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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"
Geoff Langb86b9792013-06-04 16:32:05 -040031#include "libGLESv2/renderer/Blit11.h"
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +000032
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000033#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
shannonwoods@chromium.org98949842013-05-30 00:01:51 +000034#include "libGLESv2/renderer/shaders/compiled/clearsingle11ps.h"
35#include "libGLESv2/renderer/shaders/compiled/clearmultiple11ps.h"
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000036
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000037#include "libEGL/Display.h"
38
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +000039#ifdef _DEBUG
40// this flag enables suppressing some spurious warnings that pop up in certain WebGL samples
41// and conformance tests. to enable all warnings, remove this define.
42#define ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS 1
43#endif
44
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000045namespace rx
46{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000047static const DXGI_FORMAT RenderTargetFormats[] =
48 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000049 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000050 DXGI_FORMAT_R8G8B8A8_UNORM
51 };
52
53static const DXGI_FORMAT DepthStencilFormats[] =
54 {
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +000055 DXGI_FORMAT_UNKNOWN,
56 DXGI_FORMAT_D24_UNORM_S8_UINT,
57 DXGI_FORMAT_D16_UNORM
daniel@transgaming.com65e65372012-11-28 19:33:50 +000058 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000059
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000060enum
61{
62 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
63};
64
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000065Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
66{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000067 mVertexDataManager = NULL;
68 mIndexDataManager = NULL;
69
daniel@transgaming.comc5114302012-12-20 21:11:36 +000070 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000071 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000072
Geoff Langb86b9792013-06-04 16:32:05 -040073 mBlit = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000074
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000075 mClearResourcesInitialized = false;
76 mClearVB = NULL;
77 mClearIL = NULL;
78 mClearVS = NULL;
shannonwoods@chromium.org98949842013-05-30 00:01:51 +000079 mClearSinglePS = NULL;
80 mClearMultiplePS = NULL;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000081 mClearScissorRS = NULL;
82 mClearNoScissorRS = NULL;
83
daniel@transgaming.combdf787f2013-02-01 03:20:36 +000084 mSyncQuery = NULL;
85
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000086 mD3d11Module = NULL;
87 mDxgiModule = NULL;
88
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000089 mDeviceLost = false;
90
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +000091 mMaxSupportedSamples = 0;
92
daniel@transgaming.com25072f62012-11-28 19:31:32 +000093 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000094 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000095 mDxgiAdapter = NULL;
96 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +000097
98 mDriverConstantBufferVS = NULL;
99 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000100
101 mBGRATextureSupport = false;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +0000102
103 mIsGeometryShaderActive = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000104}
105
106Renderer11::~Renderer11()
107{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000108 release();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000109}
110
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000111Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
112{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000113 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000114 return static_cast<rx::Renderer11*>(renderer);
115}
116
shannon.woods%transgaming.com@gtempaccount.comf9686c22013-04-13 03:33:45 +0000117#ifndef __d3d11_1_h__
118#define D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET ((D3D11_MESSAGE_ID)3146081)
119#endif
120
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000121EGLint Renderer11::initialize()
122{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000123 if (!initializeCompiler())
124 {
125 return EGL_NOT_INITIALIZED;
126 }
127
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000128 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
129 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000130
131 if (mD3d11Module == NULL || mDxgiModule == NULL)
132 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000133 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000134 return EGL_NOT_INITIALIZED;
135 }
136
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000137 // create the D3D11 device
138 ASSERT(mDevice == NULL);
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000139 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000140
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000141 if (D3D11CreateDevice == NULL)
142 {
143 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
144 return EGL_NOT_INITIALIZED;
145 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000146
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000147 D3D_FEATURE_LEVEL featureLevels[] =
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000148 {
149 D3D_FEATURE_LEVEL_11_0,
150 D3D_FEATURE_LEVEL_10_1,
151 D3D_FEATURE_LEVEL_10_0,
152 };
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000153
shannonwoods@chromium.orgc3419c12013-05-30 00:02:01 +0000154 HRESULT result = S_OK;
155
156#ifdef _DEBUG
157 result = D3D11CreateDevice(NULL,
158 D3D_DRIVER_TYPE_HARDWARE,
159 NULL,
160 D3D11_CREATE_DEVICE_DEBUG,
161 featureLevels,
162 ArraySize(featureLevels),
163 D3D11_SDK_VERSION,
164 &mDevice,
165 &mFeatureLevel,
166 &mDeviceContext);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000167
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000168 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000169 {
shannonwoods@chromium.orgc3419c12013-05-30 00:02:01 +0000170 ERR("Failed creating Debug D3D11 device - falling back to release runtime.\n");
171 }
172
173 if (!mDevice || FAILED(result))
