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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"
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +000025#include "libGLESv2/renderer/BufferStorage11.h"
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000026#include "libGLESv2/renderer/VertexDataManager.h"
27#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +000028#include "libGLESv2/renderer/TextureStorage11.h"
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +000029#include "libGLESv2/renderer/Query11.h"
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +000030#include "libGLESv2/renderer/Fence11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000031
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000032#include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h"
33#include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h"
34#include "libGLESv2/renderer/shaders/compiled/passthroughrgb11ps.h"
35#include "libGLESv2/renderer/shaders/compiled/passthroughlum11ps.h"
36#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha11ps.h"
37
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000038#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
39#include "libGLESv2/renderer/shaders/compiled/clear11ps.h"
40
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +000041#include <sstream>
42
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000043namespace rx
44{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000045static const DXGI_FORMAT RenderTargetFormats[] =
46 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000047 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000048 DXGI_FORMAT_R8G8B8A8_UNORM
49 };
50
51static const DXGI_FORMAT DepthStencilFormats[] =
52 {
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +000053 DXGI_FORMAT_UNKNOWN,
54 DXGI_FORMAT_D24_UNORM_S8_UINT,
55 DXGI_FORMAT_D16_UNORM
daniel@transgaming.com65e65372012-11-28 19:33:50 +000056 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000057
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000058enum
59{
60 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
61};
62
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000063Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
64{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000065 mVertexDataManager = NULL;
66 mIndexDataManager = NULL;
67
daniel@transgaming.comc5114302012-12-20 21:11:36 +000068 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000069 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000070
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000071 mCopyResourcesInitialized = false;
72 mCopyVB = NULL;
73 mCopySampler = NULL;
74 mCopyIL = NULL;
75 mCopyVS = NULL;
76 mCopyRGBAPS = NULL;
77 mCopyRGBPS = NULL;
78 mCopyLumPS = NULL;
79 mCopyLumAlphaPS = NULL;
80
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000081 mClearResourcesInitialized = false;
82 mClearVB = NULL;
83 mClearIL = NULL;
84 mClearVS = NULL;
85 mClearPS = NULL;
86 mClearScissorRS = NULL;
87 mClearNoScissorRS = NULL;
88
daniel@transgaming.combdf787f2013-02-01 03:20:36 +000089 mSyncQuery = NULL;
90
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000091 mD3d11Module = NULL;
92 mDxgiModule = NULL;
93
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000094 mDeviceLost = false;
95
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +000096 mMaxSupportedSamples = 0;
97
daniel@transgaming.com25072f62012-11-28 19:31:32 +000098 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000099 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000100 mDxgiAdapter = NULL;
101 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000102
103 mDriverConstantBufferVS = NULL;
104 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000105
106 mBGRATextureSupport = false;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +0000107
108 mIsGeometryShaderActive = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000109}
110
111Renderer11::~Renderer11()
112{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000113 release();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000114}
115
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000116Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
117{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000118 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000119 return static_cast<rx::Renderer11*>(renderer);
120}
121
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000122EGLint Renderer11::initialize()
123{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000124 if (!initializeCompiler())
125 {
126 return EGL_NOT_INITIALIZED;
127 }
128
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000129 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
130 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000131
132 if (mD3d11Module == NULL || mDxgiModule == NULL)
133 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000134 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000135 return EGL_NOT_INITIALIZED;
136 }
137
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000138 // create the D3D11 device
139 ASSERT(mDevice == NULL);
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000140 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000141
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000142 if (D3D11CreateDevice == NULL)
143 {
144 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
145 return EGL_NOT_INITIALIZED;
146 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000147
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000148 D3D_FEATURE_LEVEL featureLevel[] =
149 {
150 D3D_FEATURE_LEVEL_11_0,
151 D3D_FEATURE_LEVEL_10_1,
152 D3D_FEATURE_LEVEL_10_0,
153 };
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000154
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000155 HRESULT result = D3D11CreateDevice(NULL,
156 D3D_DRIVER_TYPE_HARDWARE,
157 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000158 #if defined(_DEBUG)
159 D3D11_CREATE_DEVICE_DEBUG,
160 #else
161 0,
162 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000163 featureLevel,
164 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000165 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000166 &mDevice,
167 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000168 &mDeviceContext);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000169
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000170 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000171 {
172 ERR("Could not create D3D11 device - aborting!\n");
173 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
174 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000175
176 IDXGIDevice *dxgiDevice = NULL;
177 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
178
179 if (FAILED(result))
180 {
181 ERR("Could not query DXGI device - aborting!\n");
182 return EGL_NOT_INITIALIZED;
183 }
184
185 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
186
187 if (FAILED(result))
188 {
189 ERR("Could not retrieve DXGI adapter - aborting!\n");
190 return EGL_NOT_INITIALIZED;
191 }
192
193 dxgiDevice->Release();
194
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000195 mDxgiAdapter->GetDesc(&mAdapterDescription);
196 memset(mDescription, 0, sizeof(mDescription));
197 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
198
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000199 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
200
201 if (!mDxgiFactory || FAILED(result))
202 {
203 ERR("Could not create DXGI factory - aborting!\n");
204 return EGL_NOT_INITIALIZED;
205 }
206
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000207 unsigned int maxSupportedSamples = 0;
208 unsigned int rtFormatCount = sizeof(RenderTargetFormats) / sizeof(DXGI_FORMAT);
209 unsigned int dsFormatCount = sizeof(DepthStencilFormats) / sizeof(DXGI_FORMAT);
210 for (unsigned int i = 0; i < rtFormatCount + dsFormatCount; ++i)
211 {
212 DXGI_FORMAT format = (i < rtFormatCount) ? RenderTargetFormats[i] : DepthStencilFormats[i - rtFormatCount];
213 if (format != DXGI_FORMAT_UNKNOWN)
214 {
215 UINT formatSupport;
216 result = mDevice->CheckFormatSupport(format, &formatSupport);
217 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
218 {
219 MultisampleSupportInfo supportInfo;
220
221 for (unsigned int j = 1; j <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; j++)
222 {
223 result = mDevice->CheckMultisampleQualityLevels(format, j, &supportInfo.qualityLevels[j - 1]);
224 if (SUCCEEDED(result) && supportInfo.qualityLevels[j - 1] > 0)
225 {
226 maxSupportedSamples = std::max(j, maxSupportedSamples);
227 }
228 else
229 {
230 supportInfo.qualityLevels[j - 1] = 0;
231 }
232 }
233
234 mMultisampleSupportMap.insert(std::make_pair(format, supportInfo));
235 }
236 }
237 }
238 mMaxSupportedSamples = maxSupportedSamples;
239
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000240 initializeDevice();
241
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000242 // BGRA texture support is optional in feature levels 10 and 10_1
243 UINT formatSupport;
244 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
245 if (FAILED(result))
246 {
247 ERR("Error checking BGRA format support: 0x%08X", result);
248 }
249 else
250 {
251 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
252 mBGRATextureSupport = (formatSupport & flags) == flags;
253 }
254
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +0000255 // Check floating point texture support
256 static const unsigned int requiredTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE;
257 static const unsigned int requiredRenderableFlags = D3D11_FORMAT_SUPPORT_RENDER_TARGET;
258 static const unsigned int requiredFilterFlags = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
259
260 DXGI_FORMAT float16Formats[] =
261 {
262 DXGI_FORMAT_R16_FLOAT,
263 DXGI_FORMAT_R16G16_FLOAT,
264 DXGI_FORMAT_R16G16B16A16_FLOAT,
265 };
266
267 DXGI_FORMAT float32Formats[] =
268 {
269 DXGI_FORMAT_R32_FLOAT,
270 DXGI_FORMAT_R32G32_FLOAT,
271 DXGI_FORMAT_R32G32B32_FLOAT,
272 DXGI_FORMAT_R32G32B32A32_FLOAT,
273 };
274
275 mFloat16TextureSupport = true;
276 mFloat16FilterSupport = true;
277 mFloat16RenderSupport = true;
278 for (unsigned int i = 0; i < ArraySize(float16Formats); i++)
279 {
280 if (SUCCEEDED(mDevice->CheckFormatSupport(float16Formats[i], &formatSupport)))
281 {
282 mFloat16TextureSupport = mFloat16TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
283 mFloat16FilterSupport = mFloat16FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
284 mFloat16RenderSupport = mFloat16RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
285 }
286 else
287 {
288 mFloat16TextureSupport = false;
289 mFloat16RenderSupport = false;
290 mFloat16FilterSupport = false;
291 }
292 }
293
294 mFloat32TextureSupport = true;
295 mFloat32FilterSupport = true;
296 mFloat32RenderSupport = true;
297 for (unsigned int i = 0; i < ArraySize(float32Formats); i++)
298 {
299 if (SUCCEEDED(mDevice->CheckFormatSupport(float32Formats[i], &formatSupport)))
300 {
301 mFloat32TextureSupport = mFloat32TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
302 mFloat32FilterSupport = mFloat32FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
303 mFloat32RenderSupport = mFloat32RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
304 }
305 else
306 {
307 mFloat32TextureSupport = false;
308 mFloat32FilterSupport = false;
309 mFloat32RenderSupport = false;
310 }
311 }
312
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000313 return EGL_SUCCESS;
314}
315
316// do any one-time device initialization
317// NOTE: this is also needed after a device lost/reset
318// to reset the scene status and ensure the default states are reset.
