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shannon.woods@transgaming.combdf2d802013-02-28 23:16:20 +00001#include "precompiled.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002//
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00003// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00004// Use of this source code is governed by a BSD-style license that can be
5// found in the LICENSE file.
6//
7
8// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
9
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
shannonwoods@chromium.orga2ecfcc2013-05-30 00:11:59 +000011#include "common/utilities.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000012#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000013#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000014#include "libGLESv2/Framebuffer.h"
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000015#include "libGLESv2/RenderBuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000016#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000017#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000018#include "libGLESv2/renderer/renderer11_utils.h"
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +000019#include "libGLESv2/renderer/formatutils11.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
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +000032#include "libGLESv2/renderer/shaders/compiled/passthrough2d11vs.h"
33#include "libGLESv2/renderer/shaders/compiled/passthroughrgba2d11ps.h"
34#include "libGLESv2/renderer/shaders/compiled/passthroughrgb2d11ps.h"
35#include "libGLESv2/renderer/shaders/compiled/passthroughlum2d11ps.h"
36#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha2d11ps.h"
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000037
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +000038#include "libGLESv2/renderer/shaders/compiled/passthrough3d11vs.h"
39#include "libGLESv2/renderer/shaders/compiled/passthrough3d11gs.h"
40#include "libGLESv2/renderer/shaders/compiled/passthroughrgba3d11ps.h"
41#include "libGLESv2/renderer/shaders/compiled/passthroughrgb3d11ps.h"
42#include "libGLESv2/renderer/shaders/compiled/passthroughlum3d11ps.h"
43#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha3d11ps.h"
44
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000045#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
shannonwoods@chromium.org98949842013-05-30 00:01:51 +000046#include "libGLESv2/renderer/shaders/compiled/clearsingle11ps.h"
47#include "libGLESv2/renderer/shaders/compiled/clearmultiple11ps.h"
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000048
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000049#include "libEGL/Display.h"
50
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +000051#ifdef _DEBUG
52// this flag enables suppressing some spurious warnings that pop up in certain WebGL samples
53// and conformance tests. to enable all warnings, remove this define.
54#define ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS 1
55#endif
56
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000057namespace rx
58{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000059static const DXGI_FORMAT RenderTargetFormats[] =
60 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000061 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000062 DXGI_FORMAT_R8G8B8A8_UNORM
63 };
64
65static const DXGI_FORMAT DepthStencilFormats[] =
66 {
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +000067 DXGI_FORMAT_UNKNOWN,
68 DXGI_FORMAT_D24_UNORM_S8_UINT,
69 DXGI_FORMAT_D16_UNORM
daniel@transgaming.com65e65372012-11-28 19:33:50 +000070 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000071
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000072enum
73{
74 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
75};
76
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000077Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
78{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000079 mVertexDataManager = NULL;
80 mIndexDataManager = NULL;
81
daniel@transgaming.comc5114302012-12-20 21:11:36 +000082 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000083 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000084
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000085 mCopyResourcesInitialized = false;
86 mCopyVB = NULL;
87 mCopySampler = NULL;
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +000088 mCopy2DIL = NULL;
89 mCopy2DVS = NULL;
90 mCopyRGBA2DPS = NULL;
91 mCopyRGB2DPS = NULL;
92 mCopyLum2DPS = NULL;
93 mCopyLumAlpha2DPS = NULL;
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +000094 mCopy3DIL = NULL;
95 mCopy3DVS = NULL;
96 mCopy3DGS = NULL;
97 mCopyRGBA3DPS = NULL;
98 mCopyRGB3DPS = NULL;
99 mCopyLum3DPS = NULL;
100 mCopyLumAlpha3DPS = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +0000101
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +0000102 mClearResourcesInitialized = false;
103 mClearVB = NULL;
104 mClearIL = NULL;
105 mClearVS = NULL;
shannonwoods@chromium.org98949842013-05-30 00:01:51 +0000106 mClearSinglePS = NULL;
107 mClearMultiplePS = NULL;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +0000108 mClearScissorRS = NULL;
109 mClearNoScissorRS = NULL;
110
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000111 mSyncQuery = NULL;
112
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000113 mD3d11Module = NULL;
114 mDxgiModule = NULL;
115
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000116 mDeviceLost = false;
117
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000118 mMaxSupportedSamples = 0;
119
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000120 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000121 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000122 mDxgiAdapter = NULL;
123 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000124
125 mDriverConstantBufferVS = NULL;
126 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000127
128 mBGRATextureSupport = false;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +0000129
130 mIsGeometryShaderActive = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000131}
132
133Renderer11::~Renderer11()
134{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000135 release();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000136}
137
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000138Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
139{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000140 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000141 return static_cast<rx::Renderer11*>(renderer);
142}
143
shannon.woods%transgaming.com@gtempaccount.comf9686c22013-04-13 03:33:45 +0000144#ifndef __d3d11_1_h__
145#define D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET ((D3D11_MESSAGE_ID)3146081)
146#endif
147
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000148EGLint Renderer11::initialize()
149{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000150 if (!initializeCompiler())
151 {
152 return EGL_NOT_INITIALIZED;
153 }
154
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000155 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
156 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000157
158 if (mD3d11Module == NULL || mDxgiModule == NULL)
159 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000160 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000161 return EGL_NOT_INITIALIZED;
162 }
163
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000164 // create the D3D11 device
165 ASSERT(mDevice == NULL);
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000166 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000167
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000168 if (D3D11CreateDevice == NULL)
169 {
170 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
171 return EGL_NOT_INITIALIZED;
172 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000173
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000174 D3D_FEATURE_LEVEL featureLevels[] =
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000175 {
176 D3D_FEATURE_LEVEL_11_0,
177 D3D_FEATURE_LEVEL_10_1,
178 D3D_FEATURE_LEVEL_10_0,
179 };
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000180
shannonwoods@chromium.orgc3419c12013-05-30 00:02:01 +0000181 HRESULT result = S_OK;
182
183#ifdef _DEBUG
184 result = D3D11CreateDevice(NULL,
185 D3D_DRIVER_TYPE_HARDWARE,
186 NULL,
187 D3D11_CREATE_DEVICE_DEBUG,
188 featureLevels,
189 ArraySize(featureLevels),
190 D3D11_SDK_VERSION,
191 &mDevice,
192 &mFeatureLevel,
193 &mDeviceContext);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000194
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000195 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000196 {
shannonwoods@chromium.orgc3419c12013-05-30 00:02:01 +0000197 ERR("Failed creating Debug D3D11 device - falling back to release runtime.\n");
198 }
199
200 if (!mDevice || FAILED(result))
201#endif
202 {
203 result = D3D11CreateDevice(NULL,
204 D3D_DRIVER_TYPE_HARDWARE,
205 NULL,
206 0,
207 featureLevels,
208 ArraySize(featureLevels),
209 D3D11_SDK_VERSION,
210 &mDevice,
211 &mFeatureLevel,
212 &mDeviceContext);
213
214 if (!mDevice || FAILED(result))
215 {
216 ERR("Could not create D3D11 device - aborting!\n");
217 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
218 }
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000219 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000220
221 IDXGIDevice *dxgiDevice = NULL;
222 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
223
224 if (FAILED(result))
225 {
226 ERR("Could not query DXGI device - aborting!\n");
227 return EGL_NOT_INITIALIZED;
228 }
229
230 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
231
232 if (FAILED(result))
233 {
234 ERR("Could not retrieve DXGI adapter - aborting!\n");
235 return EGL_NOT_INITIALIZED;
236 }
237
238 dxgiDevice->Release();
239
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000240 mDxgiAdapter->GetDesc(&mAdapterDescription);
241 memset(mDescription, 0, sizeof(mDescription));
242 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
243
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000244 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
245
246 if (!mDxgiFactory || FAILED(result))
247 {
248 ERR("Could not create DXGI factory - aborting!\n");
249 return EGL_NOT_INITIALIZED;
250 }
251
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000252 // Disable some spurious D3D11 debug warnings to prevent them from flooding the output log
253#if defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG)
254 ID3D11InfoQueue *infoQueue;
255 result = mDevice->QueryInterface(__uuidof(ID3D11InfoQueue), (void **)&infoQueue);
256
257 if (SUCCEEDED(result))
258 {
259 D3D11_MESSAGE_ID hideMessages[] =
260 {
261 D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETS_HAZARD,
shannon.woods%transgaming.com@gtempaccount.comf9686c22013-04-13 03:33:45 +0000262 D3D11_MESSAGE_ID_DEVICE_PSSETSHADERRESOURCES_HAZARD,
263 D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000264 };
265
266 D3D11_INFO_QUEUE_FILTER filter = {0};
267 filter.DenyList.NumIDs = ArraySize(hideMessages);
268 filter.DenyList.pIDList = hideMessages;
269
270 infoQueue->AddStorageFilterEntries(&filter);
271
272 infoQueue->Release();
273 }
274#endif
275
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000276 unsigned int maxSupportedSamples = 0;
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000277 unsigned int rtFormatCount = ArraySize(RenderTargetFormats);
278 unsigned int dsFormatCount = ArraySize(DepthStencilFormats);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000279 for (unsigned int i = 0; i < rtFormatCount + dsFormatCount; ++i)
280 {
281 DXGI_FORMAT format = (i < rtFormatCount) ? RenderTargetFormats[i] : DepthStencilFormats[i - rtFormatCount];
282 if (format != DXGI_FORMAT_UNKNOWN)
283 {
284 UINT formatSupport;
285 result = mDevice->CheckFormatSupport(format, &formatSupport);
286 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
287 {
288 MultisampleSupportInfo supportInfo;
289
290 for (unsigned int j = 1; j <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; j++)
291 {
292 result = mDevice->CheckMultisampleQualityLevels(format, j, &supportInfo.qualityLevels[j - 1]);
293 if (SUCCEEDED(result) && supportInfo.qualityLevels[j - 1] > 0)
294 {
295 maxSupportedSamples = std::max(j, maxSupportedSamples);
296 }
297 else
298 {
299 supportInfo.qualityLevels[j - 1] = 0;
300 }
301 }
302
303 mMultisampleSupportMap.insert(std::make_pair(format, supportInfo));
304 }
305 }
306 }
307 mMaxSupportedSamples = maxSupportedSamples;
308
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000309 initializeDevice();
310
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000311 // BGRA texture support is optional in feature levels 10 and 10_1
312 UINT formatSupport;
313 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
314 if (FAILED(result))
315 {
316 ERR("Error checking BGRA format support: 0x%08X", result);
317 }
318 else
319 {
320 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
321 mBGRATextureSupport = (formatSupport & flags) == flags;
322 }
323
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +0000324 // Check floating point texture support
325 static const unsigned int requiredTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE;
326 static const unsigned int requiredRenderableFlags = D3D11_FORMAT_SUPPORT_RENDER_TARGET;
327 static const unsigned int requiredFilterFlags = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
328
329 DXGI_FORMAT float16Formats[] =
330 {
331 DXGI_FORMAT_R16_FLOAT,
332 DXGI_FORMAT_R16G16_FLOAT,
333 DXGI_FORMAT_R16G16B16A16_FLOAT,
334 };
335
336 DXGI_FORMAT float32Formats[] =
337 {
338 DXGI_FORMAT_R32_FLOAT,
339 DXGI_FORMAT_R32G32_FLOAT,
340 DXGI_FORMAT_R32G32B32_FLOAT,
341 DXGI_FORMAT_R32G32B32A32_FLOAT,
342 };
343
344 mFloat16TextureSupport = true;
345 mFloat16FilterSupport = true;
346 mFloat16RenderSupport = true;
347 for (unsigned int i = 0; i < ArraySize(float16Formats); i++)
348 {
349 if (SUCCEEDED(mDevice->CheckFormatSupport(float16Formats[i], &formatSupport)))
350 {
351 mFloat16TextureSupport = mFloat16TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
352 mFloat16FilterSupport = mFloat16FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
353 mFloat16RenderSupport = mFloat16RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
354 }
355 else
356 {
357 mFloat16TextureSupport = false;
358 mFloat16RenderSupport = false;
359 mFloat16FilterSupport = false;
360 }
361 }
362
363 mFloat32TextureSupport = true;
364 mFloat32FilterSupport = true;
365 mFloat32RenderSupport = true;
366 for (unsigned int i = 0; i < ArraySize(float32Formats); i++)
367 {
368 if (SUCCEEDED(mDevice->CheckFormatSupport(float32Formats[i], &formatSupport)))
369 {
370 mFloat32TextureSupport = mFloat32TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
371 mFloat32FilterSupport = mFloat32FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
372 mFloat32RenderSupport = mFloat32RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
373 }
374 else
375 {
376 mFloat32TextureSupport = false;
377 mFloat32FilterSupport = false;
378 mFloat32RenderSupport = false;
379 }
380 }
381
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +0000382 // Check compressed texture support
383 const unsigned int requiredCompressedTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D;
384
385 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC1_UNORM, &formatSupport)))
386 {
387 mDXT1TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
388 }
389 else
390 {
391 mDXT1TextureSupport = false;
392 }
393
394 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC3_UNORM, &formatSupport)))
395 {
396 mDXT3TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
397 }
398 else
399 {
400 mDXT3TextureSupport = false;
401 }
402
403 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC5_UNORM, &formatSupport)))
404 {
405 mDXT5TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
406 }
407 else
408 {
409 mDXT5TextureSupport = false;
410 }
411
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +0000412 // Check depth texture support
413 DXGI_FORMAT depthTextureFormats[] =
414 {
415 DXGI_FORMAT_D16_UNORM,
416 DXGI_FORMAT_D24_UNORM_S8_UINT,
417 };
418
419 static const unsigned int requiredDepthTextureFlags = D3D11_FORMAT_SUPPORT_DEPTH_STENCIL |
420 D3D11_FORMAT_SUPPORT_TEXTURE2D;
421
422 mDepthTextureSupport = true;
423 for (unsigned int i = 0; i < ArraySize(depthTextureFormats); i++)
424 {
425 if (SUCCEEDED(mDevice->CheckFormatSupport(depthTextureFormats[i], &formatSupport)))
426 {
427 mDepthTextureSupport = mDepthTextureSupport && ((formatSupport & requiredDepthTextureFlags) == requiredDepthTextureFlags);
428 }
429 else
430 {
431 mDepthTextureSupport = false;
432 }
433 }
434
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000435 return EGL_SUCCESS;
436}
437
438// do any one-time device initialization
439// NOTE: this is also needed after a device lost/reset
440// to reset the scene status and ensure the default states are reset.