174#endif
175 {
176 result = D3D11CreateDevice(NULL,
177 D3D_DRIVER_TYPE_HARDWARE,
178 NULL,
179 0,
180 featureLevels,
181 ArraySize(featureLevels),
182 D3D11_SDK_VERSION,
183 &mDevice,
184 &mFeatureLevel,
185 &mDeviceContext);
186
187 if (!mDevice || FAILED(result))
188 {
189 ERR("Could not create D3D11 device - aborting!\n");
190 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
191 }
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000192 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000193
194 IDXGIDevice *dxgiDevice = NULL;
195 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
196
197 if (FAILED(result))
198 {
199 ERR("Could not query DXGI device - aborting!\n");
200 return EGL_NOT_INITIALIZED;
201 }
202
203 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
204
205 if (FAILED(result))
206 {
207 ERR("Could not retrieve DXGI adapter - aborting!\n");
208 return EGL_NOT_INITIALIZED;
209 }
210
211 dxgiDevice->Release();
212
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000213 mDxgiAdapter->GetDesc(&mAdapterDescription);
214 memset(mDescription, 0, sizeof(mDescription));
215 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
216
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000217 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
218
219 if (!mDxgiFactory || FAILED(result))
220 {
221 ERR("Could not create DXGI factory - aborting!\n");
222 return EGL_NOT_INITIALIZED;
223 }
224
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000225 // Disable some spurious D3D11 debug warnings to prevent them from flooding the output log
226#if defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG)
227 ID3D11InfoQueue *infoQueue;
228 result = mDevice->QueryInterface(__uuidof(ID3D11InfoQueue), (void **)&infoQueue);
229
230 if (SUCCEEDED(result))
231 {
232 D3D11_MESSAGE_ID hideMessages[] =
233 {
234 D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETS_HAZARD,
shannon.woods%transgaming.com@gtempaccount.comf9686c22013-04-13 03:33:45 +0000235 D3D11_MESSAGE_ID_DEVICE_PSSETSHADERRESOURCES_HAZARD,
236 D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000237 };
238
239 D3D11_INFO_QUEUE_FILTER filter = {0};
240 filter.DenyList.NumIDs = ArraySize(hideMessages);
241 filter.DenyList.pIDList = hideMessages;
242
243 infoQueue->AddStorageFilterEntries(&filter);
244
245 infoQueue->Release();
246 }
247#endif
248
Geoff Lang61e49a52013-05-29 10:22:58 -0400249 mMaxSupportedSamples = 0;
250
251 const d3d11::DXGIFormatSet &dxgiFormats = d3d11::GetAllUsedDXGIFormats();
252 for (d3d11::DXGIFormatSet::const_iterator i = dxgiFormats.begin(); i != dxgiFormats.end(); ++i)
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000253 {
Geoff Lang61e49a52013-05-29 10:22:58 -0400254 MultisampleSupportInfo support = getMultisampleSupportInfo(*i);
255 mMultisampleSupportMap.insert(std::make_pair(*i, support));
256 mMaxSupportedSamples = std::max(mMaxSupportedSamples, support.maxSupportedSamples);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000257 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000258
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000259 initializeDevice();
260
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000261 // BGRA texture support is optional in feature levels 10 and 10_1
262 UINT formatSupport;
263 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
264 if (FAILED(result))
265 {
266 ERR("Error checking BGRA format support: 0x%08X", result);
267 }
268 else
269 {
270 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
271 mBGRATextureSupport = (formatSupport & flags) == flags;
272 }
273
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +0000274 // Check floating point texture support
275 static const unsigned int requiredTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE;
276 static const unsigned int requiredRenderableFlags = D3D11_FORMAT_SUPPORT_RENDER_TARGET;
277 static const unsigned int requiredFilterFlags = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
278
279 DXGI_FORMAT float16Formats[] =
280 {
281 DXGI_FORMAT_R16_FLOAT,
282 DXGI_FORMAT_R16G16_FLOAT,
283 DXGI_FORMAT_R16G16B16A16_FLOAT,
284 };
285
286 DXGI_FORMAT float32Formats[] =
287 {
288 DXGI_FORMAT_R32_FLOAT,
289 DXGI_FORMAT_R32G32_FLOAT,
290 DXGI_FORMAT_R32G32B32_FLOAT,
291 DXGI_FORMAT_R32G32B32A32_FLOAT,
292 };
293
294 mFloat16TextureSupport = true;
295 mFloat16FilterSupport = true;
296 mFloat16RenderSupport = true;
297 for (unsigned int i = 0; i < ArraySize(float16Formats); i++)
298 {
299 if (SUCCEEDED(mDevice->CheckFormatSupport(float16Formats[i], &formatSupport)))
300 {
301 mFloat16TextureSupport = mFloat16TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
302 mFloat16FilterSupport = mFloat16FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
303 mFloat16RenderSupport = mFloat16RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
304 }
305 else
306 {
307 mFloat16TextureSupport = false;
308 mFloat16RenderSupport = false;
309 mFloat16FilterSupport = false;
310 }
311 }
312
313 mFloat32TextureSupport = true;
314 mFloat32FilterSupport = true;
315 mFloat32RenderSupport = true;
316 for (unsigned int i = 0; i < ArraySize(float32Formats); i++)
317 {
318 if (SUCCEEDED(mDevice->CheckFormatSupport(float32Formats[i], &formatSupport)))
319 {
320 mFloat32TextureSupport = mFloat32TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
321 mFloat32FilterSupport = mFloat32FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
322 mFloat32RenderSupport = mFloat32RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
323 }
324 else
325 {
326 mFloat32TextureSupport = false;
327 mFloat32FilterSupport = false;
328 mFloat32RenderSupport = false;
329 }
330 }
331
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +0000332 // Check compressed texture support
333 const unsigned int requiredCompressedTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D;
334
335 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC1_UNORM, &formatSupport)))
336 {
337 mDXT1TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
338 }
339 else
340 {
341 mDXT1TextureSupport = false;
342 }
343
344 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC3_UNORM, &formatSupport)))
345 {
346 mDXT3TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
347 }
348 else
349 {
350 mDXT3TextureSupport = false;
351 }
352
353 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC5_UNORM, &formatSupport)))
354 {