319void Renderer11::initializeDevice()
320{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000321 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000322 mInputLayoutCache.initialize(mDevice, mDeviceContext);
323
324 ASSERT(!mVertexDataManager && !mIndexDataManager);
325 mVertexDataManager = new VertexDataManager(this);
326 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000327
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000328 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000329}
330
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000331int Renderer11::generateConfigs(ConfigDesc **configDescList)
332{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000333 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
334 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000335 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
336 int numConfigs = 0;
337
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000338 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000339 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000340 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000341 {
342 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
343
344 UINT formatSupport = 0;
345 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000346
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000347 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
348 {
349 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
350
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000351 bool depthStencilFormatOK = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000352
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000353 if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
354 {
355 UINT formatSupport = 0;
356 result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
357 depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
358 }
359
360 if (depthStencilFormatOK)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000361 {
362 ConfigDesc newConfig;
363 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
364 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
365 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
366 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
367
368 (*configDescList)[numConfigs++] = newConfig;
369 }
370 }
371 }
372 }
373
374 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000375}
376
377void Renderer11::deleteConfigs(ConfigDesc *configDescList)
378{
379 delete [] (configDescList);
380}
381
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000382void Renderer11::sync(bool block)
383{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000384 if (block)
385 {
386 HRESULT result;
387
388 if (!mSyncQuery)
389 {
390 D3D11_QUERY_DESC queryDesc;
391 queryDesc.Query = D3D11_QUERY_EVENT;
392 queryDesc.MiscFlags = 0;
393
394 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
395 ASSERT(SUCCEEDED(result));
396 }
397
398 mDeviceContext->End(mSyncQuery);
399 mDeviceContext->Flush();
400
401 do
402 {
403 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
404
405 // Keep polling, but allow other threads to do something useful first
406 Sleep(0);
407
408 if (testDeviceLost(true))
409 {
410 return;
411 }
412 }
413 while (result == S_FALSE);
414 }
415 else
416 {
417 mDeviceContext->Flush();
418 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000419}
420
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000421SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
422{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000423 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000424}
425
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000426void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
427{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000428 if (type == gl::SAMPLER_PIXEL)
429 {
430 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
431 {
432 ERR("Pixel shader sampler index %i is not valid.", index);
433 return;
434 }
435
436 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
437 {
438 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
439
440 if (!dxSamplerState)
441 {
442 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
443 "sampler state for pixel shaders at slot %i.", index);
444 }
445
446 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
447
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000448 mCurPixelSamplerStates[index] = samplerState;
449 }
450
451 mForceSetPixelSamplerStates[index] = false;
452 }
453 else if (type == gl::SAMPLER_VERTEX)
454 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000455 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000456 {
457 ERR("Vertex shader sampler index %i is not valid.", index);
458 return;
459 }
460
461 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
462 {
463 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
464
465 if (!dxSamplerState)
466 {
467 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
468 "sampler state for vertex shaders at slot %i.", index);
469 }
470
471 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
472
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000473 mCurVertexSamplerStates[index] = samplerState;
474 }
475
476 mForceSetVertexSamplerStates[index] = false;
477 }
478 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000479}
480
481void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
482{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000483 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000484 unsigned int serial = 0;
485 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000486
487 if (texture)
488 {
489 TextureStorageInterface *texStorage = texture->getNativeTexture();
490 if (texStorage)
491 {
492 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
493 textureSRV = storage11->getSRV();
494 }
495
496 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
497 // missing the shader resource view
498 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000499
500 serial = texture->getTextureSerial();
501 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000502 }
503
504 if (type == gl::SAMPLER_PIXEL)
505 {
506 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
507 {
508 ERR("Pixel shader sampler index %i is not valid.", index);
509 return;
510 }
511
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000512 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
513 {
514 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
515 }
516
517 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000518 }
519 else if (type == gl::SAMPLER_VERTEX)
520 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000521 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000522 {
523 ERR("Vertex shader sampler index %i is not valid.", index);
524 return;
525 }
526
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000527 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
528 {
529 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
530 }
531
532 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000533 }
534 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000535}
536
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000537void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000538{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000539 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000540 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000541 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
542 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000543 if (!dxRasterState)
544 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000545 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000546 "rasterizer state.");
547 }
548
549 mDeviceContext->RSSetState(dxRasterState);
550
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000551 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000552 }
553
554 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000555}
556
557void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
558 unsigned int sampleMask)
559{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000560 if (mForceSetBlendState ||
561 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
562 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
563 sampleMask != mCurSampleMask)
564 {
565 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
566 if (!dxBlendState)
567 {
568 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
569 "blend state.");
570 }
571
572 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
573 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
574
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000575 mCurBlendState = blendState;
576 mCurBlendColor = blendColor;
577 mCurSampleMask = sampleMask;
578 }
579
580 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000581}
582
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000583void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000584 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000585{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000586 if (mForceSetDepthStencilState ||
587 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
588 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
589 {
590 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
591 stencilRef != stencilBackRef ||
592 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
593 {
594 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
595 "invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000596 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000597 }
598
599 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
600 if (!dxDepthStencilState)
601 {
602 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
603 "setting the default depth stencil state.");
604 }
605
606 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
607
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000608 mCurDepthStencilState = depthStencilState;
609 mCurStencilRef = stencilRef;
610 mCurStencilBackRef = stencilBackRef;
611 }
612
613 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000614}
615
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000616void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000617{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000618 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
619 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000620 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000621 if (enabled)
622 {
623 D3D11_RECT rect;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000624 rect.left = std::max(0, scissor.x);
625 rect.top = std::max(0, scissor.y);
626 rect.right = scissor.x + std::max(0, scissor.width);
627 rect.bottom = scissor.y + std::max(0, scissor.height);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000628
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000629 mDeviceContext->RSSetScissorRects(1, &rect);
630 }
631
632 if (enabled != mScissorEnabled)
633 {
634 mForceSetRasterState = true;
635 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000636
637 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000638 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000639 }
640
641 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000642}
643
daniel@transgaming.com12985182012-12-20 20:56:31 +0000644bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000645 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000646{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000647 gl::Rectangle actualViewport = viewport;
648 float actualZNear = gl::clamp01(zNear);
649 float actualZFar = gl::clamp01(zFar);
650 if (ignoreViewport)
651 {
652 actualViewport.x = 0;
653 actualViewport.y = 0;
654 actualViewport.width = mRenderTargetDesc.width;
655 actualViewport.height = mRenderTargetDesc.height;
656 actualZNear = 0.0f;
657 actualZFar = 1.0f;
658 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000659
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000660 // Get D3D viewport bounds, which depends on the feature level
661 const Range& viewportBounds = getViewportBounds();
662
663 // Clamp width and height first to the gl maximum, then clamp further if we extend past the D3D maximum bounds
daniel@transgaming.com53670042012-11-28 20:55:51 +0000664 D3D11_VIEWPORT dxViewport;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000665 dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end);
666 dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end);
667 dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension());
668 dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension());
669 dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX));
670 dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY));
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000671 dxViewport.MinDepth = actualZNear;
672 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000673
674 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
675 {
676 return false; // Nothing to render
677 }
678
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000679 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
680 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000681
daniel@transgaming.com53670042012-11-28 20:55:51 +0000682 if (viewportChanged)
683 {
684 mDeviceContext->RSSetViewports(1, &dxViewport);
685
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000686 mCurViewport = actualViewport;
687 mCurNear = actualZNear;
688 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000689
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000690 mVertexConstants.halfPixelSize[0] = 0.0f;
691 mVertexConstants.halfPixelSize[1] = 0.0f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000692
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000693 mPixelConstants.coord[0] = actualViewport.width * 0.5f;
694 mPixelConstants.coord[1] = actualViewport.height * 0.5f;
695 mPixelConstants.coord[2] = actualViewport.x + (actualViewport.width * 0.5f);
696 mPixelConstants.coord[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000697
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000698 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
699 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
700 mPixelConstants.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000701
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000702 mVertexConstants.depthRange[0] = actualZNear;
703 mVertexConstants.depthRange[1] = actualZFar;
704 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000705
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000706 mPixelConstants.depthRange[0] = actualZNear;
707 mPixelConstants.depthRange[1] = actualZFar;
708 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000709 }
710
711 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000712 return true;
713}
714
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000715bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
716{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000717 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000718
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000719 switch (mode)
720 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000721 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
722 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000723 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000724 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
725 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
726 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000727 // emulate fans via rewriting index buffer
728 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000729 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000730 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000731 }
732
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000733 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000734
735 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000736}
737
738bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000739{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000740 // Get the color render buffer and serial
741 gl::Renderbuffer *renderbufferObject = NULL;
742 unsigned int renderTargetSerial = 0;
743 if (framebuffer->getColorbufferType() != GL_NONE)
744 {
745 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000746
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000747 if (!renderbufferObject)
748 {
749 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000750 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000751 }
752
753 renderTargetSerial = renderbufferObject->getSerial();
754 }
755
756 // Get the depth stencil render buffer and serials
757 gl::Renderbuffer *depthStencil = NULL;
758 unsigned int depthbufferSerial = 0;
759 unsigned int stencilbufferSerial = 0;
760 if (framebuffer->getDepthbufferType() != GL_NONE)
761 {
762 depthStencil = framebuffer->getDepthbuffer();
763 if (!depthStencil)
764 {
765 ERR("Depth stencil pointer unexpectedly null.");
766 return false;
767 }
768
769 depthbufferSerial = depthStencil->getSerial();
770 }
771 else if (framebuffer->getStencilbufferType() != GL_NONE)
772 {
773 depthStencil = framebuffer->getStencilbuffer();
774 if (!depthStencil)
775 {
776 ERR("Depth stencil pointer unexpectedly null.");
777 return false;
778 }
779
780 stencilbufferSerial = depthStencil->getSerial();
781 }
782
783 // Extract the render target dimensions and view
784 unsigned int renderTargetWidth = 0;
785 unsigned int renderTargetHeight = 0;
786 GLenum renderTargetFormat = 0;
787 ID3D11RenderTargetView* framebufferRTV = NULL;
788 if (renderbufferObject)
789 {
790 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
791 if (!renderTarget)
792 {
793 ERR("render target pointer unexpectedly null.");
794 return false;
795 }
796
797 framebufferRTV = renderTarget->getRenderTargetView();
798 if (!framebufferRTV)
799 {
800 ERR("render target view pointer unexpectedly null.");
801 return false;
802 }
803
804 renderTargetWidth = renderbufferObject->getWidth();
805 renderTargetHeight = renderbufferObject->getHeight();
806 renderTargetFormat = renderbufferObject->getActualFormat();
807 }
808
809 // Extract the depth stencil sizes and view
810 unsigned int depthSize = 0;
811 unsigned int stencilSize = 0;
812 ID3D11DepthStencilView* framebufferDSV = NULL;
813 if (depthStencil)
814 {
815 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
816 if (!depthStencilRenderTarget)
817 {
818 ERR("render target pointer unexpectedly null.");
819 if (framebufferRTV)
820 {
821 framebufferRTV->Release();
822 }
823 return false;
824 }
825
826 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
827 if (!framebufferDSV)
828 {
829 ERR("depth stencil view pointer unexpectedly null.");
830 if (framebufferRTV)
831 {
832 framebufferRTV->Release();
833 }
834 return false;
835 }
836
837 // If there is no render buffer, the width, height and format values come from
838 // the depth stencil
839 if (!renderbufferObject)
840 {
841 renderTargetWidth = depthStencil->getWidth();
842 renderTargetHeight = depthStencil->getHeight();
843 renderTargetFormat = depthStencil->getActualFormat();
844 }
845
846 depthSize = depthStencil->getDepthSize();
847 stencilSize = depthStencil->getStencilSize();
848 }
849
850 // Apply the render target and depth stencil
851 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
852 renderTargetSerial != mAppliedRenderTargetSerial ||
853 depthbufferSerial != mAppliedDepthbufferSerial ||
854 stencilbufferSerial != mAppliedStencilbufferSerial)
855 {
856 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
857
858 mRenderTargetDesc.width = renderTargetWidth;
859 mRenderTargetDesc.height = renderTargetHeight;
860 mRenderTargetDesc.format = renderTargetFormat;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000861 mForceSetViewport = true;
862 mForceSetScissor = true;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000863
864 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
865 {
866 mCurDepthSize = depthSize;
867 mForceSetRasterState = true;
868 }
869
870 mCurStencilSize = stencilSize;
871
872 mAppliedRenderTargetSerial = renderTargetSerial;
873 mAppliedDepthbufferSerial = depthbufferSerial;
874 mAppliedStencilbufferSerial = stencilbufferSerial;
875 mRenderTargetDescInitialized = true;
876 mDepthStencilInitialized = true;
877 }
878
879 if (framebufferRTV)
880 {
881 framebufferRTV->Release();
882 }
883 if (framebufferDSV)
884 {
885 framebufferDSV->Release();
886 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000887
888 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000889}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000890
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000891GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000892{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000893 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
894 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
895 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000896 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000897 return err;
898 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000899
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000900 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000901}
902
daniel@transgaming.com31240482012-11-28 21:06:41 +0000903GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000904{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000905 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000906
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000907 if (err == GL_NO_ERROR)
908 {
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +0000909 if (indexInfo->storage)
910 {
911 if (indexInfo->serial != mAppliedStorageIBSerial || indexInfo->startOffset != mAppliedIBOffset)
912 {
913 BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(indexInfo->storage);
914 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
915
916 mDeviceContext->IASetIndexBuffer(storage->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
917
918 mAppliedIBSerial = 0;
919 mAppliedStorageIBSerial = storage->getSerial();
920 mAppliedIBOffset = indexInfo->startOffset;
921 }
922 }
923 else if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000924 {
925 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
926
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000927 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +0000928
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000929 mAppliedIBSerial = indexInfo->serial;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +0000930 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000931 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000932 }
933 }
934
935 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000936}
937
938void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
939{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000940 if (mode == GL_LINE_LOOP)
941 {
942 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
943 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000944 else if (mode == GL_TRIANGLE_FAN)
945 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000946 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000947 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000948 else if (instances > 0)
949 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000950 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000951 }
952 else
953 {
954 mDeviceContext->Draw(count, 0);
955 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000956}
957
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000958void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000959{
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000960 if (mode == GL_LINE_LOOP)
961 {
962 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
963 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000964 else if (mode == GL_TRIANGLE_FAN)
965 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000966 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
967 }
968 else if (instances > 0)
969 {
970 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000971 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000972 else
973 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +0000974 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000975 }
976}
977
978void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
979{
980 // Get the raw indices for an indexed draw
981 if (type != GL_NONE && elementArrayBuffer)
982 {
983 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +0000984 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000985 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +0000986 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000987 }
988
989 if (!mLineLoopIB)
990 {
991 mLineLoopIB = new StreamingIndexBufferInterface(this);
992 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
993 {
994 delete mLineLoopIB;
995 mLineLoopIB = NULL;
996
997 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000998 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000999 }
1000 }
1001
1002 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
1003 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1004 {
1005 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001006 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001007 }
1008
1009 void* mappedMemory = NULL;
1010 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1011 if (offset == -1 || mappedMemory == NULL)
1012 {
1013 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001014 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001015 }
1016
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001017 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001018 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001019
1020 switch (type)
1021 {
1022 case GL_NONE: // Non-indexed draw
1023 for (int i = 0; i < count; i++)
1024 {
1025 data[i] = i;
1026 }
1027 data[count] = 0;
1028 break;
1029 case GL_UNSIGNED_BYTE:
1030 for (int i = 0; i < count; i++)
1031 {
1032 data[i] = static_cast<const GLubyte*>(indices)[i];
1033 }
1034 data[count] = static_cast<const GLubyte*>(indices)[0];
1035 break;
1036 case GL_UNSIGNED_SHORT:
1037 for (int i = 0; i < count; i++)
1038 {
1039 data[i] = static_cast<const GLushort*>(indices)[i];
1040 }
1041 data[count] = static_cast<const GLushort*>(indices)[0];
1042 break;
1043 case GL_UNSIGNED_INT:
1044 for (int i = 0; i < count; i++)
1045 {
1046 data[i] = static_cast<const GLuint*>(indices)[i];
1047 }
1048 data[count] = static_cast<const GLuint*>(indices)[0];
1049 break;
1050 default: UNREACHABLE();
1051 }
1052
1053 if (!mLineLoopIB->unmapBuffer())
1054 {
1055 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001056 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001057 }
1058
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001059 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001060 {
1061 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
1062
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001063 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001064 mAppliedIBSerial = mLineLoopIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001065 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001066 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001067 }
1068
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001069 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001070}
1071
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001072void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001073{
1074 // Get the raw indices for an indexed draw
1075 if (type != GL_NONE && elementArrayBuffer)
1076 {
1077 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001078 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001079 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001080 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001081 }
1082
1083 if (!mTriangleFanIB)
1084 {
1085 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1086 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1087 {
1088 delete mTriangleFanIB;
1089 mTriangleFanIB = NULL;
1090
1091 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001092 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001093 }
1094 }
1095
1096 const int numTris = count - 2;
1097 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
1098 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1099 {
1100 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001101 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001102 }
1103
1104 void* mappedMemory = NULL;
1105 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
1106 if (offset == -1 || mappedMemory == NULL)
1107 {
1108 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001109 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001110 }
1111
1112 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1113 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
1114
1115 switch (type)
1116 {
1117 case GL_NONE: // Non-indexed draw
1118 for (int i = 0; i < numTris; i++)
1119 {
1120 data[i*3 + 0] = 0;
1121 data[i*3 + 1] = i + 1;
1122 data[i*3 + 2] = i + 2;
1123 }
1124 break;
1125 case GL_UNSIGNED_BYTE:
1126 for (int i = 0; i < numTris; i++)
1127 {
1128 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1129 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1130 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1131 }
1132 break;
1133 case GL_UNSIGNED_SHORT:
1134 for (int i = 0; i < numTris; i++)
1135 {
1136 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1137 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1138 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1139 }
1140 break;
1141 case GL_UNSIGNED_INT:
1142 for (int i = 0; i < numTris; i++)
1143 {
1144 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1145 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1146 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1147 }
1148 break;
1149 default: UNREACHABLE();
1150 }
1151
1152 if (!mTriangleFanIB->unmapBuffer())
1153 {
1154 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001155 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001156 }
1157
1158 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1159 {
1160 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1161
1162 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1163 mAppliedIBSerial = mTriangleFanIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001164 mAppliedStorageIBSerial = 0;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001165 mAppliedIBOffset = indexBufferOffset;
1166 }
1167
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001168 if (instances > 0)
1169 {
1170 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1171 }
1172 else
1173 {
1174 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1175 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001176}
1177
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001178void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1179{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001180 unsigned int programBinarySerial = programBinary->getSerial();
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001181 const bool updateProgramState = (programBinarySerial != mAppliedProgramBinarySerial);
1182
1183 if (updateProgramState)
daniel@transgaming.come4991412012-12-20 20:55:34 +00001184 {
1185 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1186 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001187
daniel@transgaming.come4991412012-12-20 20:55:34 +00001188 ID3D11VertexShader *vertexShader = NULL;
1189 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001190
daniel@transgaming.come4991412012-12-20 20:55:34 +00001191 ID3D11PixelShader *pixelShader = NULL;
1192 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001193
daniel@transgaming.come4991412012-12-20 20:55:34 +00001194 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1195 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001196