441void Renderer11::initializeDevice()
442{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000443 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000444 mInputLayoutCache.initialize(mDevice, mDeviceContext);
445
446 ASSERT(!mVertexDataManager && !mIndexDataManager);
447 mVertexDataManager = new VertexDataManager(this);
448 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000449
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000450 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000451}
452
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000453int Renderer11::generateConfigs(ConfigDesc **configDescList)
454{
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000455 unsigned int numRenderFormats = ArraySize(RenderTargetFormats);
456 unsigned int numDepthFormats = ArraySize(DepthStencilFormats);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000457 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
458 int numConfigs = 0;
459
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000460 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000461 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000462 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000463 {
464 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
465
466 UINT formatSupport = 0;
467 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000468
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000469 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
470 {
471 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
472
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000473 bool depthStencilFormatOK = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000474
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000475 if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
476 {
477 UINT formatSupport = 0;
478 result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
479 depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
480 }
481
482 if (depthStencilFormatOK)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000483 {
484 ConfigDesc newConfig;
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +0000485 newConfig.renderTargetFormat = d3d11_gl::GetInternalFormat(renderTargetFormat);
486 newConfig.depthStencilFormat = d3d11_gl::GetInternalFormat(depthStencilFormat);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000487 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
488 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
shannon.woods%transgaming.com@gtempaccount.comdcf33d52013-04-13 03:33:11 +0000489 newConfig.es3Capable = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000490
491 (*configDescList)[numConfigs++] = newConfig;
492 }
493 }
494 }
495 }
496
497 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000498}
499
500void Renderer11::deleteConfigs(ConfigDesc *configDescList)
501{
502 delete [] (configDescList);
503}
504
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000505void Renderer11::sync(bool block)
506{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000507 if (block)
508 {
509 HRESULT result;
510
511 if (!mSyncQuery)
512 {
513 D3D11_QUERY_DESC queryDesc;
514 queryDesc.Query = D3D11_QUERY_EVENT;
515 queryDesc.MiscFlags = 0;
516
517 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
518 ASSERT(SUCCEEDED(result));
519 }
520
521 mDeviceContext->End(mSyncQuery);
522 mDeviceContext->Flush();
523
524 do
525 {
526 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
527
528 // Keep polling, but allow other threads to do something useful first
529 Sleep(0);
530
531 if (testDeviceLost(true))
532 {
533 return;
534 }
535 }
536 while (result == S_FALSE);
537 }
538 else
539 {
540 mDeviceContext->Flush();
541 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000542}
543
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000544SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
545{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000546 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000547}
548
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000549void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
550{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000551 if (type == gl::SAMPLER_PIXEL)
552 {
553 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
554 {
555 ERR("Pixel shader sampler index %i is not valid.", index);
556 return;
557 }
558
559 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
560 {
561 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
562
563 if (!dxSamplerState)
564 {
565 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
566 "sampler state for pixel shaders at slot %i.", index);
567 }
568
569 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
570
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000571 mCurPixelSamplerStates[index] = samplerState;
572 }
573
574 mForceSetPixelSamplerStates[index] = false;
575 }
576 else if (type == gl::SAMPLER_VERTEX)
577 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000578 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000579 {
580 ERR("Vertex shader sampler index %i is not valid.", index);
581 return;
582 }
583
584 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
585 {
586 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
587
588 if (!dxSamplerState)
589 {
590 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
591 "sampler state for vertex shaders at slot %i.", index);
592 }
593
594 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
595
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000596 mCurVertexSamplerStates[index] = samplerState;
597 }
598
599 mForceSetVertexSamplerStates[index] = false;
600 }
601 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000602}
603
604void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
605{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000606 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000607 unsigned int serial = 0;
608 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000609
610 if (texture)
611 {
612 TextureStorageInterface *texStorage = texture->getNativeTexture();
613 if (texStorage)
614 {
615 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
616 textureSRV = storage11->getSRV();
617 }
618
619 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
620 // missing the shader resource view
621 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000622
623 serial = texture->getTextureSerial();
624 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000625 }
626
627 if (type == gl::SAMPLER_PIXEL)
628 {
629 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
630 {
631 ERR("Pixel shader sampler index %i is not valid.", index);
632 return;
633 }
634
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000635 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
636 {
637 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
638 }
639
640 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000641 }
642 else if (type == gl::SAMPLER_VERTEX)
643 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000644 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000645 {
646 ERR("Vertex shader sampler index %i is not valid.", index);
647 return;
648 }
649
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000650 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
651 {
652 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
653 }
654
655 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000656 }
657 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000658}
659
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000660bool Renderer11::setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], const gl::Buffer *fragmentUniformBuffers[])
661{
662 // convert buffers to ID3D11Buffer*
663 ID3D11Buffer *vertexConstantBuffers[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS] = { NULL };
664 ID3D11Buffer *pixelConstantBuffers[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS] = { NULL };
665
666 for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; uniformBufferIndex++)
667 {
668 const gl::Buffer *uniformBuffer = vertexUniformBuffers[uniformBufferIndex];
669 if (uniformBuffer)
670 {
671 BufferStorage11 *bufferStorage = BufferStorage11::makeBufferStorage11(uniformBuffer->getStorage());
672 ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(GL_UNIFORM_BUFFER);
673
674 if (!constantBuffer)
675 {
676 return false;
677 }
678
679 vertexConstantBuffers[uniformBufferIndex] = constantBuffer;
680 }
681 }
682
683 for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS; uniformBufferIndex++)
684 {
685 const gl::Buffer *uniformBuffer = fragmentUniformBuffers[uniformBufferIndex];
686 if (uniformBuffer)
687 {
688 BufferStorage11 *bufferStorage = BufferStorage11::makeBufferStorage11(uniformBuffer->getStorage());
689 ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(GL_UNIFORM_BUFFER);
690
691 if (!constantBuffer)
692 {
693 return false;
694 }
695
696 pixelConstantBuffers[uniformBufferIndex] = constantBuffer;
697 }
698 }
699
700 mDeviceContext->VSSetConstantBuffers(getReservedVertexUniformBuffers(), getMaxVertexShaderUniformBuffers(), vertexConstantBuffers);
701 mDeviceContext->PSSetConstantBuffers(getReservedFragmentUniformBuffers(), getMaxFragmentShaderUniformBuffers(), pixelConstantBuffers);
702
703 return true;
704}
705
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000706void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000707{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000708 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000709 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000710 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
711 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000712 if (!dxRasterState)
713 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000714 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000715 "rasterizer state.");
716 }
717
718 mDeviceContext->RSSetState(dxRasterState);
719
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000720 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000721 }
722
723 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000724}
725
726void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
727 unsigned int sampleMask)
728{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000729 if (mForceSetBlendState ||
730 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
731 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
732 sampleMask != mCurSampleMask)
733 {
734 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
735 if (!dxBlendState)
736 {
737 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
738 "blend state.");
739 }
740
741 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
742 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
743
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000744 mCurBlendState = blendState;
745 mCurBlendColor = blendColor;
746 mCurSampleMask = sampleMask;
747 }
748
749 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000750}
751
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000752void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000753 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000754{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000755 if (mForceSetDepthStencilState ||
756 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
757 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
758 {
759 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
760 stencilRef != stencilBackRef ||
761 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
762 {
763 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
764 "invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000765 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000766 }
767
768 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
769 if (!dxDepthStencilState)
770 {
771 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
772 "setting the default depth stencil state.");
773 }
774
775 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
776
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000777 mCurDepthStencilState = depthStencilState;
778 mCurStencilRef = stencilRef;
779 mCurStencilBackRef = stencilBackRef;
780 }
781
782 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000783}
784
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000785void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000786{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000787 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
788 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000789 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000790 if (enabled)
791 {
792 D3D11_RECT rect;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000793 rect.left = std::max(0, scissor.x);
794 rect.top = std::max(0, scissor.y);
795 rect.right = scissor.x + std::max(0, scissor.width);
796 rect.bottom = scissor.y + std::max(0, scissor.height);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000797
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000798 mDeviceContext->RSSetScissorRects(1, &rect);
799 }
800
801 if (enabled != mScissorEnabled)
802 {
803 mForceSetRasterState = true;
804 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000805
806 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000807 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000808 }
809
810 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000811}
812
daniel@transgaming.com12985182012-12-20 20:56:31 +0000813bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000814 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000815{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000816 gl::Rectangle actualViewport = viewport;
817 float actualZNear = gl::clamp01(zNear);
818 float actualZFar = gl::clamp01(zFar);
819 if (ignoreViewport)
820 {
821 actualViewport.x = 0;
822 actualViewport.y = 0;
823 actualViewport.width = mRenderTargetDesc.width;
824 actualViewport.height = mRenderTargetDesc.height;
825 actualZNear = 0.0f;
826 actualZFar = 1.0f;
827 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000828
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000829 // Get D3D viewport bounds, which depends on the feature level
830 const Range& viewportBounds = getViewportBounds();
831
832 // 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 +0000833 D3D11_VIEWPORT dxViewport;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000834 dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end);
835 dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end);
836 dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension());
837 dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension());
838 dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX));
839 dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY));
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000840 dxViewport.MinDepth = actualZNear;
841 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000842
843 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
844 {
845 return false; // Nothing to render
846 }
847
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000848 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
849 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000850
daniel@transgaming.com53670042012-11-28 20:55:51 +0000851 if (viewportChanged)
852 {
853 mDeviceContext->RSSetViewports(1, &dxViewport);
854
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000855 mCurViewport = actualViewport;
856 mCurNear = actualZNear;
857 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000858
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +0000859 mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f;
860 mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f;
861 mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
862 mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000863
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000864 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
865 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000866
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000867 mVertexConstants.depthRange[0] = actualZNear;
868 mVertexConstants.depthRange[1] = actualZFar;
869 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000870
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000871 mPixelConstants.depthRange[0] = actualZNear;
872 mPixelConstants.depthRange[1] = actualZFar;
873 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000874 }
875
876 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000877 return true;
878}
879
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000880bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
881{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000882 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000883
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000884 switch (mode)
885 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000886 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
887 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000888 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000889 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
890 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
891 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000892 // emulate fans via rewriting index buffer
893 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000894 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000895 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000896 }
897
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000898 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000899
900 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000901}
902
903bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000904{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000905 // Get the color render buffer and serial
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000906 // Also extract the render target dimensions and view
907 unsigned int renderTargetWidth = 0;
908 unsigned int renderTargetHeight = 0;
909 GLenum renderTargetFormat = 0;
910 unsigned int renderTargetSerials[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {0};
911 ID3D11RenderTargetView* framebufferRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
912 bool missingColorRenderTarget = true;
913
914 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000915 {
shannon.woods%transgaming.com@gtempaccount.com4059a382013-04-13 03:31:16 +0000916 const GLenum drawBufferState = framebuffer->getDrawBufferState(colorAttachment);
917
918 if (framebuffer->getColorbufferType(colorAttachment) != GL_NONE && drawBufferState != GL_NONE)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000919 {
shannon.woods%transgaming.com@gtempaccount.com4059a382013-04-13 03:31:16 +0000920 // the draw buffer must be either "none", "back" for the default buffer or the same index as this color (in order)
921 ASSERT(drawBufferState == GL_BACK || drawBufferState == (GL_COLOR_ATTACHMENT0_EXT + colorAttachment));
922
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000923 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(colorAttachment);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000924
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000925 if (!colorbuffer)
926 {
927 ERR("render target pointer unexpectedly null.");
928 return false;
929 }
shannon.woods@transgaming.com3e3da582013-02-28 23:09:03 +0000930
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000931 // check for zero-sized default framebuffer, which is a special case.
932 // in this case we do not wish to modify any state and just silently return false.
933 // this will not report any gl error but will cause the calling method to return.