355 mDXT5TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
356 }
357 else
358 {
359 mDXT5TextureSupport = false;
360 }
361
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +0000362 // Check depth texture support
363 DXGI_FORMAT depthTextureFormats[] =
364 {
365 DXGI_FORMAT_D16_UNORM,
366 DXGI_FORMAT_D24_UNORM_S8_UINT,
367 };
368
369 static const unsigned int requiredDepthTextureFlags = D3D11_FORMAT_SUPPORT_DEPTH_STENCIL |
370 D3D11_FORMAT_SUPPORT_TEXTURE2D;
371
372 mDepthTextureSupport = true;
373 for (unsigned int i = 0; i < ArraySize(depthTextureFormats); i++)
374 {
375 if (SUCCEEDED(mDevice->CheckFormatSupport(depthTextureFormats[i], &formatSupport)))
376 {
377 mDepthTextureSupport = mDepthTextureSupport && ((formatSupport & requiredDepthTextureFlags) == requiredDepthTextureFlags);
378 }
379 else
380 {
381 mDepthTextureSupport = false;
382 }
383 }
384
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000385 return EGL_SUCCESS;
386}
387
388// do any one-time device initialization
389// NOTE: this is also needed after a device lost/reset
390// to reset the scene status and ensure the default states are reset.
391void Renderer11::initializeDevice()
392{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000393 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000394 mInputLayoutCache.initialize(mDevice, mDeviceContext);
395
396 ASSERT(!mVertexDataManager && !mIndexDataManager);
397 mVertexDataManager = new VertexDataManager(this);
398 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000399
Geoff Langb86b9792013-06-04 16:32:05 -0400400 ASSERT(!mBlit);
401 mBlit = new Blit11(this);
402
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000403 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000404}
405
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000406int Renderer11::generateConfigs(ConfigDesc **configDescList)
407{
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000408 unsigned int numRenderFormats = ArraySize(RenderTargetFormats);
409 unsigned int numDepthFormats = ArraySize(DepthStencilFormats);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000410 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
411 int numConfigs = 0;
412
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000413 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000414 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000415 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000416 {
417 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
418
419 UINT formatSupport = 0;
420 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000421
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000422 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
423 {
424 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
425
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000426 bool depthStencilFormatOK = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000427
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000428 if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
429 {
430 UINT formatSupport = 0;
431 result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
432 depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
433 }
434
435 if (depthStencilFormatOK)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000436 {
437 ConfigDesc newConfig;
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +0000438 newConfig.renderTargetFormat = d3d11_gl::GetInternalFormat(renderTargetFormat);
439 newConfig.depthStencilFormat = d3d11_gl::GetInternalFormat(depthStencilFormat);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000440 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
441 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
shannon.woods%transgaming.com@gtempaccount.comdcf33d52013-04-13 03:33:11 +0000442 newConfig.es3Capable = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000443
444 (*configDescList)[numConfigs++] = newConfig;
445 }
446 }
447 }
448 }
449
450 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000451}
452
453void Renderer11::deleteConfigs(ConfigDesc *configDescList)
454{
455 delete [] (configDescList);
456}
457
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000458void Renderer11::sync(bool block)
459{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000460 if (block)
461 {
462 HRESULT result;
463
464 if (!mSyncQuery)
465 {
466 D3D11_QUERY_DESC queryDesc;
467 queryDesc.Query = D3D11_QUERY_EVENT;
468 queryDesc.MiscFlags = 0;
469
470 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
471 ASSERT(SUCCEEDED(result));
472 }
473
474 mDeviceContext->End(mSyncQuery);
475 mDeviceContext->Flush();
476
477 do
478 {
479 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
480
481 // Keep polling, but allow other threads to do something useful first
482 Sleep(0);
483
484 if (testDeviceLost(true))
485 {
486 return;
487 }
488 }
489 while (result == S_FALSE);
490 }
491 else
492 {
493 mDeviceContext->Flush();
494 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000495}
496
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000497SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
498{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000499 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000500}
501
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000502void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
503{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000504 if (type == gl::SAMPLER_PIXEL)
505 {
506 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
507 {
508 ERR("Pixel shader sampler index %i is not valid.", index);
509 return;
510 }
511
512 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
513 {
514 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
515
516 if (!dxSamplerState)
517 {
518 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
519 "sampler state for pixel shaders at slot %i.", index);
520 }
521
522 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
523
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000524 mCurPixelSamplerStates[index] = samplerState;
525 }
526
527 mForceSetPixelSamplerStates[index] = false;
528 }
529 else if (type == gl::SAMPLER_VERTEX)
530 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000531 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000532 {
533 ERR("Vertex shader sampler index %i is not valid.", index);
534 return;
535 }
536
537 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