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001197 programBinary->dirtyAllUniforms();
1198
1199 mAppliedProgramBinarySerial = programBinarySerial;
1200 }
1201
1202 // Only use the geometry shader currently for point sprite drawing
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001203 const bool usesGeometryShader = (programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode);
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001204
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001205 if (updateProgramState || usesGeometryShader != mIsGeometryShaderActive)
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001206 {
1207 if (usesGeometryShader)
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001208 {
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001209 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
1210 ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001211 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1212 }
1213 else
1214 {
1215 mDeviceContext->GSSetShader(NULL, NULL, 0);
1216 }
1217
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001218 mIsGeometryShaderActive = usesGeometryShader;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001219 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001220}
1221
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001222void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001223{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001224 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1225 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001226
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001227 unsigned int totalRegisterCountVS = 0;
1228 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001229
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001230 bool vertexUniformsDirty = false;
1231 bool pixelUniformsDirty = false;
1232
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001233 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1234 {
1235 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001236
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001237 if (uniform->vsRegisterIndex >= 0)
1238 {
1239 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001240 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001241 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001242
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001243 if (uniform->psRegisterIndex >= 0)
1244 {
1245 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001246 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001247 }
1248 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001249
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001250 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1251 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1252
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001253 void *mapVS = (totalRegisterCountVS > 0 && vertexUniformsDirty) ? new float[4 * totalRegisterCountVS] : NULL;
1254 void *mapPS = (totalRegisterCountPS > 0 && pixelUniformsDirty) ? new float[4 * totalRegisterCountPS] : NULL;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001255
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001256 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001257 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001258 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001259
1260 switch (uniform->type)
1261 {
daniel@transgaming.comda8d3802012-12-20 21:12:55 +00001262 case GL_SAMPLER_2D:
1263 case GL_SAMPLER_CUBE:
1264 break;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001265 case GL_FLOAT:
1266 case GL_FLOAT_VEC2:
1267 case GL_FLOAT_VEC3:
1268 case GL_FLOAT_VEC4:
1269 case GL_FLOAT_MAT2:
1270 case GL_FLOAT_MAT3:
1271 case GL_FLOAT_MAT4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001272 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001273 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001274 GLfloat (*c)[4] = (GLfloat(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001275 float (*f)[4] = (float(*)[4])uniform->data;
1276
1277 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001278 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001279 c[uniform->vsRegisterIndex + i][0] = f[i][0];
1280 c[uniform->vsRegisterIndex + i][1] = f[i][1];
1281 c[uniform->vsRegisterIndex + i][2] = f[i][2];
1282 c[uniform->vsRegisterIndex + i][3] = f[i][3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001283 }
1284 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001285 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001286 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001287 GLfloat (*c)[4] = (GLfloat(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001288 float (*f)[4] = (float(*)[4])uniform->data;
1289
1290 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001291 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001292 c[uniform->psRegisterIndex + i][0] = f[i][0];
1293 c[uniform->psRegisterIndex + i][1] = f[i][1];
1294 c[uniform->psRegisterIndex + i][2] = f[i][2];
1295 c[uniform->psRegisterIndex + i][3] = f[i][3];
1296 }
1297 }
1298 break;
1299 case GL_INT:
1300 case GL_INT_VEC2:
1301 case GL_INT_VEC3:
1302 case GL_INT_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001303 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001304 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001305 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001306 GLint *x = (GLint*)uniform->data;
1307 int count = gl::VariableColumnCount(uniform->type);
1308
1309 for (unsigned int i = 0; i < uniform->registerCount; i++)
1310 {
1311 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = x[i * count + 0];
1312 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = x[i * count + 1];
1313 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = x[i * count + 2];
1314 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = x[i * count + 3];
1315 }
1316 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001317 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001318 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001319 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001320 GLint *x = (GLint*)uniform->data;
1321 int count = gl::VariableColumnCount(uniform->type);
1322
1323 for (unsigned int i = 0; i < uniform->registerCount; i++)
1324 {
1325 if (count >= 1) c[uniform->psRegisterIndex + i][0] = x[i * count + 0];
1326 if (count >= 2) c[uniform->psRegisterIndex + i][1] = x[i * count + 1];
1327 if (count >= 3) c[uniform->psRegisterIndex + i][2] = x[i * count + 2];
1328 if (count >= 4) c[uniform->psRegisterIndex + i][3] = x[i * count + 3];
1329 }
1330 }
1331 break;
1332 case GL_BOOL:
1333 case GL_BOOL_VEC2:
1334 case GL_BOOL_VEC3:
1335 case GL_BOOL_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001336 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001337 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001338 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001339 GLboolean *b = (GLboolean*)uniform->data;
1340 int count = gl::VariableColumnCount(uniform->type);
1341
1342 for (unsigned int i = 0; i < uniform->registerCount; i++)
1343 {
1344 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = b[i * count + 0];
1345 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = b[i * count + 1];
1346 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = b[i * count + 2];
1347 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = b[i * count + 3];
1348 }
1349 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001350 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001351 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001352 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001353 GLboolean *b = (GLboolean*)uniform->data;
1354 int count = gl::VariableColumnCount(uniform->type);
1355
1356 for (unsigned int i = 0; i < uniform->registerCount; i++)
1357 {
1358 if (count >= 1) c[uniform->psRegisterIndex + i][0] = b[i * count + 0];
1359 if (count >= 2) c[uniform->psRegisterIndex + i][1] = b[i * count + 1];
1360 if (count >= 3) c[uniform->psRegisterIndex + i][2] = b[i * count + 2];
1361 if (count >= 4) c[uniform->psRegisterIndex + i][3] = b[i * count + 3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001362 }
1363 }
1364 break;
1365 default:
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001366 UNREACHABLE();
1367 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001368
1369 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001370 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001371
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001372 if (vertexConstantBuffer && mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001373 {
1374 mDeviceContext->UpdateSubresource(vertexConstantBuffer, 0, NULL, mapVS, 0, 0);
1375 }
1376
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001377 if (pixelConstantBuffer && mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001378 {
1379 mDeviceContext->UpdateSubresource(pixelConstantBuffer, 0, NULL, mapPS, 0, 0);
1380 }
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001381
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001382 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1383 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001384
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001385 delete[] mapVS;
1386 delete[] mapPS;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001387
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001388 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001389 if (!mDriverConstantBufferVS)
1390 {
1391 D3D11_BUFFER_DESC constantBufferDescription = {0};
1392 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1393 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1394 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1395 constantBufferDescription.CPUAccessFlags = 0;
1396 constantBufferDescription.MiscFlags = 0;
1397 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001398
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001399 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001400 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001401
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001402 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1403 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001404
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001405 if (!mDriverConstantBufferPS)
1406 {
1407 D3D11_BUFFER_DESC constantBufferDescription = {0};
1408 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1409 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1410 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1411 constantBufferDescription.CPUAccessFlags = 0;
1412 constantBufferDescription.MiscFlags = 0;
1413 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001414
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001415 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001416 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001417
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001418 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1419 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001420
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001421 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1422 {
1423 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1424 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1425 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001426
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001427 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1428 {
1429 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1430 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1431 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001432
1433 // needed for the point sprite geometry shader
1434 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001435}
1436
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001437void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001438{
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001439 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1440 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1441 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1442 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001443
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001444 unsigned int stencilUnmasked = 0x0;
1445 if (frameBuffer->hasStencil())
1446 {
1447 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1448 stencilUnmasked = (0x1 << stencilSize) - 1;
1449 }
1450 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1451 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001452
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001453 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1454 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1455 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001456
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001457 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1458 {
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001459 maskedClear(clearParams);
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001460 }
1461 else
1462 {
1463 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1464 {
1465 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
1466 if (renderbufferObject)
1467 {
1468 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1469 if (!renderTarget)
1470 {
1471 ERR("render target pointer unexpectedly null.");
1472 return;
1473 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001474
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001475 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1476 if (!framebufferRTV)
1477 {
1478 ERR("render target view pointer unexpectedly null.");
1479 return;
1480 }
1481
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001482 const float clearValues[4] = { clearParams.colorClearValue.red,
1483 clearParams.colorClearValue.green,
1484 clearParams.colorClearValue.blue,
1485 clearParams.colorClearValue.alpha };
1486 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001487
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001488 framebufferRTV->Release();
1489 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001490 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001491 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001492 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001493 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1494 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001495 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001496 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1497 if (!renderTarget)
1498 {
1499 ERR("render target pointer unexpectedly null.");
1500 return;
1501 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001502
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001503 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1504 if (!framebufferDSV)
1505 {
1506 ERR("depth stencil view pointer unexpectedly null.");
1507 return;
1508 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001509
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001510 UINT clearFlags = 0;
1511 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1512 {
1513 clearFlags |= D3D11_CLEAR_DEPTH;
1514 }
1515 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1516 {
1517 clearFlags |= D3D11_CLEAR_STENCIL;
1518 }
1519
1520 float depthClear = clearParams.depthClearValue;
1521 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1522
1523 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001524
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001525 framebufferDSV->Release();
1526 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001527 }
1528 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001529}
1530
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001531void Renderer11::maskedClear(const gl::ClearParameters &clearParams)