934 if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0)
935 {
936 return false;
937 }
938
939 renderTargetSerials[colorAttachment] = colorbuffer->getSerial();
940
941 // Extract the render target dimensions and view
942 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
943 if (!renderTarget)
944 {
945 ERR("render target pointer unexpectedly null.");
946 return false;
947 }
948
949 framebufferRTVs[colorAttachment] = renderTarget->getRenderTargetView();
950 if (!framebufferRTVs[colorAttachment])
951 {
952 ERR("render target view pointer unexpectedly null.");
953 return false;
954 }
955
956 if (missingColorRenderTarget)
957 {
958 renderTargetWidth = colorbuffer->getWidth();
959 renderTargetHeight = colorbuffer->getHeight();
960 renderTargetFormat = colorbuffer->getActualFormat();
961 missingColorRenderTarget = false;
962 }
963 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000964 }
965
966 // Get the depth stencil render buffer and serials
967 gl::Renderbuffer *depthStencil = NULL;
968 unsigned int depthbufferSerial = 0;
969 unsigned int stencilbufferSerial = 0;
970 if (framebuffer->getDepthbufferType() != GL_NONE)
971 {
972 depthStencil = framebuffer->getDepthbuffer();
973 if (!depthStencil)
974 {
975 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000976 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000977 return false;
978 }
979
980 depthbufferSerial = depthStencil->getSerial();
981 }
982 else if (framebuffer->getStencilbufferType() != GL_NONE)
983 {
984 depthStencil = framebuffer->getStencilbuffer();
985 if (!depthStencil)
986 {
987 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000988 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000989 return false;
990 }
991
992 stencilbufferSerial = depthStencil->getSerial();
993 }
994
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000995 // Extract the depth stencil sizes and view
996 unsigned int depthSize = 0;
997 unsigned int stencilSize = 0;
998 ID3D11DepthStencilView* framebufferDSV = NULL;
999 if (depthStencil)
1000 {
1001 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
1002 if (!depthStencilRenderTarget)
1003 {
1004 ERR("render target pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001005 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001006 return false;
1007 }
1008
1009 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
1010 if (!framebufferDSV)
1011 {
1012 ERR("depth stencil view pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001013 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001014 return false;
1015 }
1016
1017 // If there is no render buffer, the width, height and format values come from
1018 // the depth stencil
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001019 if (missingColorRenderTarget)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001020 {
1021 renderTargetWidth = depthStencil->getWidth();
1022 renderTargetHeight = depthStencil->getHeight();
1023 renderTargetFormat = depthStencil->getActualFormat();
1024 }
1025
1026 depthSize = depthStencil->getDepthSize();
1027 stencilSize = depthStencil->getStencilSize();
1028 }
1029
1030 // Apply the render target and depth stencil
1031 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001032 memcmp(renderTargetSerials, mAppliedRenderTargetSerials, sizeof(renderTargetSerials)) != 0 ||
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001033 depthbufferSerial != mAppliedDepthbufferSerial ||
1034 stencilbufferSerial != mAppliedStencilbufferSerial)
1035 {
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001036 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), framebufferRTVs, framebufferDSV);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001037
1038 mRenderTargetDesc.width = renderTargetWidth;
1039 mRenderTargetDesc.height = renderTargetHeight;
1040 mRenderTargetDesc.format = renderTargetFormat;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00001041 mForceSetViewport = true;
1042 mForceSetScissor = true;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001043
1044 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
1045 {
1046 mCurDepthSize = depthSize;
1047 mForceSetRasterState = true;
1048 }
1049
1050 mCurStencilSize = stencilSize;
1051
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001052 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
1053 {
1054 mAppliedRenderTargetSerials[rtIndex] = renderTargetSerials[rtIndex];
1055 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001056 mAppliedDepthbufferSerial = depthbufferSerial;
1057 mAppliedStencilbufferSerial = stencilbufferSerial;
1058 mRenderTargetDescInitialized = true;
1059 mDepthStencilInitialized = true;
1060 }
1061
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001062 SafeRelease(framebufferRTVs);
1063 SafeRelease(framebufferDSV);
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001064
1065 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001066}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001067
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001068GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +00001069{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001070 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
1071 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
1072 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +00001073 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001074 return err;
1075 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +00001076
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001077 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +00001078}
1079
daniel@transgaming.com31240482012-11-28 21:06:41 +00001080GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001081{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001082 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001083
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001084 if (err == GL_NO_ERROR)
1085 {
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001086 if (indexInfo->storage)
1087 {
1088 if (indexInfo->serial != mAppliedStorageIBSerial || indexInfo->startOffset != mAppliedIBOffset)
1089 {
1090 BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(indexInfo->storage);
1091 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1092
shannonwoods@chromium.org675526e2013-05-30 00:04:49 +00001093 mDeviceContext->IASetIndexBuffer(storage->getBuffer(GL_ELEMENT_ARRAY_BUFFER), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001094
1095 mAppliedIBSerial = 0;
1096 mAppliedStorageIBSerial = storage->getSerial();
1097 mAppliedIBOffset = indexInfo->startOffset;
1098 }
1099 }
1100 else if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001101 {
1102 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1103
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +00001104 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001105
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001106 mAppliedIBSerial = indexInfo->serial;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001107 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001108 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001109 }
1110 }
1111
1112 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001113}
1114
1115void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
1116{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001117 if (mode == GL_LINE_LOOP)
1118 {
1119 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1120 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001121 else if (mode == GL_TRIANGLE_FAN)
1122 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001123 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001124 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001125 else if (instances > 0)
1126 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001127 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001128 }
1129 else
1130 {
1131 mDeviceContext->Draw(count, 0);
1132 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001133}
1134
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001135void 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 +00001136{
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001137 if (mode == GL_LINE_LOOP)
1138 {
1139 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
1140 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001141 else if (mode == GL_TRIANGLE_FAN)
1142 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001143 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
1144 }
1145 else if (instances > 0)
1146 {
1147 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001148 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001149 else
1150 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +00001151 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001152 }
1153}
1154
1155void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1156{
1157 // Get the raw indices for an indexed draw
1158 if (type != GL_NONE && elementArrayBuffer)
1159 {
1160 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001161 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001162 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001163 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001164 }
1165
1166 if (!mLineLoopIB)
1167 {
1168 mLineLoopIB = new StreamingIndexBufferInterface(this);
1169 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1170 {
1171 delete mLineLoopIB;
1172 mLineLoopIB = NULL;
1173
1174 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001175 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001176 }
1177 }
1178
1179 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
1180 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1181 {
1182 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001183 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001184 }
1185
1186 void* mappedMemory = NULL;
1187 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1188 if (offset == -1 || mappedMemory == NULL)
1189 {
1190 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001191 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001192 }
1193
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001194 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001195 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001196
1197 switch (type)
1198 {
1199 case GL_NONE: // Non-indexed draw
1200 for (int i = 0; i < count; i++)
1201 {
1202 data[i] = i;
1203 }
1204 data[count] = 0;
1205 break;
1206 case GL_UNSIGNED_BYTE:
1207 for (int i = 0; i < count; i++)
1208 {
1209 data[i] = static_cast<const GLubyte*>(indices)[i];
1210 }
1211 data[count] = static_cast<const GLubyte*>(indices)[0];
1212 break;
1213 case GL_UNSIGNED_SHORT:
1214 for (int i = 0; i < count; i++)
1215 {
1216 data[i] = static_cast<const GLushort*>(indices)[i];
1217 }
1218 data[count] = static_cast<const GLushort*>(indices)[0];
1219 break;
1220 case GL_UNSIGNED_INT:
1221 for (int i = 0; i < count; i++)
1222 {
1223 data[i] = static_cast<const GLuint*>(indices)[i];
1224 }
1225 data[count] = static_cast<const GLuint*>(indices)[0];
1226 break;
1227 default: UNREACHABLE();
1228 }
1229
1230 if (!mLineLoopIB->unmapBuffer())
1231 {
1232 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001233 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001234 }
1235
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001236 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001237 {
1238 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
1239
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001240 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001241 mAppliedIBSerial = mLineLoopIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001242 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001243 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001244 }
1245
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001246 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001247}
1248
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001249void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001250{
1251 // Get the raw indices for an indexed draw
1252 if (type != GL_NONE && elementArrayBuffer)
1253 {
1254 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001255 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001256 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001257 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001258 }
1259
1260 if (!mTriangleFanIB)
1261 {
1262 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1263 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1264 {
1265 delete mTriangleFanIB;
1266 mTriangleFanIB = NULL;
1267
1268 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001269 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001270 }
1271 }
1272
1273 const int numTris = count - 2;
1274 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
1275 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1276 {
1277 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001278 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001279 }
1280
1281 void* mappedMemory = NULL;
1282 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
1283 if (offset == -1 || mappedMemory == NULL)
1284 {
1285 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001286 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001287 }
1288
1289 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1290 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
1291
1292 switch (type)
1293 {
1294 case GL_NONE: // Non-indexed draw
1295 for (int i = 0; i < numTris; i++)
1296 {
1297 data[i*3 + 0] = 0;
1298 data[i*3 + 1] = i + 1;
1299 data[i*3 + 2] = i + 2;
1300 }
1301 break;
1302 case GL_UNSIGNED_BYTE:
1303 for (int i = 0; i < numTris; i++)
1304 {
1305 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1306 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1307 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1308 }
1309 break;
1310 case GL_UNSIGNED_SHORT:
1311 for (int i = 0; i < numTris; i++)
1312 {
1313 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1314 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1315 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1316 }
1317 break;
1318 case GL_UNSIGNED_INT:
1319 for (int i = 0; i < numTris; i++)
1320 {
1321 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1322 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1323 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1324 }
1325 break;
1326 default: UNREACHABLE();
1327 }
1328
1329 if (!mTriangleFanIB->unmapBuffer())
1330 {
1331 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001332 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001333 }
1334
1335 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1336 {
1337 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1338
1339 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1340 mAppliedIBSerial = mTriangleFanIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001341 mAppliedStorageIBSerial = 0;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001342 mAppliedIBOffset = indexBufferOffset;
1343 }
1344
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001345 if (instances > 0)
1346 {
1347 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1348 }
1349 else
1350 {
1351 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1352 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001353}
1354
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001355void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1356{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001357 unsigned int programBinarySerial = programBinary->getSerial();
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001358 const bool updateProgramState = (programBinarySerial != mAppliedProgramBinarySerial);
1359
1360 if (updateProgramState)
daniel@transgaming.come4991412012-12-20 20:55:34 +00001361 {
1362 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1363 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001364
daniel@transgaming.come4991412012-12-20 20:55:34 +00001365 ID3D11VertexShader *vertexShader = NULL;
1366 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001367
daniel@transgaming.come4991412012-12-20 20:55:34 +00001368 ID3D11PixelShader *pixelShader = NULL;
1369 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001370
daniel@transgaming.come4991412012-12-20 20:55:34 +00001371 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1372 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001373
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001374 programBinary->dirtyAllUniforms();
1375
1376 mAppliedProgramBinarySerial = programBinarySerial;
1377 }
1378
1379 // Only use the geometry shader currently for point sprite drawing
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001380 const bool usesGeometryShader = (programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode);
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001381
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001382 if (updateProgramState || usesGeometryShader != mIsGeometryShaderActive)
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001383 {
1384 if (usesGeometryShader)
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001385 {
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001386 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
1387 ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001388 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1389 }
1390 else
1391 {
1392 mDeviceContext->GSSetShader(NULL, NULL, 0);
1393 }
1394
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001395 mIsGeometryShaderActive = usesGeometryShader;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001396 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001397}
1398
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001399void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001400{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001401 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1402 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001403
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001404 unsigned int totalRegisterCountVS = 0;
1405 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001406
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001407 bool vertexUniformsDirty = false;
1408 bool pixelUniformsDirty = false;
1409
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001410 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1411 {
1412 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001413
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001414 if (uniform->isReferencedByVertexShader())
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001415 {
1416 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001417 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001418 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001419
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001420 if (uniform->isReferencedByFragmentShader())
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001421 {
1422 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001423 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001424 }
1425 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001426
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001427 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1428 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1429
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001430 float (*mapVS)[4] = NULL;
1431 float (*mapPS)[4] = NULL;
1432
1433 if (totalRegisterCountVS > 0 && vertexUniformsDirty)
1434 {
1435 D3D11_MAPPED_SUBRESOURCE map = {0};
1436 HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1437 ASSERT(SUCCEEDED(result));
1438 mapVS = (float(*)[4])map.pData;
1439 }
1440
1441 if (totalRegisterCountPS > 0 && pixelUniformsDirty)
1442 {
1443 D3D11_MAPPED_SUBRESOURCE map = {0};
1444 HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1445 ASSERT(SUCCEEDED(result));
1446 mapPS = (float(*)[4])map.pData;
1447 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001448
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001449 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001450 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001451 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001452
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001453 if (uniform->type != GL_SAMPLER_2D && uniform->type != GL_SAMPLER_CUBE)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001454 {
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001455 if (uniform->isReferencedByVertexShader() && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001456 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001457 memcpy(mapVS + uniform->vsRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001458 }
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001459