538 {
539 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
540
541 if (!dxSamplerState)
542 {
543 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
544 "sampler state for vertex shaders at slot %i.", index);
545 }
546
547 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
548
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000549 mCurVertexSamplerStates[index] = samplerState;
550 }
551
552 mForceSetVertexSamplerStates[index] = false;
553 }
554 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000555}
556
557void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
558{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000559 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000560 unsigned int serial = 0;
561 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000562
563 if (texture)
564 {
565 TextureStorageInterface *texStorage = texture->getNativeTexture();
566 if (texStorage)
567 {
568 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
569 textureSRV = storage11->getSRV();
570 }
571
572 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
573 // missing the shader resource view
574 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000575
576 serial = texture->getTextureSerial();
577 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000578 }
579
580 if (type == gl::SAMPLER_PIXEL)
581 {
582 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
583 {
584 ERR("Pixel shader sampler index %i is not valid.", index);
585 return;
586 }
587
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000588 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
589 {
590 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
591 }
592
593 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000594 }
595 else if (type == gl::SAMPLER_VERTEX)
596 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000597 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000598 {
599 ERR("Vertex shader sampler index %i is not valid.", index);
600 return;
601 }
602
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000603 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
604 {
605 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
606 }
607
608 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000609 }
610 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000611}
612
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000613bool Renderer11::setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], const gl::Buffer *fragmentUniformBuffers[])
614{
615 // convert buffers to ID3D11Buffer*
616 ID3D11Buffer *vertexConstantBuffers[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS] = { NULL };
617 ID3D11Buffer *pixelConstantBuffers[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS] = { NULL };
618
619 for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; uniformBufferIndex++)
620 {
621 const gl::Buffer *uniformBuffer = vertexUniformBuffers[uniformBufferIndex];
622 if (uniformBuffer)
623 {
624 BufferStorage11 *bufferStorage = BufferStorage11::makeBufferStorage11(uniformBuffer->getStorage());
625 ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(GL_UNIFORM_BUFFER);
626
627 if (!constantBuffer)
628 {
629 return false;
630 }
631
632 vertexConstantBuffers[uniformBufferIndex] = constantBuffer;
633 }
634 }
635
636 for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS; uniformBufferIndex++)
637 {
638 const gl::Buffer *uniformBuffer = fragmentUniformBuffers[uniformBufferIndex];
639 if (uniformBuffer)
640 {
641 BufferStorage11 *bufferStorage = BufferStorage11::makeBufferStorage11(uniformBuffer->getStorage());
642 ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(GL_UNIFORM_BUFFER);
643
644 if (!constantBuffer)
645 {
646 return false;
647 }
648
649 pixelConstantBuffers[uniformBufferIndex] = constantBuffer;
650 }
651 }
652
653 mDeviceContext->VSSetConstantBuffers(getReservedVertexUniformBuffers(), getMaxVertexShaderUniformBuffers(), vertexConstantBuffers);
654 mDeviceContext->PSSetConstantBuffers(getReservedFragmentUniformBuffers(), getMaxFragmentShaderUniformBuffers(), pixelConstantBuffers);
655
656 return true;
657}
658
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000659void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000660{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000661 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000662 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000663 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
664 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000665 if (!dxRasterState)
666 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000667 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000668 "rasterizer state.");
669 }
670
671 mDeviceContext->RSSetState(dxRasterState);
672
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000673 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000674 }
675
676 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000677}
678
Geoff Lang2a64ee42013-05-31 11:22:40 -0400679void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::ColorF &blendColor,
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000680 unsigned int sampleMask)
681{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000682 if (mForceSetBlendState ||
683 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
Geoff Lang2a64ee42013-05-31 11:22:40 -0400684 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::ColorF)) != 0 ||
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000685 sampleMask != mCurSampleMask)
686 {
687 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
688 if (!dxBlendState)
689 {
690 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
691 "blend state.");
692 }
693
shannonwoods@chromium.org568c82e2013-05-30 00:13:15 +0000694 float blendColors[4] = {0.0f};
695 if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
696 blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
697 {
698 blendColors[0] = blendColor.red;
699 blendColors[1] = blendColor.green;
700 blendColors[2] = blendColor.blue;
701 blendColors[3] = blendColor.alpha;
702 }
703 else
704 {
705 blendColors[0] = blendColor.alpha;
706 blendColors[1] = blendColor.alpha;
707 blendColors[2] = blendColor.alpha;
708 blendColors[3] = blendColor.alpha;
709 }
710
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000711 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
712
