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
2368 outColor->blue = 0.0f;
2369 outColor->alpha = 1.0f;
2370 }
2371 break;
2372
2373 default:
2374 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
2375 UNIMPLEMENTED();
2376 break;
2377 }
2378}
2379
2380static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
2381 unsigned int y, int outputPitch, void *outData)
2382{
2383 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
2384 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
2385
2386 switch (format)
2387 {
2388 case GL_RGBA:
2389 switch (type)
2390 {
2391 case GL_UNSIGNED_BYTE:
2392 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
2393 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2394 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2395 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
2396 break;
2397
2398 default:
2399 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
2400 UNIMPLEMENTED();
2401 break;
2402 }
2403 break;
2404
2405 case GL_BGRA_EXT:
2406 switch (type)
2407 {
2408 case GL_UNSIGNED_BYTE:
2409 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2410 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2411 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
2412 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
2413 break;
2414
2415 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
2416 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2417 // this type is packed as follows:
2418 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2419 // --------------------------------------------------------------------------------
2420 // | 4th | 3rd | 2nd | 1st component |
2421 // --------------------------------------------------------------------------------
2422 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2423 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2424 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
2425 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
2426 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
2427 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
2428 break;
2429
2430 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
2431 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2432 // this type is packed as follows:
2433 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2434 // --------------------------------------------------------------------------------
2435 // | 4th | 3rd | 2nd | 1st component |
2436 // --------------------------------------------------------------------------------
2437 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2438 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2439 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
2440 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
2441 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
2442 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
2443 break;
2444
2445 default:
2446 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
2447 UNIMPLEMENTED();
2448 break;
2449 }
2450 break;
2451
2452 case GL_RGB:
2453 switch (type)
2454 {
2455 case GL_UNSIGNED_SHORT_5_6_5:
2456 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2457 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
2458 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
2459 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
2460 break;
2461
2462 case GL_UNSIGNED_BYTE:
2463 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
2464 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2465 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2466 break;
2467
2468 default:
2469 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
2470 UNIMPLEMENTED();
2471 break;
2472 }
2473 break;
2474
2475 default:
2476 ERR("WritePixelColor not implemented for format 0x%X.", format);
2477 UNIMPLEMENTED();
2478 break;
2479 }
2480}
2481
2482void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
2483 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
2484 GLint packAlignment, void *pixels)
2485{
2486 D3D11_TEXTURE2D_DESC textureDesc;
2487 texture->GetDesc(&textureDesc);
2488
2489 D3D11_TEXTURE2D_DESC stagingDesc;
2490 stagingDesc.Width = area.width;
2491 stagingDesc.Height = area.height;
2492 stagingDesc.MipLevels = 1;
2493 stagingDesc.ArraySize = 1;
2494 stagingDesc.Format = textureDesc.Format;
2495 stagingDesc.SampleDesc.Count = 1;
2496 stagingDesc.SampleDesc.Quality = 0;
2497 stagingDesc.Usage = D3D11_USAGE_STAGING;
2498 stagingDesc.BindFlags = 0;
2499 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
2500 stagingDesc.MiscFlags = 0;
2501
2502 ID3D11Texture2D* stagingTex = NULL;
2503 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
2504 if (FAILED(result))
2505 {
2506 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
2507 return;
2508 }
2509
2510 ID3D11Texture2D* srcTex = NULL;
2511 if (textureDesc.SampleDesc.Count > 1)
2512 {
2513 D3D11_TEXTURE2D_DESC resolveDesc;
2514 resolveDesc.Width = textureDesc.Width;
2515 resolveDesc.Height = textureDesc.Height;
2516 resolveDesc.MipLevels = 1;
2517 resolveDesc.ArraySize = 1;
2518 resolveDesc.Format = textureDesc.Format;
2519 resolveDesc.SampleDesc.Count = 1;
2520 resolveDesc.SampleDesc.Quality = 0;
2521 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
2522 resolveDesc.BindFlags = 0;
2523 resolveDesc.CPUAccessFlags = 0;
2524 resolveDesc.MiscFlags = 0;
2525
2526 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
2527 if (FAILED(result))
2528 {
2529 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
2530 stagingTex->Release();
2531 return;
2532 }
2533
2534 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
2535 subResource = 0;
2536 }
2537 else
2538 {
2539 srcTex = texture;
2540 srcTex->AddRef();
2541 }
2542
2543 D3D11_BOX srcBox;
2544 srcBox.left = area.x;
2545 srcBox.right = area.x + area.width;
2546 srcBox.top = area.y;
2547 srcBox.bottom = area.y + area.height;
2548 srcBox.front = 0;
2549 srcBox.back = 1;
2550
2551 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
2552
2553 srcTex->Release();
2554 srcTex = NULL;
2555
2556 D3D11_MAPPED_SUBRESOURCE mapping;
2557 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
2558
2559 unsigned char *source;
2560 int inputPitch;
2561 if (packReverseRowOrder)
2562 {
2563 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
2564 inputPitch = -static_cast<int>(mapping.RowPitch);
2565 }
2566 else
2567 {
2568 source = static_cast<unsigned char*>(mapping.pData);
2569 inputPitch = static_cast<int>(mapping.RowPitch);
2570 }
2571
2572 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
2573 if (fastPixelSize != 0)
2574 {
2575 unsigned char *dest = static_cast<unsigned char*>(pixels);
2576 for (int j = 0; j < area.height; j++)
2577 {
2578 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
2579 }
2580 }
2581 else
2582 {
2583 gl::Color pixelColor;
2584 for (int j = 0; j < area.height; j++)
2585 {
2586 for (int i = 0; i < area.width; i++)
2587 {
2588 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
2589 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
2590 }
2591 }
2592 }
2593
2594 mDeviceContext->Unmap(stagingTex, 0);
2595
2596 stagingTex->Release();
2597 stagingTex = NULL;
2598}
2599
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002600}