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001460 if (uniform->isReferencedByFragmentShader() && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001461 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001462 memcpy(mapPS + uniform->psRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001463 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001464 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001465
1466 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001467 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001468
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001469 if (mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001470 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001471 mDeviceContext->Unmap(vertexConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001472 }
1473
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001474 if (mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001475 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001476 mDeviceContext->Unmap(pixelConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001477 }
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001478
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001479 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1480 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001481
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001482 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001483 if (!mDriverConstantBufferVS)
1484 {
1485 D3D11_BUFFER_DESC constantBufferDescription = {0};
1486 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1487 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1488 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1489 constantBufferDescription.CPUAccessFlags = 0;
1490 constantBufferDescription.MiscFlags = 0;
1491 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001492
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001493 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001494 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001495
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001496 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1497 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001498
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001499 if (!mDriverConstantBufferPS)
1500 {
1501 D3D11_BUFFER_DESC constantBufferDescription = {0};
1502 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1503 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1504 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1505 constantBufferDescription.CPUAccessFlags = 0;
1506 constantBufferDescription.MiscFlags = 0;
1507 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001508
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001509 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001510 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001511
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001512 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1513 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001514
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001515 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1516 {
1517 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1518 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1519 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001520
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001521 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1522 {
1523 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1524 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1525 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001526
1527 // needed for the point sprite geometry shader
1528 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001529}
1530
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001531void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001532{
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +00001533 bool alphaUnmasked = gl::GetAlphaBits(mRenderTargetDesc.format, getCurrentClientVersion()) == 0 ||
1534 clearParams.colorMaskAlpha;
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001535 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1536 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1537 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001538
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001539 unsigned int stencilUnmasked = 0x0;
1540 if (frameBuffer->hasStencil())
1541 {
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +00001542 unsigned int stencilSize = gl::GetStencilBits(frameBuffer->getStencilbuffer()->getActualFormat(),
1543 getCurrentClientVersion());
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001544 stencilUnmasked = (0x1 << stencilSize) - 1;
1545 }
1546 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1547 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001548
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001549 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1550 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1551 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001552
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001553 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1554 {
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001555 maskedClear(clearParams, frameBuffer->usingExtendedDrawBuffers());
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001556 }
1557 else
1558 {
1559 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1560 {
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001561 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001562 {
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001563 if (frameBuffer->isEnabledColorAttachment(colorAttachment))
1564 {
1565 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer(colorAttachment);
1566 if (renderbufferObject)
1567 {
1568 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1569 if (!renderTarget)
1570 {
1571 ERR("render target pointer unexpectedly null.");
1572 return;
1573 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001574
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001575 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1576 if (!framebufferRTV)
1577 {
1578 ERR("render target view pointer unexpectedly null.");
1579 return;
1580 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001581
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001582 const float clearValues[4] = { clearParams.colorClearValue.red,
1583 clearParams.colorClearValue.green,
1584 clearParams.colorClearValue.blue,
1585 clearParams.colorClearValue.alpha };
1586 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001587
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001588 framebufferRTV->Release();
1589 }
1590 }
1591 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001592 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001593 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001594 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001595 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1596 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001597 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001598 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1599 if (!renderTarget)
1600 {
1601 ERR("render target pointer unexpectedly null.");
1602 return;
1603 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001604
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001605 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1606 if (!framebufferDSV)
1607 {
1608 ERR("depth stencil view pointer unexpectedly null.");
1609 return;
1610 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001611
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001612 UINT clearFlags = 0;
1613 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1614 {
1615 clearFlags |= D3D11_CLEAR_DEPTH;
1616 }
1617 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1618 {
1619 clearFlags |= D3D11_CLEAR_STENCIL;
1620 }
1621
shannon.woods@transgaming.combe211b32013-02-28 23:17:16 +00001622 float depthClear = gl::clamp01(clearParams.depthClearValue);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001623 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1624
1625 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001626
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001627 framebufferDSV->Release();
1628 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001629 }
1630 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001631}
1632
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001633void Renderer11::maskedClear(const gl::ClearParameters &clearParams, bool usingExtendedDrawBuffers)
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001634{
1635 HRESULT result;
1636
1637 if (!mClearResourcesInitialized)
1638 {
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001639 ASSERT(!mClearVB && !mClearVS && !mClearSinglePS && !mClearMultiplePS && !mClearScissorRS && !mClearNoScissorRS);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001640
1641 D3D11_BUFFER_DESC vbDesc;
1642 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1643 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1644 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1645 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1646 vbDesc.MiscFlags = 0;
1647 vbDesc.StructureByteStride = 0;
1648
1649 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1650 ASSERT(SUCCEEDED(result));
1651 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1652
1653 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1654 {
1655 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1656 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1657 };
1658
1659 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1660 ASSERT(SUCCEEDED(result));
1661 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1662
1663 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1664 ASSERT(SUCCEEDED(result));
1665 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1666
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001667 result = mDevice->CreatePixelShader(g_PS_ClearSingle, sizeof(g_PS_ClearSingle), NULL, &mClearSinglePS);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001668 ASSERT(SUCCEEDED(result));
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001669 d3d11::SetDebugName(mClearSinglePS, "Renderer11 masked clear pixel shader (1 RT)");
1670
1671 result = mDevice->CreatePixelShader(g_PS_ClearMultiple, sizeof(g_PS_ClearMultiple), NULL, &mClearMultiplePS);
1672 ASSERT(SUCCEEDED(result));
1673 d3d11::SetDebugName(mClearMultiplePS, "Renderer11 masked clear pixel shader (MRT)");
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001674
1675 D3D11_RASTERIZER_DESC rsScissorDesc;
1676 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1677 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1678 rsScissorDesc.FrontCounterClockwise = FALSE;
1679 rsScissorDesc.DepthBias = 0;
1680 rsScissorDesc.DepthBiasClamp = 0.0f;
1681 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1682 rsScissorDesc.DepthClipEnable = FALSE;
1683 rsScissorDesc.ScissorEnable = TRUE;
1684 rsScissorDesc.MultisampleEnable = FALSE;
1685 rsScissorDesc.AntialiasedLineEnable = FALSE;
1686
1687 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1688 ASSERT(SUCCEEDED(result));
1689 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1690
1691 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1692 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1693 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1694 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1695 rsNoScissorDesc.DepthBias = 0;
1696 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1697 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1698 rsNoScissorDesc.DepthClipEnable = FALSE;
1699 rsNoScissorDesc.ScissorEnable = FALSE;
1700 rsNoScissorDesc.MultisampleEnable = FALSE;
1701 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1702
1703 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1704 ASSERT(SUCCEEDED(result));
1705 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1706
1707 mClearResourcesInitialized = true;
1708 }
1709
1710 // Prepare the depth stencil state to write depth values if the depth should be cleared
1711 // and stencil values if the stencil should be cleared
1712 gl::DepthStencilState glDSState;
1713 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1714 glDSState.depthFunc = GL_ALWAYS;
1715 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1716 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1717 glDSState.stencilFunc = GL_ALWAYS;
1718 glDSState.stencilMask = 0;
1719 glDSState.stencilFail = GL_REPLACE;
1720 glDSState.stencilPassDepthFail = GL_REPLACE;
1721 glDSState.stencilPassDepthPass = GL_REPLACE;
1722 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1723 glDSState.stencilBackFunc = GL_ALWAYS;
1724 glDSState.stencilBackMask = 0;
1725 glDSState.stencilBackFail = GL_REPLACE;
1726 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1727 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1728 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1729
1730 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1731
1732 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1733
1734 // Prepare the blend state to use a write mask if the color buffer should be cleared
1735 gl::BlendState glBlendState;
1736 glBlendState.blend = false;
1737 glBlendState.sourceBlendRGB = GL_ONE;
1738 glBlendState.destBlendRGB = GL_ZERO;
1739 glBlendState.sourceBlendAlpha = GL_ONE;
1740 glBlendState.destBlendAlpha = GL_ZERO;
1741 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1742 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1743 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1744 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1745 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
shannon.woods@transgaming.com50ea9932013-02-28 23:13:40 +00001746 glBlendState.colorMaskAlpha = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskAlpha : false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001747 glBlendState.sampleAlphaToCoverage = false;
1748 glBlendState.dither = false;
1749
1750 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1751 static const UINT sampleMask = 0xFFFFFFFF;
1752
1753 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1754
1755 // Set the vertices
1756 D3D11_MAPPED_SUBRESOURCE mappedResource;
1757 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1758 if (FAILED(result))
1759 {
1760 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1761 return;
1762 }
1763
1764 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1765
1766 float depthClear = gl::clamp01(clearParams.depthClearValue);
1767 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1768 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1769 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1770 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1771
1772 mDeviceContext->Unmap(mClearVB, 0);
1773
1774 // Apply state
1775 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1776 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1777 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1778
1779 // Apply shaders
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001780 ID3D11PixelShader *pixelShader = usingExtendedDrawBuffers ? mClearMultiplePS : mClearSinglePS;
1781
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001782 mDeviceContext->IASetInputLayout(mClearIL);
1783 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001784 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
shannon.woods@transgaming.com2c53e472013-02-28 23:13:56 +00001785 mDeviceContext->GSSetShader(NULL, NULL, 0);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001786
1787 // Apply vertex buffer
1788 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1789 static UINT startIdx = 0;
1790 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1791 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1792
1793 // Draw the clear quad
1794 mDeviceContext->Draw(4, 0);
1795
1796 // Clean up
1797 markAllStateDirty();
1798}
1799
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001800void Renderer11::markAllStateDirty()
1801{
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001802 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
1803 {
1804 mAppliedRenderTargetSerials[rtIndex] = 0;
1805 }
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001806 mAppliedDepthbufferSerial = 0;
1807 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001808 mDepthStencilInitialized = false;
1809 mRenderTargetDescInitialized = false;
1810
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001811 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001812 {
1813 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001814 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001815 }
1816 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1817 {
1818 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001819 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001820 }
1821
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001822 mForceSetBlendState = true;
1823 mForceSetRasterState = true;
1824 mForceSetDepthStencilState = true;
1825 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001826 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001827
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001828 mAppliedIBSerial = 0;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001829 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001830 mAppliedIBOffset = 0;
1831
daniel@transgaming.come4991412012-12-20 20:55:34 +00001832 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001833 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1834 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001835}
1836
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001837void Renderer11::releaseDeviceResources()
1838{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001839 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001840 mInputLayoutCache.clear();
1841
1842 delete mVertexDataManager;
1843 mVertexDataManager = NULL;
1844
1845 delete mIndexDataManager;
1846 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001847
1848 delete mLineLoopIB;
1849 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001850
1851 delete mTriangleFanIB;
1852 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001853
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001854 SafeRelease(mCopyVB);
1855 SafeRelease(mCopySampler);
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00001856
1857 SafeRelease(mCopy2DIL);
1858 SafeRelease(mCopy2DVS);
1859 SafeRelease(mCopyRGBA2DPS);
1860 SafeRelease(mCopyRGB2DPS);
1861 SafeRelease(mCopyLum2DPS);
1862 SafeRelease(mCopyLumAlpha2DPS);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00001863 SafeRelease(mCopy3DIL);
1864 SafeRelease(mCopy3DVS);
1865 SafeRelease(mCopy3DGS);
1866 SafeRelease(mCopyRGBA3DPS);
1867 SafeRelease(mCopyRGB3DPS);
1868 SafeRelease(mCopyLum3DPS);
1869 SafeRelease(mCopyLumAlpha3DPS);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001870 mCopyResourcesInitialized = false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001871
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001872 SafeRelease(mClearVB);
1873 SafeRelease(mClearIL);
1874 SafeRelease(mClearVS);
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001875 SafeRelease(mClearSinglePS);
1876 SafeRelease(mClearMultiplePS);
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001877 SafeRelease(mClearScissorRS);
1878 SafeRelease(mClearNoScissorRS);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001879
1880 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001881
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001882 SafeRelease(mDriverConstantBufferVS);
1883 SafeRelease(mDriverConstantBufferPS);
1884 SafeRelease(mSyncQuery);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001885}
1886
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001887void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001888{
1889 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001890 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001891}
1892
1893bool Renderer11::isDeviceLost()
1894{
1895 return mDeviceLost;
1896}
1897
1898// set notify to true to broadcast a message to all contexts of the device loss
1899bool Renderer11::testDeviceLost(bool notify)
1900{
1901 bool isLost = false;
1902
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001903 // GetRemovedReason is used to test if the device is removed
1904 HRESULT result = mDevice->GetDeviceRemovedReason();
1905 isLost = d3d11::isDeviceLostError(result);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001906
1907 if (isLost)
1908 {
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001909 // Log error if this is a new device lost event
1910 if (mDeviceLost == false)