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000713 mCurBlendState = blendState;
714 mCurBlendColor = blendColor;
715 mCurSampleMask = sampleMask;
716 }
717
718 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000719}
720
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000721void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000722 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000723{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000724 if (mForceSetDepthStencilState ||
725 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
726 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
727 {
728 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
729 stencilRef != stencilBackRef ||
730 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
731 {
732 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
733 "invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000734 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000735 }
736
737 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
738 if (!dxDepthStencilState)
739 {
740 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
741 "setting the default depth stencil state.");
742 }
743
744 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
745
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000746 mCurDepthStencilState = depthStencilState;
747 mCurStencilRef = stencilRef;
748 mCurStencilBackRef = stencilBackRef;
749 }
750
751 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000752}
753
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000754void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000755{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000756 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
757 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000758 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000759 if (enabled)
760 {
761 D3D11_RECT rect;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000762 rect.left = std::max(0, scissor.x);
763 rect.top = std::max(0, scissor.y);
764 rect.right = scissor.x + std::max(0, scissor.width);
765 rect.bottom = scissor.y + std::max(0, scissor.height);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000766
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000767 mDeviceContext->RSSetScissorRects(1, &rect);
768 }
769
770 if (enabled != mScissorEnabled)
771 {
772 mForceSetRasterState = true;
773 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000774
775 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000776 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000777 }
778
779 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000780}
781
daniel@transgaming.com12985182012-12-20 20:56:31 +0000782bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000783 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000784{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000785 gl::Rectangle actualViewport = viewport;
786 float actualZNear = gl::clamp01(zNear);
787 float actualZFar = gl::clamp01(zFar);
788 if (ignoreViewport)
789 {
790 actualViewport.x = 0;
791 actualViewport.y = 0;
792 actualViewport.width = mRenderTargetDesc.width;
793 actualViewport.height = mRenderTargetDesc.height;
794 actualZNear = 0.0f;
795 actualZFar = 1.0f;
796 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000797
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000798 // Get D3D viewport bounds, which depends on the feature level
799 const Range& viewportBounds = getViewportBounds();
800
801 // 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 +0000802 D3D11_VIEWPORT dxViewport;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000803 dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end);
804 dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end);
805 dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension());
806 dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension());
807 dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX));
808 dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY));
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000809 dxViewport.MinDepth = actualZNear;
810 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000811
812 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
813 {
814 return false; // Nothing to render
815 }
816
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000817 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
818 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000819
daniel@transgaming.com53670042012-11-28 20:55:51 +0000820 if (viewportChanged)
821 {
822 mDeviceContext->RSSetViewports(1, &dxViewport);
823
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000824 mCurViewport = actualViewport;
825 mCurNear = actualZNear;
826 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000827
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +0000828 mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f;
829 mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f;
830 mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
831 mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000832
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000833 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
834 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000835
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000836 mVertexConstants.depthRange[0] = actualZNear;
837 mVertexConstants.depthRange[1] = actualZFar;
838 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000839
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000840 mPixelConstants.depthRange[0] = actualZNear;
841 mPixelConstants.depthRange[1] = actualZFar;
842 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000843 }
844
845 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000846 return true;
847}
848
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000849bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
850{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000851 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000852
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000853 switch (mode)
854 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000855 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
856 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000857 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000858 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