1532{
1533 HRESULT result;
1534
1535 if (!mClearResourcesInitialized)
1536 {
1537 ASSERT(!mClearVB && !mClearVS && !mClearPS && !mClearScissorRS && !mClearNoScissorRS);
1538
1539 D3D11_BUFFER_DESC vbDesc;
1540 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1541 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1542 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1543 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1544 vbDesc.MiscFlags = 0;
1545 vbDesc.StructureByteStride = 0;
1546
1547 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1548 ASSERT(SUCCEEDED(result));
1549 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1550
1551 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1552 {
1553 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1554 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1555 };
1556
1557 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1558 ASSERT(SUCCEEDED(result));
1559 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1560
1561 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1562 ASSERT(SUCCEEDED(result));
1563 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1564
1565 result = mDevice->CreatePixelShader(g_PS_Clear, sizeof(g_PS_Clear), NULL, &mClearPS);
1566 ASSERT(SUCCEEDED(result));
1567 d3d11::SetDebugName(mClearPS, "Renderer11 masked clear pixel shader");
1568
1569 D3D11_RASTERIZER_DESC rsScissorDesc;
1570 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1571 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1572 rsScissorDesc.FrontCounterClockwise = FALSE;
1573 rsScissorDesc.DepthBias = 0;
1574 rsScissorDesc.DepthBiasClamp = 0.0f;
1575 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1576 rsScissorDesc.DepthClipEnable = FALSE;
1577 rsScissorDesc.ScissorEnable = TRUE;
1578 rsScissorDesc.MultisampleEnable = FALSE;
1579 rsScissorDesc.AntialiasedLineEnable = FALSE;
1580
1581 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1582 ASSERT(SUCCEEDED(result));
1583 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1584
1585 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1586 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1587 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1588 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1589 rsNoScissorDesc.DepthBias = 0;
1590 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1591 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1592 rsNoScissorDesc.DepthClipEnable = FALSE;
1593 rsNoScissorDesc.ScissorEnable = FALSE;
1594 rsNoScissorDesc.MultisampleEnable = FALSE;
1595 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1596
1597 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1598 ASSERT(SUCCEEDED(result));
1599 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1600
1601 mClearResourcesInitialized = true;
1602 }
1603
1604 // Prepare the depth stencil state to write depth values if the depth should be cleared
1605 // and stencil values if the stencil should be cleared
1606 gl::DepthStencilState glDSState;
1607 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1608 glDSState.depthFunc = GL_ALWAYS;
1609 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1610 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1611 glDSState.stencilFunc = GL_ALWAYS;
1612 glDSState.stencilMask = 0;
1613 glDSState.stencilFail = GL_REPLACE;
1614 glDSState.stencilPassDepthFail = GL_REPLACE;
1615 glDSState.stencilPassDepthPass = GL_REPLACE;
1616 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1617 glDSState.stencilBackFunc = GL_ALWAYS;
1618 glDSState.stencilBackMask = 0;
1619 glDSState.stencilBackFail = GL_REPLACE;
1620 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1621 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1622 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1623
1624 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1625
1626 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1627
1628 // Prepare the blend state to use a write mask if the color buffer should be cleared
1629 gl::BlendState glBlendState;
1630 glBlendState.blend = false;
1631 glBlendState.sourceBlendRGB = GL_ONE;
1632 glBlendState.destBlendRGB = GL_ZERO;
1633 glBlendState.sourceBlendAlpha = GL_ONE;
1634 glBlendState.destBlendAlpha = GL_ZERO;
1635 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1636 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1637 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1638 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1639 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1640 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1641 glBlendState.sampleAlphaToCoverage = false;
1642 glBlendState.dither = false;
1643
1644 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1645 static const UINT sampleMask = 0xFFFFFFFF;
1646
1647 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1648
1649 // Set the vertices
1650 D3D11_MAPPED_SUBRESOURCE mappedResource;
1651 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1652 if (FAILED(result))
1653 {
1654 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1655 return;
1656 }
1657
1658 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1659
1660 float depthClear = gl::clamp01(clearParams.depthClearValue);
1661 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1662 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1663 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1664 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1665
1666 mDeviceContext->Unmap(mClearVB, 0);
1667
1668 // Apply state
1669 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1670 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1671 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1672
1673 // Apply shaders
1674 mDeviceContext->IASetInputLayout(mClearIL);
1675 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
1676 mDeviceContext->PSSetShader(mClearPS, NULL, 0);
1677
1678 // Apply vertex buffer
1679 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1680 static UINT startIdx = 0;
1681 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1682 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1683
1684 // Draw the clear quad
1685 mDeviceContext->Draw(4, 0);
1686
1687 // Clean up
1688 markAllStateDirty();
1689}
1690
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001691void Renderer11::markAllStateDirty()
1692{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001693 mAppliedRenderTargetSerial = 0;
1694 mAppliedDepthbufferSerial = 0;
1695 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001696 mDepthStencilInitialized = false;
1697 mRenderTargetDescInitialized = false;
1698
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001699 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001700 {
1701 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001702 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001703 }
1704 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1705 {
1706 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001707 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001708 }
1709
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001710 mForceSetBlendState = true;
1711 mForceSetRasterState = true;
1712 mForceSetDepthStencilState = true;
1713 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001714 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001715
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001716 mAppliedIBSerial = 0;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001717 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001718 mAppliedIBOffset = 0;
1719
daniel@transgaming.come4991412012-12-20 20:55:34 +00001720 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001721 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1722 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001723}
1724
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001725void Renderer11::releaseDeviceResources()
1726{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001727 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001728 mInputLayoutCache.clear();
1729
1730 delete mVertexDataManager;
1731 mVertexDataManager = NULL;
1732
1733 delete mIndexDataManager;
1734 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001735
1736 delete mLineLoopIB;
1737 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001738
1739 delete mTriangleFanIB;
1740 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001741
1742 if (mCopyVB)
1743 {
1744 mCopyVB->Release();
1745 mCopyVB = NULL;
1746 }
1747
1748 if (mCopySampler)
1749 {
1750 mCopySampler->Release();
1751 mCopySampler = NULL;
1752 }
1753
1754 if (mCopyIL)
1755 {
1756 mCopyIL->Release();
1757 mCopyIL = NULL;
1758 }
1759
1760 if (mCopyVS)
1761 {
1762 mCopyVS->Release();
1763 mCopyVS = NULL;
1764 }
1765
1766 if (mCopyRGBAPS)
1767 {
1768 mCopyRGBAPS->Release();
1769 mCopyRGBAPS = NULL;
1770 }
1771
1772 if (mCopyRGBPS)
1773 {
1774 mCopyRGBPS->Release();
1775 mCopyRGBPS = NULL;
1776 }
1777
1778 if (mCopyLumPS)
1779 {
1780 mCopyLumPS->Release();
1781 mCopyLumPS = NULL;
1782 }
1783
1784 if (mCopyLumAlphaPS)
1785 {
1786 mCopyLumAlphaPS->Release();
1787 mCopyLumAlphaPS = NULL;
1788 }
1789
1790 mCopyResourcesInitialized = false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001791
1792 if (mClearVB)
1793 {
1794 mClearVB->Release();
1795 mClearVB = NULL;
1796 }
1797
1798 if (mClearIL)
1799 {
1800 mClearIL->Release();
1801 mClearIL = NULL;
1802 }
1803
1804 if (mClearVS)
1805 {
1806 mClearVS->Release();
1807 mClearVS = NULL;
1808 }
1809
1810 if (mClearPS)
1811 {
1812 mClearPS->Release();
1813 mClearPS = NULL;
1814 }
1815
1816 if (mClearScissorRS)
1817 {
1818 mClearScissorRS->Release();
1819 mClearScissorRS = NULL;
1820 }
1821
1822 if (mClearNoScissorRS)
1823 {
1824 mClearNoScissorRS->Release();
1825 mClearNoScissorRS = NULL;
1826 }
1827
1828 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001829
1830 if (mDriverConstantBufferVS)
1831 {
1832 mDriverConstantBufferVS->Release();
1833 mDriverConstantBufferVS = NULL;
1834 }
1835
1836 if (mDriverConstantBufferPS)
1837 {
1838 mDriverConstantBufferPS->Release();
1839 mDriverConstantBufferPS = NULL;
1840 }
daniel@transgaming.combdf787f2013-02-01 03:20:36 +00001841
1842 if (mSyncQuery)
1843 {
1844 mSyncQuery->Release();
1845 mSyncQuery = NULL;
1846 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001847}
1848
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001849void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001850{
1851 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001852 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001853}
1854
1855bool Renderer11::isDeviceLost()
1856{
1857 return mDeviceLost;
1858}
1859
1860// set notify to true to broadcast a message to all contexts of the device loss
1861bool Renderer11::testDeviceLost(bool notify)
1862{
1863 bool isLost = false;
1864
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001865 // GetRemovedReason is used to test if the device is removed
1866 HRESULT result = mDevice->GetDeviceRemovedReason();
1867 isLost = d3d11::isDeviceLostError(result);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001868
1869 if (isLost)
1870 {
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001871 // Log error if this is a new device lost event
1872 if (mDeviceLost == false)
1873 {
1874 ERR("The D3D11 device was removed: 0x%08X", result);
1875 }
1876
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001877 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001878 // we'll probably get this done again by notifyDeviceLost
1879 // but best to remember it!
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001880 // Note that we don't want to clear the device loss status here
1881 // -- this needs to be done by resetDevice
1882 mDeviceLost = true;
1883 if (notify)
1884 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001885 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001886 }
1887 }
1888
1889 return isLost;
1890}
1891
1892bool Renderer11::testDeviceResettable()
1893{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001894 // determine if the device is resettable by creating a dummy device
1895 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001896
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001897 if (D3D11CreateDevice == NULL)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001898 {
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001899 return false;
1900 }
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001901
1902 D3D_FEATURE_LEVEL featureLevel[] =
1903 {
1904 D3D_FEATURE_LEVEL_11_0,
1905 D3D_FEATURE_LEVEL_10_1,
1906 D3D_FEATURE_LEVEL_10_0,
1907 };
1908
1909 ID3D11Device* dummyDevice;
1910 D3D_FEATURE_LEVEL dummyFeatureLevel;
1911 ID3D11DeviceContext* dummyContext;
1912
1913 HRESULT result = D3D11CreateDevice(NULL,
1914 D3D_DRIVER_TYPE_HARDWARE,
1915 NULL,
1916 #if defined(_DEBUG)
1917 D3D11_CREATE_DEVICE_DEBUG,
1918 #else
1919 0,
1920 #endif
1921 featureLevel,
1922 sizeof(featureLevel)/sizeof(featureLevel[0]),
1923 D3D11_SDK_VERSION,
1924 &dummyDevice,
1925 &dummyFeatureLevel,
1926 &dummyContext);
1927
1928 if (!mDevice || FAILED(result))
1929 {
1930 return false;
1931 }
1932
1933 dummyContext->Release();
1934 dummyDevice->Release();
1935
1936 return true;
1937}
1938
1939void Renderer11::release()
1940{
1941 releaseDeviceResources();
1942
1943 if (mDxgiFactory)
1944 {
1945 mDxgiFactory->Release();
1946 mDxgiFactory = NULL;
1947 }
1948
1949 if (mDxgiAdapter)
1950 {
1951 mDxgiAdapter->Release();
1952 mDxgiAdapter = NULL;
1953 }
1954
1955 if (mDeviceContext)
1956 {
1957 mDeviceContext->ClearState();
1958 mDeviceContext->Flush();
1959 mDeviceContext->Release();
1960 mDeviceContext = NULL;
1961 }
1962
1963 if (mDevice)
1964 {
1965 mDevice->Release();
1966 mDevice = NULL;
1967 }
1968
1969 if (mD3d11Module)
1970 {
1971 FreeLibrary(mD3d11Module);
1972 mD3d11Module = NULL;
1973 }
1974
1975 if (mDxgiModule)
1976 {
1977 FreeLibrary(mDxgiModule);
1978 mDxgiModule = NULL;
1979 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001980}
1981
1982bool Renderer11::resetDevice()
1983{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001984 // recreate everything
1985 release();
1986 EGLint result = initialize();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001987
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001988 if (result != EGL_SUCCESS)
1989 {
1990 ERR("Could not reinitialize D3D11 device: %08X", result);
1991 return false;
1992 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001993
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001994 mDeviceLost = false;
1995
1996 return true;
1997}
1998
1999DWORD Renderer11::getAdapterVendor() const
2000{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002001 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002002}
2003
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002004std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002005{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002006 std::ostringstream rendererString;
2007
2008 rendererString << mDescription;
2009 rendererString << " Direct3D11";
2010
2011 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
2012 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
2013
2014 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002015}
2016
2017GUID Renderer11::getAdapterIdentifier() const
2018{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00002019 // Use the adapter LUID as our adapter ID
2020 // This number is local to a machine is only guaranteed to be unique between restarts
2021 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
2022 GUID adapterId = {0};
2023 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
2024 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002025}
2026
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00002027bool Renderer11::getBGRATextureSupport() const
2028{
2029 return mBGRATextureSupport;
2030}
2031
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002032bool Renderer11::getDXT1TextureSupport()