1911 {
1912 ERR("The D3D11 device was removed: 0x%08X", result);
1913 }
1914
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001915 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001916 // we'll probably get this done again by notifyDeviceLost
1917 // but best to remember it!
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001918 // Note that we don't want to clear the device loss status here
1919 // -- this needs to be done by resetDevice
1920 mDeviceLost = true;
1921 if (notify)
1922 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001923 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001924 }
1925 }
1926
1927 return isLost;
1928}
1929
1930bool Renderer11::testDeviceResettable()
1931{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001932 // determine if the device is resettable by creating a dummy device
1933 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001934
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001935 if (D3D11CreateDevice == NULL)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001936 {
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001937 return false;
1938 }
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001939
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001940 D3D_FEATURE_LEVEL featureLevels[] =
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001941 {
1942 D3D_FEATURE_LEVEL_11_0,
1943 D3D_FEATURE_LEVEL_10_1,
1944 D3D_FEATURE_LEVEL_10_0,
1945 };
1946
1947 ID3D11Device* dummyDevice;
1948 D3D_FEATURE_LEVEL dummyFeatureLevel;
1949 ID3D11DeviceContext* dummyContext;
1950
1951 HRESULT result = D3D11CreateDevice(NULL,
1952 D3D_DRIVER_TYPE_HARDWARE,
1953 NULL,
1954 #if defined(_DEBUG)
1955 D3D11_CREATE_DEVICE_DEBUG,
1956 #else
1957 0,
1958 #endif
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001959 featureLevels,
1960 ArraySize(featureLevels),
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001961 D3D11_SDK_VERSION,
1962 &dummyDevice,
1963 &dummyFeatureLevel,
1964 &dummyContext);
1965
1966 if (!mDevice || FAILED(result))
1967 {
1968 return false;
1969 }
1970
1971 dummyContext->Release();
1972 dummyDevice->Release();
1973
1974 return true;
1975}
1976
1977void Renderer11::release()
1978{
1979 releaseDeviceResources();
1980
1981 if (mDxgiFactory)
1982 {
1983 mDxgiFactory->Release();
1984 mDxgiFactory = NULL;
1985 }
1986
1987 if (mDxgiAdapter)
1988 {
1989 mDxgiAdapter->Release();
1990 mDxgiAdapter = NULL;
1991 }
1992
1993 if (mDeviceContext)
1994 {
1995 mDeviceContext->ClearState();
1996 mDeviceContext->Flush();
1997 mDeviceContext->Release();
1998 mDeviceContext = NULL;
1999 }
2000
2001 if (mDevice)
2002 {
2003 mDevice->Release();
2004 mDevice = NULL;
2005 }
2006
2007 if (mD3d11Module)
2008 {
2009 FreeLibrary(mD3d11Module);
2010 mD3d11Module = NULL;
2011 }
2012
2013 if (mDxgiModule)
2014 {
2015 FreeLibrary(mDxgiModule);
2016 mDxgiModule = NULL;
2017 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002018}
2019
2020bool Renderer11::resetDevice()
2021{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00002022 // recreate everything
2023 release();
2024 EGLint result = initialize();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002025
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00002026 if (result != EGL_SUCCESS)
2027 {
2028 ERR("Could not reinitialize D3D11 device: %08X", result);
2029 return false;
2030 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002031
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002032 mDeviceLost = false;
2033
2034 return true;
2035}
2036
2037DWORD Renderer11::getAdapterVendor() const
2038{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002039 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002040}
2041
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002042std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002043{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002044 std::ostringstream rendererString;
2045
2046 rendererString << mDescription;
2047 rendererString << " Direct3D11";
2048
2049 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
2050 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
2051
2052 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002053}
2054
2055GUID Renderer11::getAdapterIdentifier() const
2056{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00002057 // Use the adapter LUID as our adapter ID
2058 // This number is local to a machine is only guaranteed to be unique between restarts
2059 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
2060 GUID adapterId = {0};
2061 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
2062 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002063}
2064
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00002065bool Renderer11::getBGRATextureSupport() const
2066{
2067 return mBGRATextureSupport;
2068}
2069
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002070bool Renderer11::getDXT1TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002071{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002072 return mDXT1TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002073}
2074
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002075bool Renderer11::getDXT3TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002076{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002077 return mDXT3TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002078}
2079
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002080bool Renderer11::getDXT5TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002081{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002082 return mDXT5TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002083}
2084
2085bool Renderer11::getDepthTextureSupport() const
2086{
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +00002087 return mDepthTextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002088}
2089
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002090bool Renderer11::getFloat32TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002091{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002092 return mFloat32TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002093}
2094
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002095bool Renderer11::getFloat32TextureFilteringSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002096{
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002097 return mFloat32FilterSupport;
2098}
2099
2100bool Renderer11::getFloat32TextureRenderingSupport() const
2101{
2102 return mFloat32RenderSupport;
2103}
2104
2105bool Renderer11::getFloat16TextureSupport() const
2106{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002107 return mFloat16TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002108}
2109
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002110bool Renderer11::getFloat16TextureFilteringSupport() const
2111{
2112 return mFloat16FilterSupport;
2113}
2114
2115bool Renderer11::getFloat16TextureRenderingSupport() const
2116{
2117 return mFloat16RenderSupport;
2118}
2119
2120bool Renderer11::getLuminanceTextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002121{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002122 return false;
2123}
2124
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002125bool Renderer11::getLuminanceAlphaTextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002126{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002127 return false;
2128}
2129
2130bool Renderer11::getTextureFilterAnisotropySupport() const
2131{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002132 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002133}
2134
2135float Renderer11::getTextureMaxAnisotropy() const
2136{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002137 switch (mFeatureLevel)
2138 {
2139 case D3D_FEATURE_LEVEL_11_0:
2140 return D3D11_MAX_MAXANISOTROPY;
2141 case D3D_FEATURE_LEVEL_10_1:
2142 case D3D_FEATURE_LEVEL_10_0:
2143 return D3D10_MAX_MAXANISOTROPY;
2144 default: UNREACHABLE();
2145 return 0;
2146 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002147}
2148
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002149bool Renderer11::getEventQuerySupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002150{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002151 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002152}
2153
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002154Range Renderer11::getViewportBounds() const
2155{
2156 switch (mFeatureLevel)
2157 {
2158 case D3D_FEATURE_LEVEL_11_0:
2159 return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
2160 case D3D_FEATURE_LEVEL_10_1:
2161 case D3D_FEATURE_LEVEL_10_0:
2162 return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
2163 default: UNREACHABLE();
2164 return Range(0, 0);
2165 }
2166}
2167
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002168unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002169{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002170 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2171 switch (mFeatureLevel)
2172 {
2173 case D3D_FEATURE_LEVEL_11_0:
2174 case D3D_FEATURE_LEVEL_10_1:
2175 case D3D_FEATURE_LEVEL_10_0:
2176 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
2177 default: UNREACHABLE();
2178 return 0;
2179 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002180}
2181
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002182unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
2183{
2184 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2185}
2186
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002187unsigned int Renderer11::getReservedVertexUniformVectors() const
2188{
2189 return 0; // Driver uniforms are stored in a separate constant buffer
2190}
2191
2192unsigned int Renderer11::getReservedFragmentUniformVectors() const
2193{
2194 return 0; // Driver uniforms are stored in a separate constant buffer
2195}
2196
2197unsigned int Renderer11::getMaxVertexUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002198{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002199 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2200 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2201 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002202}
2203
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002204unsigned int Renderer11::getMaxFragmentUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002205{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002206 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2207 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2208 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002209}
2210
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002211unsigned int Renderer11::getMaxVaryingVectors() const
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002212{
2213 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
shannonwoods@chromium.org74b86cf2013-05-30 00:02:58 +00002214 META_ASSERT(D3D11_VS_OUTPUT_REGISTER_COUNT <= D3D11_PS_INPUT_REGISTER_COUNT);
2215 META_ASSERT(D3D10_VS_OUTPUT_REGISTER_COUNT <= D3D10_PS_INPUT_REGISTER_COUNT);
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002216 switch (mFeatureLevel)
2217 {
2218 case D3D_FEATURE_LEVEL_11_0:
2219 return D3D11_VS_OUTPUT_REGISTER_COUNT;
2220 case D3D_FEATURE_LEVEL_10_1:
2221 case D3D_FEATURE_LEVEL_10_0:
2222 return D3D10_VS_OUTPUT_REGISTER_COUNT;
2223 default: UNREACHABLE();
2224 return 0;
2225 }
2226}
2227
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002228unsigned int Renderer11::getMaxVertexShaderUniformBuffers() const
2229{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002230 META_ASSERT(gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
2231 gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
2232
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002233 switch (mFeatureLevel)
2234 {
2235 case D3D_FEATURE_LEVEL_11_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002236 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedVertexUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002237 case D3D_FEATURE_LEVEL_10_1:
2238 case D3D_FEATURE_LEVEL_10_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002239 return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedVertexUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002240 default: UNREACHABLE();
2241 return 0;
2242 }
2243}
2244
2245unsigned int Renderer11::getMaxFragmentShaderUniformBuffers() const
2246{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002247 META_ASSERT(gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
2248 gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
2249
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002250 switch (mFeatureLevel)
2251 {
2252 case D3D_FEATURE_LEVEL_11_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002253 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedFragmentUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002254 case D3D_FEATURE_LEVEL_10_1:
2255 case D3D_FEATURE_LEVEL_10_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002256 return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedFragmentUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002257 default: UNREACHABLE();
2258 return 0;
2259 }
2260}
2261
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002262unsigned int Renderer11::getReservedVertexUniformBuffers() const
2263{
2264 // we reserve one buffer for the application uniforms, and one for driver uniforms
2265 return 2;
2266}
2267
2268unsigned int Renderer11::getReservedFragmentUniformBuffers() const
2269{
2270 // we reserve one buffer for the application uniforms, and one for driver uniforms
2271 return 2;
2272}
2273
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002274unsigned int Renderer11::getMaxTransformFeedbackBuffers() const
2275{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002276 META_ASSERT(gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D11_SO_BUFFER_SLOT_COUNT &&
2277 gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D10_SO_BUFFER_SLOT_COUNT);
2278
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002279 switch (mFeatureLevel)
2280 {
2281 case D3D_FEATURE_LEVEL_11_0:
2282 return D3D11_SO_BUFFER_SLOT_COUNT;
2283 case D3D_FEATURE_LEVEL_10_1:
2284 case D3D_FEATURE_LEVEL_10_0:
2285 return D3D10_SO_BUFFER_SLOT_COUNT;
2286 default: UNREACHABLE();
2287 return 0;
2288 }
2289}
2290
shannonwoods@chromium.org33e798f2013-05-30 00:05:05 +00002291unsigned int Renderer11::getMaxUniformBufferSize() const
2292{
2293 // Each component is a 4-element vector of 4-byte units (floats)
2294 const unsigned int bytesPerComponent = 4 * sizeof(float);
2295
2296 switch (mFeatureLevel)
2297 {
2298 case D3D_FEATURE_LEVEL_11_0:
2299 return D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
2300 case D3D_FEATURE_LEVEL_10_1:
2301 case D3D_FEATURE_LEVEL_10_0:
2302 return D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
2303 default: UNREACHABLE();
2304 return 0;
2305 }
2306}
2307
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002308bool Renderer11::getNonPower2TextureSupport() const
2309{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00002310 switch (mFeatureLevel)
2311 {
2312 case D3D_FEATURE_LEVEL_11_0:
2313 case D3D_FEATURE_LEVEL_10_1:
2314 case D3D_FEATURE_LEVEL_10_0:
2315 return true;
2316 default: UNREACHABLE();
2317 return false;
2318 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002319}
2320
2321bool Renderer11::getOcclusionQuerySupport() const
2322{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002323 switch (mFeatureLevel)
2324 {
2325 case D3D_FEATURE_LEVEL_11_0:
2326 case D3D_FEATURE_LEVEL_10_1:
2327 case D3D_FEATURE_LEVEL_10_0:
2328 return true;
2329 default: UNREACHABLE();
2330 return false;
2331 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002332}
2333
2334bool Renderer11::getInstancingSupport() const
2335{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002336 switch (mFeatureLevel)
2337 {
2338 case D3D_FEATURE_LEVEL_11_0:
2339 case D3D_FEATURE_LEVEL_10_1:
2340 case D3D_FEATURE_LEVEL_10_0:
2341 return true;
2342 default: UNREACHABLE();
2343 return false;
2344 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002345}
2346
2347bool Renderer11::getShareHandleSupport() const
2348{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002349 // We only currently support share handles with BGRA surfaces, because
2350 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002351 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002352 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002353}
2354
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002355bool Renderer11::getDerivativeInstructionSupport() const
2356{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002357 switch (mFeatureLevel)
2358 {
2359 case D3D_FEATURE_LEVEL_11_0:
2360 case D3D_FEATURE_LEVEL_10_1:
2361 case D3D_FEATURE_LEVEL_10_0:
2362 return true;
2363 default: UNREACHABLE();
2364 return false;
2365 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002366}
2367
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002368bool Renderer11::getPostSubBufferSupport() const
2369{
2370 // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2.
2371 return false;
2372}
2373
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002374int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002375{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002376 switch (mFeatureLevel)
2377 {
2378 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002379 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002380 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2381 default: UNREACHABLE(); return 0;
2382 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002383}
2384
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002385int Renderer11::getMinorShaderModel() const
2386{
2387 switch (mFeatureLevel)
2388 {
2389 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2390 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2391 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2392 default: UNREACHABLE(); return 0;
2393 }
2394}
2395
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002396float Renderer11::getMaxPointSize() const
2397{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002398 // choose a reasonable maximum. we enforce this in the shader.
2399 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2400 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002401}
2402
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002403int Renderer11::getMaxViewportDimension() const
2404{
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002405 // Maximum viewport size must be at least as large as the largest render buffer (or larger).
2406 // In our case return the maximum texture size, which is the maximum render buffer size.
2407 META_ASSERT(D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D11_VIEWPORT_BOUNDS_MAX);
2408 META_ASSERT(D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D10_VIEWPORT_BOUNDS_MAX);
2409
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002410 switch (mFeatureLevel)
2411 {
2412 case D3D_FEATURE_LEVEL_11_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002413 return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002414 case D3D_FEATURE_LEVEL_10_1:
2415 case D3D_FEATURE_LEVEL_10_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002416 return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002417 default: UNREACHABLE();
2418 return 0;
2419 }
2420}
2421
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002422int Renderer11::getMaxTextureWidth() const
2423{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002424 switch (mFeatureLevel)
2425 {
2426 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2427 case D3D_FEATURE_LEVEL_10_1:
2428 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2429 default: UNREACHABLE(); return 0;
2430 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002431}
2432
2433int Renderer11::getMaxTextureHeight() const
2434{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002435 switch (mFeatureLevel)
2436 {
2437 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2438 case D3D_FEATURE_LEVEL_10_1:
2439 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2440 default: UNREACHABLE(); return 0;
2441 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002442}
2443
shannon.woods%transgaming.com@gtempaccount.comc1fdf6b2013-04-13 03:44:41 +00002444int Renderer11::getMaxTextureDepth() const
2445{
2446 switch (mFeatureLevel)
2447 {
2448 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; // 2048
2449 case D3D_FEATURE_LEVEL_10_1:
2450 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; // 2048
2451 default: UNREACHABLE(); return 0;
2452 }
2453}
2454
shannon.woods%transgaming.com@gtempaccount.coma98a8112013-04-13 03:45:57 +00002455int Renderer11::getMaxTextureArrayLayers() const
2456{
2457 switch (mFeatureLevel)
2458 {
2459 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; // 2048