859 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
860 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000861 // emulate fans via rewriting index buffer
Shannon Woods5ab33c82013-06-26 15:31:09 -0400862 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000863 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000864 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000865 }
866
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000867 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000868
869 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000870}
871
872bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000873{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000874 // Get the color render buffer and serial
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000875 // Also extract the render target dimensions and view
876 unsigned int renderTargetWidth = 0;
877 unsigned int renderTargetHeight = 0;
878 GLenum renderTargetFormat = 0;
879 unsigned int renderTargetSerials[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {0};
880 ID3D11RenderTargetView* framebufferRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
881 bool missingColorRenderTarget = true;
882
883 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000884 {
shannon.woods%transgaming.com@gtempaccount.com4059a382013-04-13 03:31:16 +0000885 const GLenum drawBufferState = framebuffer->getDrawBufferState(colorAttachment);
886
887 if (framebuffer->getColorbufferType(colorAttachment) != GL_NONE && drawBufferState != GL_NONE)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000888 {
shannon.woods%transgaming.com@gtempaccount.com4059a382013-04-13 03:31:16 +0000889 // the draw buffer must be either "none", "back" for the default buffer or the same index as this color (in order)
890 ASSERT(drawBufferState == GL_BACK || drawBufferState == (GL_COLOR_ATTACHMENT0_EXT + colorAttachment));
891
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000892 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(colorAttachment);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000893
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000894 if (!colorbuffer)
895 {
896 ERR("render target pointer unexpectedly null.");
897 return false;
898 }
shannon.woods@transgaming.com3e3da582013-02-28 23:09:03 +0000899
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000900 // check for zero-sized default framebuffer, which is a special case.
901 // in this case we do not wish to modify any state and just silently return false.
902 // this will not report any gl error but will cause the calling method to return.
903 if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0)
904 {
905 return false;
906 }
907
908 renderTargetSerials[colorAttachment] = colorbuffer->getSerial();
909
910 // Extract the render target dimensions and view
911 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
912 if (!renderTarget)
913 {
914 ERR("render target pointer unexpectedly null.");
915 return false;
916 }
917
918 framebufferRTVs[colorAttachment] = renderTarget->getRenderTargetView();
919 if (!framebufferRTVs[colorAttachment])
920 {
921 ERR("render target view pointer unexpectedly null.");
922 return false;
923 }
924
925 if (missingColorRenderTarget)
926 {
927 renderTargetWidth = colorbuffer->getWidth();
928 renderTargetHeight = colorbuffer->getHeight();
929 renderTargetFormat = colorbuffer->getActualFormat();
930 missingColorRenderTarget = false;
931 }
932 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000933 }
934
935 // Get the depth stencil render buffer and serials
936 gl::Renderbuffer *depthStencil = NULL;
937 unsigned int depthbufferSerial = 0;
938 unsigned int stencilbufferSerial = 0;
939 if (framebuffer->getDepthbufferType() != GL_NONE)
940 {
941 depthStencil = framebuffer->getDepthbuffer();
942 if (!depthStencil)
943 {
944 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000945 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000946 return false;
947 }
948
949 depthbufferSerial = depthStencil->getSerial();
950 }
951 else if (framebuffer->getStencilbufferType() != GL_NONE)
952 {
953 depthStencil = framebuffer->getStencilbuffer();
954 if (!depthStencil)
955 {
956 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000957 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000958 return false;
959 }
960
961 stencilbufferSerial = depthStencil->getSerial();
962 }
963
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000964 // Extract the depth stencil sizes and view
965 unsigned int depthSize = 0;
966 unsigned int stencilSize = 0;
967 ID3D11DepthStencilView* framebufferDSV = NULL;
968 if (depthStencil)
969 {
970 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
971 if (!depthStencilRenderTarget)
972 {
973 ERR("render target pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000974 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000975 return false;
976 }
977
978 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
979 if (!framebufferDSV)
980 {
981 ERR("depth stencil view pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000982 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000983 return false;
984 }
985
986 // If there is no render buffer, the width, height and format values come from
987 // the depth stencil
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000988 if (missingColorRenderTarget)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000989 {
990 renderTargetWidth = depthStencil->getWidth();
991 renderTargetHeight = depthStencil->getHeight();
992 renderTargetFormat = depthStencil->getActualFormat();
993 }
994
995 depthSize = depthStencil->getDepthSize();
996 stencilSize = depthStencil->getStencilSize();
997 }
998
999 // Apply the render target and depth stencil
1000 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001001 memcmp(renderTargetSerials, mAppliedRenderTargetSerials, sizeof(renderTargetSerials)) != 0 ||
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001002 depthbufferSerial != mAppliedDepthbufferSerial ||
1003 stencilbufferSerial != mAppliedStencilbufferSerial)
1004 {
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001005 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), framebufferRTVs, framebufferDSV);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001006
1007 mRenderTargetDesc.width = renderTargetWidth;
1008 mRenderTargetDesc.height = renderTargetHeight;