2033{
2034 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002035 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002036 return false;
2037}
2038
2039bool Renderer11::getDXT3TextureSupport()
2040{
2041 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002042 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002043 return false;
2044}
2045
2046bool Renderer11::getDXT5TextureSupport()
2047{
2048 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002049 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002050 return false;
2051}
2052
2053bool Renderer11::getDepthTextureSupport() const
2054{
2055 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002056 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002057 return false;
2058}
2059
2060bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
2061{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002062 *renderable = mFloat32RenderSupport;
2063 *filtering = mFloat32FilterSupport;
2064 return mFloat32TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002065}
2066
2067bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
2068{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002069 *renderable = mFloat16RenderSupport;
2070 *filtering = mFloat16FilterSupport;
2071 return mFloat16TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002072}
2073
2074bool Renderer11::getLuminanceTextureSupport()
2075{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002076 return false;
2077}
2078
2079bool Renderer11::getLuminanceAlphaTextureSupport()
2080{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002081 return false;
2082}
2083
2084bool Renderer11::getTextureFilterAnisotropySupport() const
2085{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002086 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002087}
2088
2089float Renderer11::getTextureMaxAnisotropy() const
2090{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002091 switch (mFeatureLevel)
2092 {
2093 case D3D_FEATURE_LEVEL_11_0:
2094 return D3D11_MAX_MAXANISOTROPY;
2095 case D3D_FEATURE_LEVEL_10_1:
2096 case D3D_FEATURE_LEVEL_10_0:
2097 return D3D10_MAX_MAXANISOTROPY;
2098 default: UNREACHABLE();
2099 return 0;
2100 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002101}
2102
2103bool Renderer11::getEventQuerySupport()
2104{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002105 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002106}
2107
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002108Range Renderer11::getViewportBounds() const
2109{
2110 switch (mFeatureLevel)
2111 {
2112 case D3D_FEATURE_LEVEL_11_0:
2113 return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
2114 case D3D_FEATURE_LEVEL_10_1:
2115 case D3D_FEATURE_LEVEL_10_0:
2116 return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
2117 default: UNREACHABLE();
2118 return Range(0, 0);
2119 }
2120}
2121
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002122unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002123{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002124 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2125 switch (mFeatureLevel)
2126 {
2127 case D3D_FEATURE_LEVEL_11_0:
2128 case D3D_FEATURE_LEVEL_10_1:
2129 case D3D_FEATURE_LEVEL_10_0:
2130 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
2131 default: UNREACHABLE();
2132 return 0;
2133 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002134}
2135
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002136unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
2137{
2138 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2139}
2140
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002141int Renderer11::getMaxVertexUniformVectors() const
2142{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002143 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2144 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2145 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002146}
2147
2148int Renderer11::getMaxFragmentUniformVectors() const
2149{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002150 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2151 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2152 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002153}
2154
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002155int Renderer11::getMaxVaryingVectors() const
2156{
2157 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
2158 switch (mFeatureLevel)
2159 {
2160 case D3D_FEATURE_LEVEL_11_0:
2161 return D3D11_VS_OUTPUT_REGISTER_COUNT;
2162 case D3D_FEATURE_LEVEL_10_1:
2163 case D3D_FEATURE_LEVEL_10_0:
2164 return D3D10_VS_OUTPUT_REGISTER_COUNT;
2165 default: UNREACHABLE();
2166 return 0;
2167 }
2168}
2169
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002170bool Renderer11::getNonPower2TextureSupport() const
2171{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00002172 switch (mFeatureLevel)
2173 {
2174 case D3D_FEATURE_LEVEL_11_0:
2175 case D3D_FEATURE_LEVEL_10_1:
2176 case D3D_FEATURE_LEVEL_10_0:
2177 return true;
2178 default: UNREACHABLE();
2179 return false;
2180 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002181}
2182
2183bool Renderer11::getOcclusionQuerySupport() const
2184{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002185 switch (mFeatureLevel)
2186 {
2187 case D3D_FEATURE_LEVEL_11_0:
2188 case D3D_FEATURE_LEVEL_10_1:
2189 case D3D_FEATURE_LEVEL_10_0:
2190 return true;
2191 default: UNREACHABLE();
2192 return false;
2193 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002194}
2195
2196bool Renderer11::getInstancingSupport() const
2197{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002198 switch (mFeatureLevel)
2199 {
2200 case D3D_FEATURE_LEVEL_11_0:
2201 case D3D_FEATURE_LEVEL_10_1:
2202 case D3D_FEATURE_LEVEL_10_0:
2203 return true;
2204 default: UNREACHABLE();
2205 return false;
2206 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002207}
2208
2209bool Renderer11::getShareHandleSupport() const
2210{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002211 // We only currently support share handles with BGRA surfaces, because
2212 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002213 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002214 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002215}
2216
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002217bool Renderer11::getDerivativeInstructionSupport() const
2218{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002219 switch (mFeatureLevel)
2220 {
2221 case D3D_FEATURE_LEVEL_11_0:
2222 case D3D_FEATURE_LEVEL_10_1:
2223 case D3D_FEATURE_LEVEL_10_0:
2224 return true;
2225 default: UNREACHABLE();
2226 return false;
2227 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002228}
2229
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002230int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002231{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002232 switch (mFeatureLevel)
2233 {
2234 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002235 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002236 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2237 default: UNREACHABLE(); return 0;
2238 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002239}
2240
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002241int Renderer11::getMinorShaderModel() const
2242{
2243 switch (mFeatureLevel)
2244 {
2245 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2246 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2247 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2248 default: UNREACHABLE(); return 0;
2249 }
2250}
2251
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002252float Renderer11::getMaxPointSize() const
2253{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002254 // choose a reasonable maximum. we enforce this in the shader.
2255 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2256 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002257}
2258
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002259int Renderer11::getMaxViewportDimension() const
2260{
2261 // Clamp viewport width/height to half of the maximum right/bottom edge
2262 switch (mFeatureLevel)
2263 {
2264 case D3D_FEATURE_LEVEL_11_0:
2265 return D3D11_VIEWPORT_BOUNDS_MAX - D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2266 case D3D_FEATURE_LEVEL_10_1:
2267 case D3D_FEATURE_LEVEL_10_0:
2268 return D3D10_VIEWPORT_BOUNDS_MAX - D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2269 default: UNREACHABLE();
2270 return 0;
2271 }
2272}
2273
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002274int Renderer11::getMaxTextureWidth() const
2275{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002276 switch (mFeatureLevel)
2277 {
2278 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2279 case D3D_FEATURE_LEVEL_10_1:
2280 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2281 default: UNREACHABLE(); return 0;
2282 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002283}
2284
2285int Renderer11::getMaxTextureHeight() const
2286{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002287 switch (mFeatureLevel)
2288 {
2289 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2290 case D3D_FEATURE_LEVEL_10_1:
2291 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2292 default: UNREACHABLE(); return 0;
2293 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002294}
2295
2296bool Renderer11::get32BitIndexSupport() const
2297{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002298 switch (mFeatureLevel)
2299 {
2300 case D3D_FEATURE_LEVEL_11_0:
2301 case D3D_FEATURE_LEVEL_10_1:
2302 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2303 default: UNREACHABLE(); return false;
2304 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002305}
2306
2307int Renderer11::getMinSwapInterval() const
2308{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002309 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002310}
2311
2312int Renderer11::getMaxSwapInterval() const
2313{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002314 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002315}
2316
2317int Renderer11::getMaxSupportedSamples() const
2318{
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +00002319 return mMaxSupportedSamples;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002320}
2321
shannon.woods@transgaming.com88fbd0f2013-02-28 23:05:46 +00002322int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
2323{
2324 if (requested == 0)
2325 {
2326 return 0;
2327 }
2328
2329 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2330 if (iter != mMultisampleSupportMap.end())
2331 {
2332 const MultisampleSupportInfo& info = iter->second;
2333 for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2334 {
2335 if (info.qualityLevels[i] > 0)
2336 {
2337 return i + 1;
2338 }
2339 }
2340 }
2341
2342 return -1;
2343}
2344
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002345bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002346{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002347 if (source && dest)
2348 {
2349 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2350 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2351
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002352 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002353 return true;
2354 }
2355
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002356 return false;
2357}
2358
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002359bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002360{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002361 if (source && dest)
2362 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002363 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2364 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002365
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002366 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002367 return true;
2368 }
2369
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002370 return false;
2371}
2372
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002373bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002374 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002375{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002376 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2377 if (!colorbuffer)
2378 {
2379 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002380 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002381 }
2382
2383 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2384 if (!sourceRenderTarget)
2385 {
2386 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002387 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002388 }
2389
2390 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2391 if (!source)
2392 {
2393 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002394 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002395 }
2396
2397 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2398 if (!storage11)
2399 {
2400 source->Release();
2401 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002402 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002403 }
2404
2405 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2406 if (!destRenderTarget)
2407 {
2408 source->Release();
2409 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002410 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002411 }
2412
2413 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2414 if (!dest)
2415 {
2416 source->Release();
2417 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002418 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002419 }
2420
2421 gl::Rectangle destRect;
2422 destRect.x = xoffset;
2423 destRect.y = yoffset;
2424 destRect.width = sourceRect.width;
2425 destRect.height = sourceRect.height;
2426
2427 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2428 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2429
2430 source->Release();
2431 dest->Release();
2432
2433 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002434}
2435
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002436bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002437 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002438{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002439 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2440 if (!colorbuffer)
2441 {
2442 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002443 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002444 }
2445
2446 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2447 if (!sourceRenderTarget)
2448 {
2449 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002450 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002451 }
2452
2453 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2454 if (!source)
2455 {
2456 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002457 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002458 }
2459
2460 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2461 if (!storage11)
2462 {
2463 source->Release();
2464 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002465 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002466 }
2467
2468 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
2469 if (!destRenderTarget)
2470 {
2471 source->Release();
2472 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002473 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002474 }
2475
2476 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2477 if (!dest)
2478 {
2479 source->Release();
2480 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002481 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002482 }
2483
2484 gl::Rectangle destRect;
2485 destRect.x = xoffset;
2486 destRect.y = yoffset;
2487 destRect.width = sourceRect.width;
2488 destRect.height = sourceRect.height;
2489
2490 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2491 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2492