2460 case D3D_FEATURE_LEVEL_10_1:
2461 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; // 512
2462 default: UNREACHABLE(); return 0;
2463 }
2464}
2465
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002466bool Renderer11::get32BitIndexSupport() const
2467{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002468 switch (mFeatureLevel)
2469 {
2470 case D3D_FEATURE_LEVEL_11_0:
2471 case D3D_FEATURE_LEVEL_10_1:
2472 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2473 default: UNREACHABLE(); return false;
2474 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002475}
2476
2477int Renderer11::getMinSwapInterval() const
2478{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002479 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002480}
2481
2482int Renderer11::getMaxSwapInterval() const
2483{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002484 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002485}
2486
2487int Renderer11::getMaxSupportedSamples() const
2488{
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +00002489 return mMaxSupportedSamples;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002490}
2491
shannon.woods@transgaming.com88fbd0f2013-02-28 23:05:46 +00002492int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
2493{
2494 if (requested == 0)
2495 {
2496 return 0;
2497 }
2498
2499 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2500 if (iter != mMultisampleSupportMap.end())
2501 {
2502 const MultisampleSupportInfo& info = iter->second;
2503 for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2504 {
2505 if (info.qualityLevels[i] > 0)
2506 {
2507 return i + 1;
2508 }
2509 }
2510 }
2511
2512 return -1;
2513}
2514
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002515unsigned int Renderer11::getMaxRenderTargets() const
2516{
shannon.woods%transgaming.com@gtempaccount.comf30ccc22013-04-13 03:28:36 +00002517 META_ASSERT(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2518 META_ASSERT(D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2519
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002520 switch (mFeatureLevel)
2521 {
2522 case D3D_FEATURE_LEVEL_11_0:
2523 return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2524 case D3D_FEATURE_LEVEL_10_1:
2525 case D3D_FEATURE_LEVEL_10_0:
2526 return D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2527 default:
2528 UNREACHABLE();
2529 return 1;
2530 }
2531}
2532
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002533bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002534{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002535 if (source && dest)
2536 {
2537 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2538 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2539
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002540 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002541 return true;
2542 }
2543
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002544 return false;
2545}
2546
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002547bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002548{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002549 if (source && dest)
2550 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002551 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2552 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002553
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002554 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002555 return true;
2556 }
2557
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002558 return false;
2559}
2560
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002561bool Renderer11::copyToRenderTarget(TextureStorageInterface3D *dest, TextureStorageInterface3D *source)
2562{
2563 if (source && dest)
2564 {
2565 TextureStorage11_3D *source11 = TextureStorage11_3D::makeTextureStorage11_3D(source->getStorageInstance());
2566 TextureStorage11_3D *dest11 = TextureStorage11_3D::makeTextureStorage11_3D(dest->getStorageInstance());
2567
2568 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
2569 return true;
2570 }
2571
2572 return false;
2573}
2574
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002575bool Renderer11::copyToRenderTarget(TextureStorageInterface2DArray *dest, TextureStorageInterface2DArray *source)
2576{
2577 if (source && dest)
2578 {
2579 TextureStorage11_2DArray *source11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(source->getStorageInstance());
2580 TextureStorage11_2DArray *dest11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(dest->getStorageInstance());
2581
2582 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
2583 return true;
2584 }
2585
2586 return false;
2587}
2588
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002589bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002590 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002591{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002592 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002593 if (!colorbuffer)
2594 {
2595 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002596 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002597 }
2598
2599 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2600 if (!sourceRenderTarget)
2601 {
2602 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002603 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002604 }
2605
2606 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2607 if (!source)
2608 {
2609 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002610 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002611 }
2612
2613 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2614 if (!storage11)
2615 {
2616 source->Release();
2617 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002618 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002619 }
2620
2621 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2622 if (!destRenderTarget)
2623 {
2624 source->Release();
2625 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002626 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002627 }
2628
2629 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2630 if (!dest)
2631 {
2632 source->Release();
2633 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002634 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002635 }
2636
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002637 gl::Box sourceArea;
2638 sourceArea.x = sourceRect.x;
2639 sourceArea.y = sourceRect.y;
2640 sourceArea.z = 0;
2641 sourceArea.width = sourceRect.width;
2642 sourceArea.height = sourceRect.height;
2643 sourceArea.depth = 1;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002644
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002645 gl::Box destArea;
2646 destArea.x = xoffset;
2647 destArea.y = yoffset;
2648 destArea.z = 0;
2649 destArea.width = sourceRect.width;
2650 destArea.height = sourceRect.height;
2651 destArea.depth = 1;
2652
2653 bool ret = copyTexture(source, sourceArea, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1,
2654 dest, destArea, destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1, destFormat);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002655
2656 source->Release();
2657 dest->Release();
2658
2659 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002660}
2661
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002662bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002663 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002664{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002665 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002666 if (!colorbuffer)
2667 {
2668 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002669 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002670 }
2671
2672 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2673 if (!sourceRenderTarget)
2674 {
2675 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002676 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002677 }
2678
2679 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2680 if (!source)
2681 {
2682 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002683 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002684 }
2685
2686 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2687 if (!storage11)
2688 {
2689 source->Release();
2690 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002691 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002692 }
2693
2694 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
2695 if (!destRenderTarget)
2696 {
2697 source->Release();
2698 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002699 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002700 }
2701
2702 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2703 if (!dest)
2704 {
2705 source->Release();
2706 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002707 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002708 }
2709
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002710 gl::Box sourceArea;
2711 sourceArea.x = sourceRect.x;
2712 sourceArea.y = sourceRect.y;
2713 sourceArea.z = 0;
2714 sourceArea.width = sourceRect.width;
2715 sourceArea.height = sourceRect.height;
2716 sourceArea.depth = 1;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002717
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002718 gl::Box destArea;
2719 destArea.x = xoffset;
2720 destArea.y = yoffset;
2721 destArea.z = 0;
2722 destArea.width = sourceRect.width;
2723 destArea.height = sourceRect.height;
2724 destArea.depth = 1;
2725
2726 bool ret = copyTexture(source, sourceArea, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1,
2727 dest, destArea, destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1, destFormat);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002728
2729 source->Release();
2730 dest->Release();
2731
2732 return ret;
2733}
2734
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002735bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2736 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface3D *storage, GLint level)
2737{
2738 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2739 if (!colorbuffer)
2740 {
2741 ERR("Failed to retrieve the color buffer from the frame buffer.");
2742 return gl::error(GL_OUT_OF_MEMORY, false);
2743 }
2744
2745 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2746 if (!sourceRenderTarget)
2747 {
2748 ERR("Failed to retrieve the render target from the frame buffer.");
2749 return gl::error(GL_OUT_OF_MEMORY, false);
2750 }
2751
2752 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2753 if (!source)
2754 {
2755 ERR("Failed to retrieve the render target view from the render target.");
2756 return gl::error(GL_OUT_OF_MEMORY, false);
2757 }
2758
2759 TextureStorage11_3D *storage11 = TextureStorage11_3D::makeTextureStorage11_3D(storage->getStorageInstance());
2760 if (!storage11)
2761 {
2762 source->Release();
2763 ERR("Failed to retrieve the texture storage from the destination.");
2764 return gl::error(GL_OUT_OF_MEMORY, false);
2765 }
2766
2767 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
2768 if (!destRenderTarget)
2769 {
2770 source->Release();
2771 ERR("Failed to retrieve the render target from the destination storage.");
2772 return gl::error(GL_OUT_OF_MEMORY, false);
2773 }
2774
2775 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2776 if (!dest)
2777 {
2778 source->Release();
2779 ERR("Failed to retrieve the render target view from the destination render target.");
2780 return gl::error(GL_OUT_OF_MEMORY, false);
2781 }
2782
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002783 gl::Box sourceArea;
2784 sourceArea.x = sourceRect.x;
2785 sourceArea.y = sourceRect.y;
2786 sourceArea.z = 0;
2787 sourceArea.width = sourceRect.width;
2788 sourceArea.height = sourceRect.height;
2789 sourceArea.depth = 1;
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002790
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002791 gl::Box destArea;
2792 destArea.x = xoffset;
2793 destArea.y = yoffset;
2794 destArea.z = 0;
2795 destArea.width = sourceRect.width;
2796 destArea.height = sourceRect.height;
2797 destArea.depth = 1;
2798
2799 bool ret = copyTexture(source, sourceArea, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1,
2800 dest, destArea, destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1, destFormat);
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002801
2802 source->Release();
2803 dest->Release();
2804
2805 return ret;
2806}
2807
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002808bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2809 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface2DArray *storage, GLint level)
2810{
2811 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2812 if (!colorbuffer)
2813 {
2814 ERR("Failed to retrieve the color buffer from the frame buffer.");
2815 return gl::error(GL_OUT_OF_MEMORY, false);
2816 }
2817
2818 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2819 if (!sourceRenderTarget)
2820 {
2821 ERR("Failed to retrieve the render target from the frame buffer.");
2822 return gl::error(GL_OUT_OF_MEMORY, false);
2823 }
2824
2825 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2826 if (!source)
2827 {
2828 ERR("Failed to retrieve the render target view from the render target.");
2829 return gl::error(GL_OUT_OF_MEMORY, false);
2830 }
2831
2832 TextureStorage11_2DArray *storage11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(storage->getStorageInstance());
2833 if (!storage11)
2834 {
2835 source->Release();
2836 ERR("Failed to retrieve the texture storage from the destination.");
2837 return gl::error(GL_OUT_OF_MEMORY, false);
2838 }
2839
2840 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
2841 if (!destRenderTarget)
2842 {
2843 source->Release();
2844 ERR("Failed to retrieve the render target from the destination storage.");
2845 return gl::error(GL_OUT_OF_MEMORY, false);
2846 }
2847
2848 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2849 if (!dest)
2850 {
2851 source->Release();
2852 ERR("Failed to retrieve the render target view from the destination render target.");
2853 return gl::error(GL_OUT_OF_MEMORY, false);
2854 }
2855
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002856 gl::Box sourceArea;
2857 sourceArea.x = sourceRect.x;
2858 sourceArea.y = sourceRect.y;
2859 sourceArea.z = 0;
2860 sourceArea.width = sourceRect.width;
2861 sourceArea.height = sourceRect.height;
2862 sourceArea.depth = 1;
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002863
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002864 gl::Box destArea;
2865 destArea.x = xoffset;
2866 destArea.y = yoffset;
2867 destArea.z = 0;
2868 destArea.width = sourceRect.width;
2869 destArea.height = sourceRect.height;
2870 destArea.depth = 1;
2871
2872 bool ret = copyTexture(source, sourceArea, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1,
2873 dest, destArea, destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1, destFormat);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002874
2875 source->Release();
2876 dest->Release();
2877
2878 return ret;
2879}
2880
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002881bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight, unsigned int sourceDepth,
2882 ID3D11RenderTargetView *dest, const gl::Box &destArea, unsigned int destWidth, unsigned int destHeight, unsigned int destDepth,
2883 GLenum destFormat)
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002884{
2885 HRESULT result;
2886
2887 if (!mCopyResourcesInitialized)
2888 {
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002889 ASSERT(!mCopyVB && !mCopySampler && !mCopy2DIL && !mCopy2DVS && !mCopyRGBA2DPS && !mCopyRGB2DPS && !mCopyLum2DPS && !mCopyLumAlpha2DPS &&
2890 !mCopy3DIL && !mCopy3DVS && !mCopy3DGS && !mCopyRGBA3DPS && !mCopyRGB3DPS && !mCopyLum3DPS && !mCopyLumAlpha3DPS);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002891
2892 D3D11_BUFFER_DESC vbDesc;
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002893 vbDesc.ByteWidth = std::max(sizeof(d3d11::PositionLayerTexCoord3DVertex) * 6 * getMaxTextureDepth(),
2894 sizeof(d3d11::PositionTexCoordVertex) * 4);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002895 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
2896 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
2897 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2898 vbDesc.MiscFlags = 0;
2899 vbDesc.StructureByteStride = 0;
2900
2901 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
2902 ASSERT(SUCCEEDED(result));
2903 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
2904
2905 D3D11_SAMPLER_DESC samplerDesc;
2906 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
2907 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
2908 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
2909 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
2910 samplerDesc.MipLODBias = 0.0f;
2911 samplerDesc.MaxAnisotropy = 0;
2912 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
2913 samplerDesc.BorderColor[0] = 0.0f;
2914 samplerDesc.BorderColor[1] = 0.0f;
2915 samplerDesc.BorderColor[2] = 0.0f;
2916 samplerDesc.BorderColor[3] = 0.0f;
2917 samplerDesc.MinLOD = 0.0f;
2918 samplerDesc.MaxLOD = 0.0f;
2919
2920 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
2921 ASSERT(SUCCEEDED(result));
2922 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
2923
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002924 // Create 2D copy resources
2925 D3D11_INPUT_ELEMENT_DESC quad2DLayout[] =
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002926 {
2927 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2928 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2929 };
2930
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002931 result = mDevice->CreateInputLayout(quad2DLayout, ArraySize(quad2DLayout), g_VS_Passthrough2D, sizeof(g_VS_Passthrough2D), &mCopy2DIL);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002932 ASSERT(SUCCEEDED(result));
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002933 d3d11::SetDebugName(mCopy2DIL, "Renderer11 copy 2D texture input layout");
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002934
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002935 result = mDevice->CreateVertexShader(g_VS_Passthrough2D, sizeof(g_VS_Passthrough2D), NULL, &mCopy2DVS);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002936 ASSERT(SUCCEEDED(result));
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002937 d3d11::SetDebugName(mCopy2DVS, "Renderer11 copy 2D texture vertex shader");
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002938
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002939 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA2D, sizeof(g_PS_PassthroughRGBA2D), NULL, &mCopyRGBA2DPS);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002940 ASSERT(SUCCEEDED(result));
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002941 d3d11::SetDebugName(mCopyRGBA2DPS, "Renderer11 copy 2D texture RGBA pixel shader");
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002942
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002943 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB2D, sizeof(g_PS_PassthroughRGB2D), NULL, &mCopyRGB2DPS);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002944 ASSERT(SUCCEEDED(result));
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002945 d3d11::SetDebugName(mCopyRGB2DPS, "Renderer11 copy 2D texture RGB pixel shader");
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002946
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002947 result = mDevice->CreatePixelShader(g_PS_PassthroughLum2D, sizeof(g_PS_PassthroughLum2D), NULL, &mCopyLum2DPS);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002948 ASSERT(SUCCEEDED(result));
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002949 d3d11::SetDebugName(mCopyLum2DPS, "Renderer11 copy 2D texture luminance pixel shader");
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002950
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002951 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha2D, sizeof(g_PS_PassthroughLumAlpha2D), NULL, &mCopyLumAlpha2DPS);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002952 ASSERT(SUCCEEDED(result));
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002953 d3d11::SetDebugName(mCopyLumAlpha2DPS, "Renderer11 2D copy texture luminance alpha pixel shader");
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002954
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002955 // Create 3D copy resources
2956 D3D11_INPUT_ELEMENT_DESC quad3DLayout[] =
2957 {
2958 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2959 { "LAYER", 0, DXGI_FORMAT_R32_UINT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2960 { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2961 };
2962
2963 result = mDevice->CreateInputLayout(quad3DLayout, ArraySize(quad3DLayout), g_VS_Passthrough3D, sizeof(g_VS_Passthrough3D), &mCopy3DIL);