1009 mRenderTargetDesc.format = renderTargetFormat;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00001010 mForceSetViewport = true;
1011 mForceSetScissor = true;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001012
1013 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
1014 {
1015 mCurDepthSize = depthSize;
1016 mForceSetRasterState = true;
1017 }
1018
1019 mCurStencilSize = stencilSize;
1020
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001021 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
1022 {
1023 mAppliedRenderTargetSerials[rtIndex] = renderTargetSerials[rtIndex];
1024 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001025 mAppliedDepthbufferSerial = depthbufferSerial;
1026 mAppliedStencilbufferSerial = stencilbufferSerial;
1027 mRenderTargetDescInitialized = true;
1028 mDepthStencilInitialized = true;
1029 }
1030
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001031 SafeRelease(framebufferRTVs);
1032 SafeRelease(framebufferDSV);
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001033
1034 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001035}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001036
Jamie Madilla857c362013-07-02 11:57:02 -04001037GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], gl::VertexAttribCurrentValueData currentValues[],
1038 GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +00001039{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001040 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
Jamie Madilla857c362013-07-02 11:57:02 -04001041 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, currentValues, programBinary, first, count, attributes, instances);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001042 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +00001043 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001044 return err;
1045 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +00001046
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001047 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +00001048}
1049
daniel@transgaming.com31240482012-11-28 21:06:41 +00001050GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001051{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001052 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001053
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001054 if (err == GL_NO_ERROR)
1055 {
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001056 if (indexInfo->storage)
1057 {
1058 if (indexInfo->serial != mAppliedStorageIBSerial || indexInfo->startOffset != mAppliedIBOffset)
1059 {
1060 BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(indexInfo->storage);
1061 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1062
shannonwoods@chromium.org675526e2013-05-30 00:04:49 +00001063 mDeviceContext->IASetIndexBuffer(storage->getBuffer(GL_ELEMENT_ARRAY_BUFFER), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001064
1065 mAppliedIBSerial = 0;
1066 mAppliedStorageIBSerial = storage->getSerial();
1067 mAppliedIBOffset = indexInfo->startOffset;
1068 }
1069 }
1070 else if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001071 {
1072 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1073
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +00001074 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001075
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001076 mAppliedIBSerial = indexInfo->serial;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001077 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001078 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001079 }
1080 }
1081
1082 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001083}
1084
1085void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
1086{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001087 if (mode == GL_LINE_LOOP)
1088 {
1089 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1090 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001091 else if (mode == GL_TRIANGLE_FAN)
1092 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001093 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001094 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001095 else if (instances > 0)
1096 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001097 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001098 }
1099 else
1100 {
1101 mDeviceContext->Draw(count, 0);
1102 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001103}
1104
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001105void 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 +00001106{
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001107 if (mode == GL_LINE_LOOP)
1108 {
1109 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
1110 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001111 else if (mode == GL_TRIANGLE_FAN)
1112 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001113 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
1114 }
1115 else if (instances > 0)
1116 {
1117 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001118 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001119 else
1120 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +00001121 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001122 }
1123}
1124
1125void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1126{
1127 // Get the raw indices for an indexed draw
1128 if (type != GL_NONE && elementArrayBuffer)
1129 {
1130 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001131 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001132 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001133 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001134 }
1135
1136 if (!mLineLoopIB)
1137 {
1138 mLineLoopIB = new StreamingIndexBufferInterface(this);
1139 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1140 {
1141 delete mLineLoopIB;
1142 mLineLoopIB = NULL;
1143
1144 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001145 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001146 }
1147 }
1148
1149 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
1150 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1151 {
1152 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001153 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001154 }
1155
1156 void* mappedMemory = NULL;
1157 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1158 if (offset == -1 || mappedMemory == NULL)