2493 source->Release();
2494 dest->Release();
2495
2496 return ret;
2497}
2498
2499bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight,
2500 ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat)
2501{
2502 HRESULT result;
2503
2504 if (!mCopyResourcesInitialized)
2505 {
2506 ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS);
2507
2508 D3D11_BUFFER_DESC vbDesc;
2509 vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
2510 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
2511 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
2512 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2513 vbDesc.MiscFlags = 0;
2514 vbDesc.StructureByteStride = 0;
2515
2516 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
2517 ASSERT(SUCCEEDED(result));
2518 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
2519
2520 D3D11_SAMPLER_DESC samplerDesc;
2521 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
2522 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
2523 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
2524 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
2525 samplerDesc.MipLODBias = 0.0f;
2526 samplerDesc.MaxAnisotropy = 0;
2527 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
2528 samplerDesc.BorderColor[0] = 0.0f;
2529 samplerDesc.BorderColor[1] = 0.0f;
2530 samplerDesc.BorderColor[2] = 0.0f;
2531 samplerDesc.BorderColor[3] = 0.0f;
2532 samplerDesc.MinLOD = 0.0f;
2533 samplerDesc.MaxLOD = 0.0f;
2534
2535 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
2536 ASSERT(SUCCEEDED(result));
2537 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
2538
2539 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
2540 {
2541 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2542 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2543 };
2544
2545 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL);
2546 ASSERT(SUCCEEDED(result));
2547 d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout");
2548
2549 result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS);
2550 ASSERT(SUCCEEDED(result));
2551 d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader");
2552
2553 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS);
2554 ASSERT(SUCCEEDED(result));
2555 d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader");
2556
2557 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS);
2558 ASSERT(SUCCEEDED(result));
2559 d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader");
2560
2561 result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS);
2562 ASSERT(SUCCEEDED(result));
2563 d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader");
2564
2565 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS);
2566 ASSERT(SUCCEEDED(result));
2567 d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader");
2568
2569 mCopyResourcesInitialized = true;
2570 }
2571
2572 // Verify the source and destination area sizes
2573 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
2574 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
2575 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
2576 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight))
2577 {
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002578 return gl::error(GL_INVALID_VALUE, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002579 }
2580
2581 // Set vertices
2582 D3D11_MAPPED_SUBRESOURCE mappedResource;
2583 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
2584 if (FAILED(result))
2585 {
2586 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002587 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002588 }
2589
2590 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
2591
2592 // Create a quad in homogeneous coordinates
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002593 float x1 = (destArea.x / float(destWidth)) * 2.0f - 1.0f;
2594 float y1 = (destArea.y / float(destHeight)) * 2.0f - 1.0f;
2595 float x2 = ((destArea.x + destArea.width) / float(destWidth)) * 2.0f - 1.0f;
2596 float y2 = ((destArea.y + destArea.height) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002597
2598 float u1 = sourceArea.x / float(sourceWidth);
2599 float v1 = sourceArea.y / float(sourceHeight);
2600 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
2601 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
2602
2603 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
2604 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
2605 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
2606 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
2607
2608 mDeviceContext->Unmap(mCopyVB, 0);
2609
2610 static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
2611 static UINT startIdx = 0;
2612 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
2613
2614 // Apply state
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002615 mDeviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002616 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
2617 mDeviceContext->RSSetState(NULL);
2618
2619 // Apply shaders
2620 mDeviceContext->IASetInputLayout(mCopyIL);
2621 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
2622 mDeviceContext->VSSetShader(mCopyVS, NULL, 0);
2623
2624 ID3D11PixelShader *ps = NULL;
2625 switch(destFormat)
2626 {
2627 case GL_RGBA: ps = mCopyRGBAPS; break;
2628 case GL_RGB: ps = mCopyRGBPS; break;
2629 case GL_ALPHA: ps = mCopyRGBAPS; break;
2630 case GL_BGRA_EXT: ps = mCopyRGBAPS; break;
2631 case GL_LUMINANCE: ps = mCopyLumPS; break;
2632 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break;
2633 default: UNREACHABLE(); ps = NULL; break;
2634 }
2635
2636 mDeviceContext->PSSetShader(ps, NULL, 0);
2637
2638 // Unset the currently bound shader resource to avoid conflicts
2639 static ID3D11ShaderResourceView *const nullSRV = NULL;
2640 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2641
2642 // Apply render targets
2643 mDeviceContext->OMSetRenderTargets(1, &dest, NULL);
2644
2645 // Set the viewport
2646 D3D11_VIEWPORT viewport;
2647 viewport.TopLeftX = 0;
2648 viewport.TopLeftY = 0;
2649 viewport.Width = destWidth;
2650 viewport.Height = destHeight;
2651 viewport.MinDepth = 0.0f;
2652 viewport.MaxDepth = 1.0f;
2653 mDeviceContext->RSSetViewports(1, &viewport);
2654
2655 // Apply textures
2656 mDeviceContext->PSSetShaderResources(0, 1, &source);
2657 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
2658
2659 // Draw the quad
2660 mDeviceContext->Draw(4, 0);
2661
2662 // Unbind textures and render targets and vertex buffer
2663 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2664
2665 static ID3D11RenderTargetView *const nullRTV = NULL;
2666 mDeviceContext->OMSetRenderTargets(1, &nullRTV, NULL);
2667
2668 static UINT zero = 0;
2669 static ID3D11Buffer *const nullBuffer = NULL;
2670 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
2671
2672 markAllStateDirty();
2673
2674 return true;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002675}
2676
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002677RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2678{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002679 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002680 RenderTarget11 *renderTarget = NULL;
2681 if (depth)
2682 {
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002683 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
2684 swapChain11->getDepthStencilTexture(), NULL,
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002685 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002686 }
2687 else
2688 {
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002689 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002690 swapChain11->getOffscreenTexture(),
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002691 swapChain11->getRenderTargetShaderResource(),
2692 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002693 }
2694 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002695}
2696
2697RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2698{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002699 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
2700 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002701}
2702
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002703ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002704{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002705 ShaderExecutable11 *executable = NULL;
2706
2707 switch (type)
2708 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002709 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002710 {
2711 ID3D11VertexShader *vshader = NULL;
2712 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2713 ASSERT(SUCCEEDED(result));
2714
2715 if (vshader)
2716 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002717 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002718 }
2719 }
2720 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002721 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002722 {
2723 ID3D11PixelShader *pshader = NULL;
2724 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2725 ASSERT(SUCCEEDED(result));
2726
2727 if (pshader)
2728 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002729 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002730 }
2731 }
2732 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002733 case rx::SHADER_GEOMETRY:
2734 {
2735 ID3D11GeometryShader *gshader = NULL;
2736 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
2737 ASSERT(SUCCEEDED(result));
2738
2739 if (gshader)
2740 {
2741 executable = new ShaderExecutable11(function, length, gshader);
2742 }
2743 }
2744 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002745 default:
2746 UNREACHABLE();
2747 break;
2748 }
2749
2750 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002751}
2752
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002753ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002754{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002755 const char *profile = NULL;
2756
2757 switch (type)
2758 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002759 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002760 profile = "vs_4_0";
2761 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002762 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002763 profile = "ps_4_0";
2764 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002765 case rx::SHADER_GEOMETRY:
2766 profile = "gs_4_0";
2767 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002768 default:
2769 UNREACHABLE();
2770 return NULL;
2771 }
2772
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00002773 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002774 if (!binary)
2775 return NULL;
2776
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002777 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002778 binary->Release();
2779
2780 return executable;
2781}
2782
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002783VertexBuffer *Renderer11::createVertexBuffer()
2784{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00002785 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002786}
2787
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002788IndexBuffer *Renderer11::createIndexBuffer()
2789{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00002790 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002791}
2792
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +00002793BufferStorage *Renderer11::createBufferStorage()
2794{
2795 return new BufferStorage11(this);
2796}
2797
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002798QueryImpl *Renderer11::createQuery(GLenum type)
2799{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002800 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002801}
2802
2803FenceImpl *Renderer11::createFence()
2804{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002805 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002806}
2807
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002808bool Renderer11::getRenderTargetResource(gl::Framebuffer *framebuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
2809{
2810 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2811 if (colorbuffer)
2812 {
2813 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2814 if (renderTarget)
2815 {
2816 *subresourceIndex = renderTarget->getSubresourceIndex();
2817
2818 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
2819 if (colorBufferRTV)
2820 {
2821 ID3D11Resource *textureResource = NULL;
2822 colorBufferRTV->GetResource(&textureResource);
2823 colorBufferRTV->Release();
2824
2825 if (textureResource)
2826 {
2827 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
2828 textureResource->Release();
2829
2830 if (SUCCEEDED(result))
2831 {
2832 return true;
2833 }
2834 else
2835 {
2836 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
2837 "HRESULT: 0x%X.", result);
2838 }
2839 }
2840 }
2841 }
2842 }
2843
2844 return false;
2845}
2846
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002847bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002848 bool blitRenderTarget, bool blitDepthStencil)
2849{
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002850 if (blitRenderTarget && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_RENDERTARGET))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002851 {
2852 return false;
2853 }
2854
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002855 if (blitDepthStencil && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_DEPTHSTENCIL))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002856 {
2857 return false;
2858 }
2859
2860 return true;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002861}
2862
2863void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2864 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2865{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002866 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002867 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002868
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002869 if (getRenderTargetResource(framebuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002870 {
2871 gl::Rectangle area;
2872 area.x = x;
2873 area.y = y;
2874 area.width = width;
2875 area.height = height;
2876
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002877 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
2878 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002879
2880 colorBufferTexture->Release();
2881 colorBufferTexture = NULL;
2882 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002883}
2884
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002885Image *Renderer11::createImage()
2886{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00002887 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002888}
2889
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002890void Renderer11::generateMipmap(Image *dest, Image *src)
2891{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00002892 Image11 *dest11 = Image11::makeImage11(dest);
2893 Image11 *src11 = Image11::makeImage11(src);
2894 Image11::generateMipmap(dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002895}
2896
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002897TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
2898{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002899 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
2900 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002901}
2902
2903TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
2904{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002905 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002906}
2907
2908TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
2909{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002910 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002911}
2912
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002913static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