2964 ASSERT(SUCCEEDED(result));
2965 d3d11::SetDebugName(mCopy3DIL, "Renderer11 copy 3D texture input layout");
2966
2967 result = mDevice->CreateVertexShader(g_VS_Passthrough3D, sizeof(g_VS_Passthrough3D), NULL, &mCopy3DVS);
2968 ASSERT(SUCCEEDED(result));
2969 d3d11::SetDebugName(mCopy3DVS, "Renderer11 copy 3D texture vertex shader");
2970
2971 result = mDevice->CreateGeometryShader(g_GS_Passthrough3D, sizeof(g_GS_Passthrough3D), NULL, &mCopy3DGS);
2972 ASSERT(SUCCEEDED(result));
2973 d3d11::SetDebugName(mCopy3DGS, "Renderer11 copy 3D texture geometry shader");
2974
2975 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA3D, sizeof(g_PS_PassthroughRGBA3D), NULL, &mCopyRGBA3DPS);
2976 ASSERT(SUCCEEDED(result));
2977 d3d11::SetDebugName(mCopyRGBA3DPS, "Renderer11 copy 3D texture RGBA pixel shader");
2978
2979 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB3D, sizeof(g_PS_PassthroughRGB3D), NULL, &mCopyRGB3DPS);
2980 ASSERT(SUCCEEDED(result));
2981 d3d11::SetDebugName(mCopyRGB3DPS, "Renderer11 copy 3D texture RGB pixel shader");
2982
2983 result = mDevice->CreatePixelShader(g_PS_PassthroughLum3D, sizeof(g_PS_PassthroughLum3D), NULL, &mCopyLum3DPS);
2984 ASSERT(SUCCEEDED(result));
2985 d3d11::SetDebugName(mCopyLum3DPS, "Renderer11 copy 3D texture luminance pixel shader");
2986
2987 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha3D, sizeof(g_PS_PassthroughLumAlpha3D), NULL, &mCopyLumAlpha3DPS);
2988 ASSERT(SUCCEEDED(result));
2989 d3d11::SetDebugName(mCopyLumAlpha3DPS, "Renderer11 3D copy texture luminance alpha pixel shader");
2990
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002991 mCopyResourcesInitialized = true;
2992 }
2993
2994 // Verify the source and destination area sizes
2995 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
2996 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002997 sourceArea.z < 0 || sourceArea.z + sourceArea.depth > static_cast<int>(sourceDepth) ||
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002998 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002999 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight) ||
3000 destArea.z < 0 || destArea.z + destArea.depth > static_cast<int>(destDepth))
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003001 {
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00003002 return gl::error(GL_INVALID_VALUE, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003003 }
3004
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00003005 bool use3DCopy = sourceArea.depth > 1;
3006
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003007 // Set vertices
3008 D3D11_MAPPED_SUBRESOURCE mappedResource;
3009 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
3010 if (FAILED(result))
3011 {
3012 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00003013 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003014 }
3015
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003016 // Create a quad in homogeneous coordinates
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00003017 float x1 = (destArea.x / float(destWidth)) * 2.0f - 1.0f;
shannon.woods@transgaming.comcfdfd462013-02-28 23:13:01 +00003018 float y1 = ((destHeight - destArea.y - destArea.height) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00003019 float x2 = ((destArea.x + destArea.width) / float(destWidth)) * 2.0f - 1.0f;
shannon.woods@transgaming.comcfdfd462013-02-28 23:13:01 +00003020 float y2 = ((destHeight - destArea.y) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003021
3022 float u1 = sourceArea.x / float(sourceWidth);
3023 float v1 = sourceArea.y / float(sourceHeight);
3024 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
3025 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
3026
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00003027 UINT stride = 0;
3028 UINT startIdx = 0;
3029 UINT drawCount = 0;
3030 D3D11_PRIMITIVE_TOPOLOGY topology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
3031
3032 if (use3DCopy)
3033 {
3034 d3d11::PositionLayerTexCoord3DVertex *vertices = static_cast<d3d11::PositionLayerTexCoord3DVertex*>(mappedResource.pData);
3035
3036 for (unsigned int i = 0; i < destDepth; i++)
3037 {
3038 float readDepth = ((i * 2) + 0.5f) / (sourceDepth - 1);
3039
3040 d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 0], x1, y1, i, u1, v2, readDepth);
3041 d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 1], x1, y2, i, u1, v1, readDepth);
3042 d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 2], x2, y1, i, u2, v2, readDepth);
3043
3044 d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 3], x1, y2, i, u1, v1, readDepth);
3045 d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 4], x2, y2, i, u2, v1, readDepth);
3046 d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 5], x2, y1, i, u2, v2, readDepth);
3047 }
3048
3049 stride = sizeof(d3d11::PositionLayerTexCoord3DVertex);
3050 drawCount = destDepth * 6;
3051 topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
3052 }
3053 else
3054 {
3055 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
3056
3057 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
3058 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
3059 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
3060 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
3061
3062 stride = sizeof(d3d11::PositionTexCoordVertex);
3063 drawCount = 4;
3064 topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
3065 }
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003066
3067 mDeviceContext->Unmap(mCopyVB, 0);
3068
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003069 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
3070
3071 // Apply state
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00003072 mDeviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003073 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
3074 mDeviceContext->RSSetState(NULL);
3075
3076 // Apply shaders
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00003077 ID3D11InputLayout *il = NULL;
3078 ID3D11VertexShader *vs = NULL;
3079 ID3D11GeometryShader *gs = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003080 ID3D11PixelShader *ps = NULL;
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00003081
3082 if (use3DCopy)
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003083 {
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00003084 il = mCopy3DIL;
3085 vs = mCopy3DVS;
3086 gs = mCopy3DGS;
3087
3088 switch(destFormat)
3089 {
3090 case GL_RGBA: ps = mCopyRGBA3DPS; break;
3091 case GL_RGB: ps = mCopyRGB3DPS; break;
3092 case GL_ALPHA: ps = mCopyRGBA3DPS; break;
3093 case GL_BGRA_EXT: ps = mCopyRGBA3DPS; break;
3094 case GL_LUMINANCE: ps = mCopyLum3DPS; break;
3095 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlpha3DPS; break;
3096 default: UNREACHABLE(); ps = NULL; break;
3097 }
3098 }
3099 else
3100 {
3101 il = mCopy2DIL;
3102 vs = mCopy2DVS;
3103 gs = NULL;
3104
3105 switch(destFormat)
3106 {
3107 case GL_RGBA: ps = mCopyRGBA2DPS; break;
3108 case GL_RGB: ps = mCopyRGB2DPS; break;
3109 case GL_ALPHA: ps = mCopyRGBA2DPS; break;
3110 case GL_BGRA_EXT: ps = mCopyRGBA2DPS; break;
3111 case GL_LUMINANCE: ps = mCopyLum2DPS; break;
3112 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlpha2DPS; break;
3113 default: UNREACHABLE(); ps = NULL; break;
3114 }
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003115 }
3116
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00003117 mDeviceContext->IASetInputLayout(il);
3118 mDeviceContext->IASetPrimitiveTopology(topology);
3119 mDeviceContext->VSSetShader(vs, NULL, 0);
3120
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003121 mDeviceContext->PSSetShader(ps, NULL, 0);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00003122 mDeviceContext->GSSetShader(gs, NULL, 0);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003123
3124 // Unset the currently bound shader resource to avoid conflicts
3125 static ID3D11ShaderResourceView *const nullSRV = NULL;
3126 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
3127
shannon.woods%transgaming.com@gtempaccount.comba2744f2013-04-13 03:33:38 +00003128 // Apply render target
3129 setOneTimeRenderTarget(dest);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003130
3131 // Set the viewport
3132 D3D11_VIEWPORT viewport;
3133 viewport.TopLeftX = 0;
3134 viewport.TopLeftY = 0;
3135 viewport.Width = destWidth;
3136 viewport.Height = destHeight;
3137 viewport.MinDepth = 0.0f;
3138 viewport.MaxDepth = 1.0f;
3139 mDeviceContext->RSSetViewports(1, &viewport);
3140
3141 // Apply textures
3142 mDeviceContext->PSSetShaderResources(0, 1, &source);
3143 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
3144
3145 // Draw the quad
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00003146 mDeviceContext->Draw(drawCount, 0);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003147
3148 // Unbind textures and render targets and vertex buffer
3149 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
3150
shannon.woods%transgaming.com@gtempaccount.comba2744f2013-04-13 03:33:38 +00003151 unapplyRenderTargets();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003152
shannon.woods%transgaming.com@gtempaccount.comba2744f2013-04-13 03:33:38 +00003153 UINT zero = 0;
3154 ID3D11Buffer *const nullBuffer = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003155 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
3156
3157 markAllStateDirty();
3158
3159 return true;
daniel@transgaming.com38380882012-11-28 19:36:39 +00003160}
3161
shannon.woods%transgaming.com@gtempaccount.comba2744f2013-04-13 03:33:38 +00003162void Renderer11::unapplyRenderTargets()
3163{
3164 setOneTimeRenderTarget(NULL);
3165}
3166
3167void Renderer11::setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView)
3168{
3169 ID3D11RenderTargetView *rtvArray[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
3170
3171 rtvArray[0] = renderTargetView;
3172
3173 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), rtvArray, NULL);
3174
3175 // Do not preserve the serial for this one-time-use render target
3176 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
3177 {
3178 mAppliedRenderTargetSerials[rtIndex] = 0;
3179 }
3180}
3181
daniel@transgaming.comf2423652012-11-28 20:53:50 +00003182RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
3183{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00003184 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00003185 RenderTarget11 *renderTarget = NULL;
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00003186
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00003187 if (depth)
3188 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00003189 // Note: depth stencil may be NULL for 0 sized surfaces
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00003190 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
3191 swapChain11->getDepthStencilTexture(), NULL,
shannonwoods@chromium.org7faf3ec2013-05-30 00:03:45 +00003192 swapChain11->getWidth(), swapChain11->getHeight(), 1);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00003193 }
3194 else
3195 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00003196 // Note: render target may be NULL for 0 sized surfaces
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00003197 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00003198 swapChain11->getOffscreenTexture(),
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00003199 swapChain11->getRenderTargetShaderResource(),
shannonwoods@chromium.org7faf3ec2013-05-30 00:03:45 +00003200 swapChain11->getWidth(), swapChain11->getHeight(), 1);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00003201 }
3202 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00003203}
3204
3205RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
3206{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00003207 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
3208 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00003209}
3210
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003211ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00003212{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00003213 ShaderExecutable11 *executable = NULL;
3214
3215 switch (type)
3216 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003217 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00003218 {
3219 ID3D11VertexShader *vshader = NULL;
3220 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
3221 ASSERT(SUCCEEDED(result));
3222
3223 if (vshader)
3224 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00003225 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00003226 }
3227 }
3228 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003229 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00003230 {
3231 ID3D11PixelShader *pshader = NULL;
3232 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
3233 ASSERT(SUCCEEDED(result));
3234
3235 if (pshader)
3236 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00003237 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00003238 }
3239 }
3240 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00003241 case rx::SHADER_GEOMETRY:
3242 {
3243 ID3D11GeometryShader *gshader = NULL;
3244 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
3245 ASSERT(SUCCEEDED(result));
3246
3247 if (gshader)
3248 {
3249 executable = new ShaderExecutable11(function, length, gshader);
3250 }
3251 }
3252 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00003253 default:
3254 UNREACHABLE();
3255 break;
3256 }
3257
3258 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00003259}
3260
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003261ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003262{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003263 const char *profile = NULL;
3264
3265 switch (type)
3266 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003267 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003268 profile = "vs_4_0";
3269 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003270 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003271 profile = "ps_4_0";
3272 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00003273 case rx::SHADER_GEOMETRY:
3274 profile = "gs_4_0";
3275 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003276 default:
3277 UNREACHABLE();
3278 return NULL;
3279 }
3280
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +00003281 ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, D3DCOMPILE_OPTIMIZATION_LEVEL0, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003282 if (!binary)
3283 return NULL;
3284
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003285 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003286 binary->Release();
3287
3288 return executable;
3289}
3290
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00003291VertexBuffer *Renderer11::createVertexBuffer()
3292{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00003293 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00003294}
3295
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00003296IndexBuffer *Renderer11::createIndexBuffer()
3297{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00003298 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003299}
3300
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +00003301BufferStorage *Renderer11::createBufferStorage()
3302{
3303 return new BufferStorage11(this);
3304}
3305
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003306QueryImpl *Renderer11::createQuery(GLenum type)
3307{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00003308 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003309}
3310
3311FenceImpl *Renderer11::createFence()
3312{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00003313 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00003314}
3315
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003316bool Renderer11::getRenderTargetResource(gl::Renderbuffer *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003317{
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003318 ASSERT(colorbuffer != NULL);
3319
3320 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
3321 if (renderTarget)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003322 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003323 *subresourceIndex = renderTarget->getSubresourceIndex();
3324
3325 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
3326 if (colorBufferRTV)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003327 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003328 ID3D11Resource *textureResource = NULL;
3329 colorBufferRTV->GetResource(&textureResource);
3330 colorBufferRTV->Release();
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003331
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003332 if (textureResource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003333 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003334 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
3335 textureResource->Release();
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003336
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003337 if (SUCCEEDED(result))
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003338 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003339 return true;
3340 }
3341 else
3342 {
3343 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
3344 "HRESULT: 0x%X.", result);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003345 }
3346 }
3347 }
3348 }
3349
3350 return false;
3351}
3352
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003353bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003354 bool blitRenderTarget, bool blitDepthStencil)
3355{
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003356 if (blitRenderTarget)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003357 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003358 gl::Renderbuffer *readBuffer = readTarget->getReadColorbuffer();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003359
3360 if (!readBuffer)
3361 {
3362 ERR("Failed to retrieve the read buffer from the read framebuffer.");
3363 return gl::error(GL_OUT_OF_MEMORY, false);
3364 }
3365
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003366 RenderTarget *readRenderTarget = readBuffer->getRenderTarget();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003367
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003368 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003369 {
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003370 if (drawTarget->isEnabledColorAttachment(colorAttachment))
3371 {
3372 gl::Renderbuffer *drawBuffer = drawTarget->getColorbuffer(colorAttachment);
3373
3374 if (!drawBuffer)
3375 {
3376 ERR("Failed to retrieve the draw buffer from the draw framebuffer.");
3377 return gl::error(GL_OUT_OF_MEMORY, false);
3378 }
3379
3380 RenderTarget *drawRenderTarget = drawBuffer->getRenderTarget();
3381
shannon.woods%transgaming.com@gtempaccount.com86df5a42013-04-13 03:34:07 +00003382 if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, false))
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003383 {
3384 return false;
3385 }
3386 }
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003387 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003388 }
3389
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003390 if (blitDepthStencil)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003391 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003392 gl::Renderbuffer *readBuffer = readTarget->getDepthOrStencilbuffer();
3393 gl::Renderbuffer *drawBuffer = drawTarget->getDepthOrStencilbuffer();
3394
3395 if (!readBuffer)
3396 {
3397 ERR("Failed to retrieve the read depth-stencil buffer from the read framebuffer.");
3398 return gl::error(GL_OUT_OF_MEMORY, false);
3399 }
3400
3401 if (!drawBuffer)
3402 {
3403 ERR("Failed to retrieve the draw depth-stencil buffer from the draw framebuffer.");
3404 return gl::error(GL_OUT_OF_MEMORY, false);
3405 }
3406
3407 RenderTarget *readRenderTarget = readBuffer->getDepthStencil();
3408 RenderTarget *drawRenderTarget = drawBuffer->getDepthStencil();
3409
shannon.woods%transgaming.com@gtempaccount.com86df5a42013-04-13 03:34:07 +00003410 if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, true))
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003411 {
3412 return false;
3413 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003414 }
3415
3416 return true;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003417}
3418
3419void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
3420 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
3421{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003422 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00003423 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003424