2914{
2915 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
2916 destFormat == GL_ALPHA &&
2917 destType == GL_UNSIGNED_BYTE)
2918 {
2919 return 1;
2920 }
2921 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
2922 destFormat == GL_RGBA &&
2923 destType == GL_UNSIGNED_BYTE)
2924 {
2925 return 4;
2926 }
2927 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
2928 destFormat == GL_BGRA_EXT &&
2929 destType == GL_UNSIGNED_BYTE)
2930 {
2931 return 4;
2932 }
2933 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
2934 destFormat == GL_RGBA &&
2935 destType == GL_HALF_FLOAT_OES)
2936 {
2937 return 8;
2938 }
2939 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
2940 destFormat == GL_RGB &&
2941 destType == GL_FLOAT)
2942 {
2943 return 12;
2944 }
2945 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
2946 destFormat == GL_RGBA &&
2947 destType == GL_FLOAT)
2948 {
2949 return 16;
2950 }
2951 else
2952 {
2953 return 0;
2954 }
2955}
2956
2957static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
2958 unsigned int y, int inputPitch, gl::Color *outColor)
2959{
2960 switch (format)
2961 {
2962 case DXGI_FORMAT_R8G8B8A8_UNORM:
2963 {
2964 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00002965 outColor->red = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
2966 outColor->green = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
2967 outColor->blue = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
2968 outColor->alpha = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002969 }
2970 break;
2971
2972 case DXGI_FORMAT_A8_UNORM:
2973 {
2974 outColor->red = 0.0f;
2975 outColor->green = 0.0f;
2976 outColor->blue = 0.0f;
2977 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
2978 }
2979 break;
2980
2981 case DXGI_FORMAT_R32G32B32A32_FLOAT:
2982 {
2983 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
2984 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
2985 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
2986 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
2987 }
2988 break;
2989
2990 case DXGI_FORMAT_R32G32B32_FLOAT:
2991 {
2992 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
2993 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
2994 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
2995 outColor->alpha = 1.0f;
2996 }
2997 break;
2998
2999 case DXGI_FORMAT_R16G16B16A16_FLOAT:
3000 {
3001 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
3002 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
3003 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
3004 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
3005 }
3006 break;
3007
3008 case DXGI_FORMAT_B8G8R8A8_UNORM:
3009 {
3010 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00003011 outColor->red = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
3012 outColor->blue = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
3013 outColor->green = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
3014 outColor->alpha = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003015 }
3016 break;
3017
3018 case DXGI_FORMAT_R8_UNORM:
3019 {
3020 outColor->red = *(data + x + y * inputPitch) / 255.0f;
3021 outColor->green = 0.0f;
3022 outColor->blue = 0.0f;
3023 outColor->alpha = 1.0f;
3024 }
3025 break;
3026
3027 case DXGI_FORMAT_R8G8_UNORM:
3028 {
3029 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
3030
3031 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
3032 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
3033 outColor->blue = 0.0f;
3034 outColor->alpha = 1.0f;
3035 }
3036 break;
3037
3038 case DXGI_FORMAT_R16_FLOAT:
3039 {
3040 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
3041 outColor->green = 0.0f;
3042 outColor->blue = 0.0f;
3043 outColor->alpha = 1.0f;
3044 }
3045 break;
3046
3047 case DXGI_FORMAT_R16G16_FLOAT:
3048 {
3049 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
3050 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
3051 outColor->blue = 0.0f;
3052 outColor->alpha = 1.0f;
3053 }
3054 break;
3055
3056 default:
3057 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
3058 UNIMPLEMENTED();
3059 break;
3060 }
3061}
3062
3063static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
3064 unsigned int y, int outputPitch, void *outData)
3065{
3066 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
3067 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
3068
3069 switch (format)
3070 {
3071 case GL_RGBA:
3072 switch (type)
3073 {
3074 case GL_UNSIGNED_BYTE:
3075 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3076 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3077 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3078 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3079 break;
3080
3081 default:
3082 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
3083 UNIMPLEMENTED();
3084 break;
3085 }
3086 break;
3087
3088 case GL_BGRA_EXT:
3089 switch (type)
3090 {
3091 case GL_UNSIGNED_BYTE:
3092 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3093 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3094 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
3095 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3096 break;
3097
3098 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
3099 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3100 // this type is packed as follows:
3101 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3102 // --------------------------------------------------------------------------------
3103 // | 4th | 3rd | 2nd | 1st component |
3104 // --------------------------------------------------------------------------------
3105 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3106 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3107 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
3108 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
3109 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
3110 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
3111 break;
3112
3113 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
3114 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3115 // this type is packed as follows:
3116 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3117 // --------------------------------------------------------------------------------
3118 // | 4th | 3rd | 2nd | 1st component |
3119 // --------------------------------------------------------------------------------
3120 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3121 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3122 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
3123 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
3124 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
3125 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
3126 break;
3127
3128 default:
3129 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
3130 UNIMPLEMENTED();
3131 break;
3132 }
3133 break;
3134
3135 case GL_RGB:
3136 switch (type)
3137 {
3138 case GL_UNSIGNED_SHORT_5_6_5:
3139 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3140 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
3141 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
3142 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
3143 break;
3144
3145 case GL_UNSIGNED_BYTE:
3146 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3147 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3148 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3149 break;
3150
3151 default:
3152 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
3153 UNIMPLEMENTED();
3154 break;
3155 }
3156 break;
3157
3158 default:
3159 ERR("WritePixelColor not implemented for format 0x%X.", format);
3160 UNIMPLEMENTED();
3161 break;
3162 }
3163}
3164
3165void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
3166 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
3167 GLint packAlignment, void *pixels)
3168{
3169 D3D11_TEXTURE2D_DESC textureDesc;
3170 texture->GetDesc(&textureDesc);
3171
3172 D3D11_TEXTURE2D_DESC stagingDesc;
3173 stagingDesc.Width = area.width;
3174 stagingDesc.Height = area.height;
3175 stagingDesc.MipLevels = 1;
3176 stagingDesc.ArraySize = 1;
3177 stagingDesc.Format = textureDesc.Format;
3178 stagingDesc.SampleDesc.Count = 1;
3179 stagingDesc.SampleDesc.Quality = 0;
3180 stagingDesc.Usage = D3D11_USAGE_STAGING;
3181 stagingDesc.BindFlags = 0;
3182 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
3183 stagingDesc.MiscFlags = 0;
3184
3185 ID3D11Texture2D* stagingTex = NULL;
3186 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
3187 if (FAILED(result))
3188 {
3189 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
3190 return;
3191 }
3192
3193 ID3D11Texture2D* srcTex = NULL;
3194 if (textureDesc.SampleDesc.Count > 1)
3195 {
3196 D3D11_TEXTURE2D_DESC resolveDesc;
3197 resolveDesc.Width = textureDesc.Width;
3198 resolveDesc.Height = textureDesc.Height;
3199 resolveDesc.MipLevels = 1;
3200 resolveDesc.ArraySize = 1;
3201 resolveDesc.Format = textureDesc.Format;
3202 resolveDesc.SampleDesc.Count = 1;
3203 resolveDesc.SampleDesc.Quality = 0;
3204 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
3205 resolveDesc.BindFlags = 0;
3206 resolveDesc.CPUAccessFlags = 0;
3207 resolveDesc.MiscFlags = 0;
3208
3209 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
3210 if (FAILED(result))
3211 {
3212 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
3213 stagingTex->Release();
3214 return;
3215 }
3216
3217 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
3218 subResource = 0;
3219 }
3220 else
3221 {
3222 srcTex = texture;
3223 srcTex->AddRef();
3224 }
3225
3226 D3D11_BOX srcBox;
3227 srcBox.left = area.x;
3228 srcBox.right = area.x + area.width;
3229 srcBox.top = area.y;
3230 srcBox.bottom = area.y + area.height;
3231 srcBox.front = 0;
3232 srcBox.back = 1;
3233
3234 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
3235
3236 srcTex->Release();
3237 srcTex = NULL;
3238
3239 D3D11_MAPPED_SUBRESOURCE mapping;
3240 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
3241
3242 unsigned char *source;
3243 int inputPitch;
3244 if (packReverseRowOrder)
3245 {
3246 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
3247 inputPitch = -static_cast<int>(mapping.RowPitch);
3248 }
3249 else
3250 {
3251 source = static_cast<unsigned char*>(mapping.pData);
3252 inputPitch = static_cast<int>(mapping.RowPitch);
3253 }
3254
3255 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
3256 if (fastPixelSize != 0)
3257 {
3258 unsigned char *dest = static_cast<unsigned char*>(pixels);
3259 for (int j = 0; j < area.height; j++)
3260 {
3261 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
3262 }
3263 }
3264 else
3265 {
3266 gl::Color pixelColor;
3267 for (int j = 0; j < area.height; j++)
3268 {
3269 for (int i = 0; i < area.width; i++)
3270 {
3271 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
3272 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
3273 }
3274 }
3275 }
3276
3277 mDeviceContext->Unmap(stagingTex, 0);
3278
3279 stagingTex->Release();
3280 stagingTex = NULL;
3281}
3282
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003283bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget,
3284 const gl::Rectangle &drawRect, BlitTarget target)
3285{
3286 ASSERT(readRect.width == drawRect.width && readRect.height == drawRect.height);
3287
3288 gl::Renderbuffer *readBuffer = NULL;
3289 switch (target)
3290 {
3291 case BLIT_RENDERTARGET:
3292 readBuffer = readTarget->getColorbuffer();
3293 break;
3294 case BLIT_DEPTHSTENCIL:
3295 readBuffer = readTarget->getDepthOrStencilbuffer();
3296 break;
3297 default: UNREACHABLE();
3298 }
3299 if (!readBuffer)
3300 {
3301 ERR("Failed to retrieve the color buffer from the read target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003302 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003303 }
3304
3305 RenderTarget11 *sourceRenderTarget = NULL;
3306 switch (target)
3307 {
3308 case BLIT_RENDERTARGET:
3309 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getRenderTarget());
3310 break;
3311 case BLIT_DEPTHSTENCIL:
3312 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getDepthStencil());
3313 break;
3314 default: UNREACHABLE();
3315 }
3316 if (!sourceRenderTarget)
3317 {
3318 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003319 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003320 }
3321
3322 ID3D11Texture2D *source = NULL;
3323 unsigned int sourceSubresource = 0;
3324 if (sourceRenderTarget->getSamples() > 0)
3325 {
3326 ID3D11Texture2D *unresolvedTexture = sourceRenderTarget->getTexture();
3327
3328 source = resolveMultisampledTexture(unresolvedTexture, sourceRenderTarget->getSubresourceIndex());
3329 sourceSubresource = 0;
3330
3331 unresolvedTexture->Release();
3332 }
3333 else
3334 {
3335 source = sourceRenderTarget->getTexture();
3336 sourceSubresource = sourceRenderTarget->getSubresourceIndex();
3337 }
3338
3339 if (!source)
3340 {
3341 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003342 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003343 }
3344
3345
3346 gl::Renderbuffer *drawBuffer = NULL;
3347 switch (target)
3348 {
3349 case BLIT_RENDERTARGET:
3350 drawBuffer = drawTarget->getColorbuffer();
3351 break;
3352 case BLIT_DEPTHSTENCIL:
3353 drawBuffer = drawTarget->getDepthOrStencilbuffer();
3354 break;
3355 default: UNREACHABLE();
3356 }
3357 if (!drawBuffer)
3358 {
3359 source->Release();
3360 ERR("Failed to retrieve the color buffer from the draw buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003361 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003362 }
3363
3364 RenderTarget11 *drawRenderTarget = NULL;
3365 switch (target)
3366 {
3367 case BLIT_RENDERTARGET:
3368 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getRenderTarget());
3369 break;
3370 case BLIT_DEPTHSTENCIL:
3371 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getDepthStencil());
3372 break;
3373 default: UNREACHABLE();
3374 }
3375 if (!drawRenderTarget)
3376 {
3377 source->Release();
3378 ERR("Failed to retrieve the render target from the render buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003379 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003380 }
3381
3382 ID3D11Texture2D *dest = drawRenderTarget->getTexture();
3383 unsigned int destSubresource = drawRenderTarget->getSubresourceIndex();
3384
3385 D3D11_BOX srcBox;
3386 srcBox.left = readRect.x;
3387 srcBox.right = readRect.x + readRect.width;
3388 srcBox.top = readRect.y;
3389 srcBox.bottom = readRect.y + readRect.height;
3390 srcBox.front = 0;
3391 srcBox.back = 1;
3392
3393 mDeviceContext->CopySubresourceRegion(dest, destSubresource, drawRect.x, drawRect.y, 0,
3394 source, sourceSubresource, &srcBox);
3395
3396 source->Release();
3397 dest->Release();
3398
3399 return true;
3400}
3401
shannon.woods@transgaming.comd67f9ce2013-02-28 23:06:09 +00003402ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
3403{
3404 D3D11_TEXTURE2D_DESC textureDesc;
3405 source->GetDesc(&textureDesc);
3406
3407 if (textureDesc.SampleDesc.Count > 1)
3408 {
3409 D3D11_TEXTURE2D_DESC resolveDesc;
3410 resolveDesc.Width = textureDesc.Width;
3411 resolveDesc.Height = textureDesc.Height;
3412 resolveDesc.MipLevels = 1;
3413 resolveDesc.ArraySize = 1;
3414 resolveDesc.Format = textureDesc.Format;
3415 resolveDesc.SampleDesc.Count = 1;
3416 resolveDesc.SampleDesc.Quality = 0;
3417 resolveDesc.Usage = textureDesc.Usage;
3418 resolveDesc.BindFlags = textureDesc.BindFlags;
3419 resolveDesc.CPUAccessFlags = 0;
3420 resolveDesc.MiscFlags = 0;
3421
3422 ID3D11Texture2D *resolveTexture = NULL;
3423 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
3424 if (FAILED(result))
3425 {
3426 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
3427 return NULL;
3428 }
3429
3430 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
3431 return resolveTexture;
3432 }
3433 else
3434 {
3435 source->AddRef();
3436 return source;
3437 }
3438}
3439
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003440}