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003425 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
3426
3427 if (colorbuffer && getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003428 {
3429 gl::Rectangle area;
3430 area.x = x;
3431 area.y = y;
3432 area.width = width;
3433 area.height = height;
3434
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00003435 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
3436 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003437
3438 colorBufferTexture->Release();
3439 colorBufferTexture = NULL;
3440 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003441}
3442
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003443Image *Renderer11::createImage()
3444{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00003445 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003446}
3447
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003448void Renderer11::generateMipmap(Image *dest, Image *src)
3449{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00003450 Image11 *dest11 = Image11::makeImage11(dest);
3451 Image11 *src11 = Image11::makeImage11(src);
3452 Image11::generateMipmap(dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003453}
3454
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003455TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
3456{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00003457 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
3458 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003459}
3460
3461TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
3462{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00003463 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003464}
3465
3466TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
3467{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00003468 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003469}
3470
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +00003471TextureStorage *Renderer11::createTextureStorage3D(int levels, GLenum internalformat, GLenum usage, GLsizei width, GLsizei height, GLsizei depth)
3472{
3473 return new TextureStorage11_3D(this, levels, internalformat, usage, width, height, depth);
3474}
3475
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00003476TextureStorage *Renderer11::createTextureStorage2DArray(int levels, GLenum internalformat, GLenum usage, GLsizei width, GLsizei height, GLsizei depth)
3477{
3478 return new TextureStorage11_2DArray(this, levels, internalformat, usage, width, height, depth);
3479}
3480
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003481static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
3482{
3483 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
3484 destFormat == GL_ALPHA &&
3485 destType == GL_UNSIGNED_BYTE)
3486 {
3487 return 1;
3488 }
3489 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
3490 destFormat == GL_RGBA &&
3491 destType == GL_UNSIGNED_BYTE)
3492 {
3493 return 4;
3494 }
3495 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
3496 destFormat == GL_BGRA_EXT &&
3497 destType == GL_UNSIGNED_BYTE)
3498 {
3499 return 4;
3500 }
3501 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
3502 destFormat == GL_RGBA &&
3503 destType == GL_HALF_FLOAT_OES)
3504 {
3505 return 8;
3506 }
3507 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
3508 destFormat == GL_RGB &&
3509 destType == GL_FLOAT)
3510 {
3511 return 12;
3512 }
3513 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
3514 destFormat == GL_RGBA &&
3515 destType == GL_FLOAT)
3516 {
3517 return 16;
3518 }
3519 else
3520 {
3521 return 0;
3522 }
3523}
3524
3525static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
3526 unsigned int y, int inputPitch, gl::Color *outColor)
3527{
3528 switch (format)
3529 {
3530 case DXGI_FORMAT_R8G8B8A8_UNORM:
shannon.woods%transgaming.com@gtempaccount.com8dce6512013-04-13 03:42:19 +00003531 case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB:
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003532 {
3533 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00003534 outColor->red = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
3535 outColor->green = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
3536 outColor->blue = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
3537 outColor->alpha = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003538 }
3539 break;
3540
3541 case DXGI_FORMAT_A8_UNORM:
3542 {
3543 outColor->red = 0.0f;
3544 outColor->green = 0.0f;
3545 outColor->blue = 0.0f;
3546 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
3547 }
3548 break;
3549
3550 case DXGI_FORMAT_R32G32B32A32_FLOAT:
3551 {
3552 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
3553 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
3554 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
3555 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
3556 }
3557 break;
3558
3559 case DXGI_FORMAT_R32G32B32_FLOAT:
3560 {
3561 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
3562 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
3563 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
3564 outColor->alpha = 1.0f;
3565 }
3566 break;
3567
3568 case DXGI_FORMAT_R16G16B16A16_FLOAT:
3569 {
3570 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
3571 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
3572 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
3573 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
3574 }
3575 break;
3576
3577 case DXGI_FORMAT_B8G8R8A8_UNORM:
3578 {
3579 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00003580 outColor->red = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
3581 outColor->blue = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
3582 outColor->green = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
3583 outColor->alpha = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003584 }
3585 break;
3586
3587 case DXGI_FORMAT_R8_UNORM:
3588 {
3589 outColor->red = *(data + x + y * inputPitch) / 255.0f;
3590 outColor->green = 0.0f;
3591 outColor->blue = 0.0f;
3592 outColor->alpha = 1.0f;
3593 }
3594 break;
3595
3596 case DXGI_FORMAT_R8G8_UNORM:
3597 {
3598 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
3599
3600 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
3601 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
3602 outColor->blue = 0.0f;
3603 outColor->alpha = 1.0f;
3604 }
3605 break;
3606
3607 case DXGI_FORMAT_R16_FLOAT:
3608 {
3609 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
3610 outColor->green = 0.0f;
3611 outColor->blue = 0.0f;
3612 outColor->alpha = 1.0f;
3613 }
3614 break;
3615
3616 case DXGI_FORMAT_R16G16_FLOAT:
3617 {
3618 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
3619 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
3620 outColor->blue = 0.0f;
3621 outColor->alpha = 1.0f;
3622 }
3623 break;
3624
shannon.woods%transgaming.com@gtempaccount.com8dce6512013-04-13 03:42:19 +00003625 case DXGI_FORMAT_R10G10B10A2_UNORM:
3626 {
3627 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
3628 outColor->red = (rgba & 0x000003FF) * (1.0f / 0x000003FF);
3629 outColor->green = (rgba & 0x000FFC00) * (1.0f / 0x000FFC00);
3630 outColor->blue = (rgba & 0x3FF00000) * (1.0f / 0x3FF00000);
3631 outColor->alpha = (rgba & 0xC0000000) * (1.0f / 0xC0000000);
3632 }
3633 break;
3634
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003635 default:
3636 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
3637 UNIMPLEMENTED();
3638 break;
3639 }
3640}
3641
3642static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
3643 unsigned int y, int outputPitch, void *outData)
3644{
3645 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
3646 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
3647
3648 switch (format)
3649 {
3650 case GL_RGBA:
3651 switch (type)
3652 {
3653 case GL_UNSIGNED_BYTE:
3654 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3655 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3656 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3657 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3658 break;
3659
3660 default:
3661 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
3662 UNIMPLEMENTED();
3663 break;
3664 }
3665 break;
3666
3667 case GL_BGRA_EXT:
3668 switch (type)
3669 {
3670 case GL_UNSIGNED_BYTE:
3671 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3672 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3673 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
3674 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3675 break;
3676
3677 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
3678 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3679 // this type is packed as follows:
3680 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3681 // --------------------------------------------------------------------------------
3682 // | 4th | 3rd | 2nd | 1st component |
3683 // --------------------------------------------------------------------------------
3684 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3685 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3686 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
3687 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
3688 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
3689 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
3690 break;
3691
3692 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
3693 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3694 // this type is packed as follows:
3695 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3696 // --------------------------------------------------------------------------------
3697 // | 4th | 3rd | 2nd | 1st component |
3698 // --------------------------------------------------------------------------------
3699 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3700 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3701 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
3702 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
3703 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
3704 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
3705 break;
3706
3707 default:
3708 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
3709 UNIMPLEMENTED();
3710 break;
3711 }
3712 break;
3713
3714 case GL_RGB:
3715 switch (type)
3716 {
3717 case GL_UNSIGNED_SHORT_5_6_5:
3718 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3719 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
3720 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
3721 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
3722 break;
3723
3724 case GL_UNSIGNED_BYTE:
3725 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3726 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3727 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3728 break;
3729
3730 default:
3731 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
3732 UNIMPLEMENTED();
3733 break;
3734 }
3735 break;
3736
3737 default:
3738 ERR("WritePixelColor not implemented for format 0x%X.", format);
3739 UNIMPLEMENTED();
3740 break;
3741 }
3742}
3743
3744void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
3745 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
3746 GLint packAlignment, void *pixels)
3747{
3748 D3D11_TEXTURE2D_DESC textureDesc;
3749 texture->GetDesc(&textureDesc);
3750
3751 D3D11_TEXTURE2D_DESC stagingDesc;
3752 stagingDesc.Width = area.width;
3753 stagingDesc.Height = area.height;
3754 stagingDesc.MipLevels = 1;
3755 stagingDesc.ArraySize = 1;
3756 stagingDesc.Format = textureDesc.Format;
3757 stagingDesc.SampleDesc.Count = 1;
3758 stagingDesc.SampleDesc.Quality = 0;
3759 stagingDesc.Usage = D3D11_USAGE_STAGING;
3760 stagingDesc.BindFlags = 0;
3761 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
3762 stagingDesc.MiscFlags = 0;
3763
3764 ID3D11Texture2D* stagingTex = NULL;
3765 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
3766 if (FAILED(result))
3767 {
3768 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
3769 return;
3770 }
3771
3772 ID3D11Texture2D* srcTex = NULL;
3773 if (textureDesc.SampleDesc.Count > 1)
3774 {
3775 D3D11_TEXTURE2D_DESC resolveDesc;
3776 resolveDesc.Width = textureDesc.Width;
3777 resolveDesc.Height = textureDesc.Height;
3778 resolveDesc.MipLevels = 1;
3779 resolveDesc.ArraySize = 1;
3780 resolveDesc.Format = textureDesc.Format;
3781 resolveDesc.SampleDesc.Count = 1;
3782 resolveDesc.SampleDesc.Quality = 0;
3783 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
3784 resolveDesc.BindFlags = 0;
3785 resolveDesc.CPUAccessFlags = 0;
3786 resolveDesc.MiscFlags = 0;
3787
3788 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
3789 if (FAILED(result))
3790 {
3791 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
3792 stagingTex->Release();
3793 return;
3794 }
3795
3796 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
3797 subResource = 0;
3798 }
3799 else
3800 {
3801 srcTex = texture;
3802 srcTex->AddRef();
3803 }
3804
3805 D3D11_BOX srcBox;
3806 srcBox.left = area.x;
3807 srcBox.right = area.x + area.width;
3808 srcBox.top = area.y;
3809 srcBox.bottom = area.y + area.height;
3810 srcBox.front = 0;
3811 srcBox.back = 1;
3812
3813 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
3814
3815 srcTex->Release();
3816 srcTex = NULL;
3817
3818 D3D11_MAPPED_SUBRESOURCE mapping;
3819 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
3820
3821 unsigned char *source;
3822 int inputPitch;
3823 if (packReverseRowOrder)
3824 {
3825 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
3826 inputPitch = -static_cast<int>(mapping.RowPitch);
3827 }
3828 else
3829 {
3830 source = static_cast<unsigned char*>(mapping.pData);
3831 inputPitch = static_cast<int>(mapping.RowPitch);
3832 }
3833
3834 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
3835 if (fastPixelSize != 0)
3836 {
3837 unsigned char *dest = static_cast<unsigned char*>(pixels);
3838 for (int j = 0; j < area.height; j++)
3839 {
3840 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
3841 }
3842 }
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003843 else if (textureDesc.Format == DXGI_FORMAT_B8G8R8A8_UNORM &&
3844 format == GL_RGBA &&
3845 type == GL_UNSIGNED_BYTE)
3846 {
3847 // Fast path for swapping red with blue
3848 unsigned char *dest = static_cast<unsigned char*>(pixels);
3849
3850 for (int j = 0; j < area.height; j++)
3851 {
3852 for (int i = 0; i < area.width; i++)
3853 {
3854 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
3855 *(unsigned int*)(dest + 4 * i + j * outputPitch) =
3856 (argb & 0xFF00FF00) | // Keep alpha and green
3857 (argb & 0x00FF0000) >> 16 | // Move red to blue
3858 (argb & 0x000000FF) << 16; // Move blue to red
3859 }
3860 }
3861 }
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003862 else
3863 {
3864 gl::Color pixelColor;
3865 for (int j = 0; j < area.height; j++)
3866 {
3867 for (int i = 0; i < area.width; i++)
3868 {
3869 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
3870 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
3871 }
3872 }
3873 }
3874
3875 mDeviceContext->Unmap(stagingTex, 0);
3876
3877 stagingTex->Release();
3878 stagingTex = NULL;
3879}
3880
shannon.woods%transgaming.com@gtempaccount.com86df5a42013-04-13 03:34:07 +00003881bool Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget,
3882 RenderTarget *drawRenderTarget, bool wholeBufferCopy)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003883{
3884 ASSERT(readRect.width == drawRect.width && readRect.height == drawRect.height);
3885
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003886 RenderTarget11 *readRenderTarget11 = RenderTarget11::makeRenderTarget11(readRenderTarget);
3887 if (!readRenderTarget)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003888 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003889 ERR("Failed to retrieve the read render target from the read framebuffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003890 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003891 }
3892
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003893 ID3D11Resource *readTexture = NULL;
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003894 unsigned int readSubresource = 0;
3895 if (readRenderTarget->getSamples() > 0)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003896 {
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003897 ID3D11Resource *unresolvedResource = readRenderTarget11->getTexture();
3898 ID3D11Texture2D *unresolvedTexture = d3d11::DynamicCastComObject<ID3D11Texture2D>(unresolvedResource);
3899 unresolvedResource->Release();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003900
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003901 if (unresolvedTexture)
3902 {
3903 readTexture = resolveMultisampledTexture(unresolvedTexture, readRenderTarget11->getSubresourceIndex());
3904 readSubresource = 0;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003905
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003906 unresolvedTexture->Release();
3907 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003908 }
3909 else
3910 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003911 readTexture = readRenderTarget11->getTexture();
3912 readSubresource = readRenderTarget11->getSubresourceIndex();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003913 }
3914
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003915 if (!readTexture)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003916 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003917 ERR("Failed to retrieve the read render target view from the read render target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003918 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003919 }
3920
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003921 RenderTarget11 *drawRenderTarget11 = RenderTarget11::makeRenderTarget11(drawRenderTarget);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003922 if (!drawRenderTarget)
3923 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003924 readTexture->Release();
3925 ERR("Failed to retrieve the draw render target from the draw framebuffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003926 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003927 }
3928
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003929 ID3D11Resource *drawTexture = drawRenderTarget11->getTexture();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003930 unsigned int drawSubresource = drawRenderTarget11->getSubresourceIndex();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003931
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003932 D3D11_BOX readBox;
3933 readBox.left = readRect.x;
3934 readBox.right = readRect.x + readRect.width;
3935 readBox.top = readRect.y;
3936 readBox.bottom = readRect.y + readRect.height;
3937 readBox.front = 0;
3938 readBox.back = 1;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003939
shannon.woods%transgaming.com@gtempaccount.com86df5a42013-04-13 03:34:07 +00003940 // D3D11 needs depth-stencil CopySubresourceRegions to have a NULL pSrcBox
3941 // We also require complete framebuffer copies for depth-stencil blit.
3942 D3D11_BOX *pSrcBox = wholeBufferCopy ? NULL : &readBox;
3943
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003944 mDeviceContext->CopySubresourceRegion(drawTexture, drawSubresource, drawRect.x, drawRect.y, 0,
shannon.woods%transgaming.com@gtempaccount.com86df5a42013-04-13 03:34:07 +00003945 readTexture, readSubresource, pSrcBox);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003946
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003947 readTexture->Release();
3948 drawTexture->Release();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003949
3950 return true;
3951}
3952
shannon.woods@transgaming.comd67f9ce2013-02-28 23:06:09 +00003953ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
3954{
3955 D3D11_TEXTURE2D_DESC textureDesc;
3956 source->GetDesc(&textureDesc);
3957
3958 if (textureDesc.SampleDesc.Count > 1)
3959 {
3960 D3D11_TEXTURE2D_DESC resolveDesc;
3961 resolveDesc.Width = textureDesc.Width;
3962 resolveDesc.Height = textureDesc.Height;
3963 resolveDesc.MipLevels = 1;
3964 resolveDesc.ArraySize = 1;
3965 resolveDesc.Format = textureDesc.Format;
3966 resolveDesc.SampleDesc.Count = 1;
3967 resolveDesc.SampleDesc.Quality = 0;
3968 resolveDesc.Usage = textureDesc.Usage;
3969 resolveDesc.BindFlags = textureDesc.BindFlags;
3970 resolveDesc.CPUAccessFlags = 0;
3971 resolveDesc.MiscFlags = 0;
3972
3973 ID3D11Texture2D *resolveTexture = NULL;
3974 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
3975 if (FAILED(result))
3976 {
3977 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
3978 return NULL;
3979 }
3980
3981 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
3982 return resolveTexture;
3983 }
3984 else
3985 {
3986 source->AddRef();
3987 return source;
3988 }
3989}
3990
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003991}