1159 {
1160 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001161 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001162 }
1163
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001164 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001165 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001166
1167 switch (type)
1168 {
1169 case GL_NONE: // Non-indexed draw
1170 for (int i = 0; i < count; i++)
1171 {
1172 data[i] = i;
1173 }
1174 data[count] = 0;
1175 break;
1176 case GL_UNSIGNED_BYTE:
1177 for (int i = 0; i < count; i++)
1178 {
1179 data[i] = static_cast<const GLubyte*>(indices)[i];
1180 }
1181 data[count] = static_cast<const GLubyte*>(indices)[0];
1182 break;
1183 case GL_UNSIGNED_SHORT:
1184 for (int i = 0; i < count; i++)
1185 {
1186 data[i] = static_cast<const GLushort*>(indices)[i];
1187 }
1188 data[count] = static_cast<const GLushort*>(indices)[0];
1189 break;
1190 case GL_UNSIGNED_INT:
1191 for (int i = 0; i < count; i++)
1192 {
1193 data[i] = static_cast<const GLuint*>(indices)[i];
1194 }
1195 data[count] = static_cast<const GLuint*>(indices)[0];
1196 break;
1197 default: UNREACHABLE();
1198 }
1199
1200 if (!mLineLoopIB->unmapBuffer())
1201 {
1202 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001203 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001204 }
1205
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001206 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001207 {
1208 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
1209
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001210 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001211 mAppliedIBSerial = mLineLoopIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001212 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001213 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001214 }
1215
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001216 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001217}
1218
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001219void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001220{
1221 // Get the raw indices for an indexed draw
1222 if (type != GL_NONE && elementArrayBuffer)
1223 {
1224 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001225 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001226 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001227 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001228 }
1229
1230 if (!mTriangleFanIB)
1231 {
1232 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1233 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1234 {
1235 delete mTriangleFanIB;
1236 mTriangleFanIB = NULL;
1237
1238 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001239 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001240 }
1241 }
1242
1243 const int numTris = count - 2;
1244 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
1245 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1246 {
1247 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001248 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001249 }
1250
1251 void* mappedMemory = NULL;
1252 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
1253 if (offset == -1 || mappedMemory == NULL)
1254 {
1255 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001256 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001257 }
1258
1259 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1260 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
1261
1262 switch (type)
1263 {
1264 case GL_NONE: // Non-indexed draw
1265 for (int i = 0; i < numTris; i++)
1266 {
1267 data[i*3 + 0] = 0;
1268 data[i*3 + 1] = i + 1;
1269 data[i*3 + 2] = i + 2;
1270 }
1271 break;
1272 case GL_UNSIGNED_BYTE:
1273 for (int i = 0; i < numTris; i++)
1274 {
1275 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1276 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1277 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1278 }
1279 break;
1280 case GL_UNSIGNED_SHORT:
1281 for (int i = 0; i < numTris; i++)
1282 {
1283 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1284 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1285 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1286 }
1287 break;
1288 case GL_UNSIGNED_INT:
1289 for (int i = 0; i < numTris; i++)
1290 {
1291 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1292 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1293 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1294 }
1295 break;
1296 default: UNREACHABLE();
1297 }
1298
1299 if (!mTriangleFanIB->unmapBuffer())
1300 {
1301 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001302 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001303 }
1304
1305 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1306 {
1307 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1308
1309 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1310 mAppliedIBSerial = mTriangleFanIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001311 mAppliedStorageIBSerial = 0;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001312 mAppliedIBOffset = indexBufferOffset;
1313 }
1314
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001315 if (instances > 0)
1316 {
1317 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1318 }
1319 else
1320 {
1321 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1322 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001323}
1324
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001325void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1326{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001327 unsigned int programBinarySerial = programBinary->getSerial();
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001328 const bool updateProgramState = (programBinarySerial != mAppliedProgramBinarySerial);
1329
1330 if (updateProgramState)
daniel@transgaming.come4991412012-12-20 20:55:34 +00001331 {
1332 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1333 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001334
daniel@transgaming.come4991412012-12-20 20:55:34 +00001335 ID3D11VertexShader *vertexShader = NULL;
1336 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001337
daniel@transgaming.come4991412012-12-20 20:55:34 +00001338 ID3D11PixelShader *pixelShader = NULL;
1339 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001340
daniel@transgaming.come4991412012-12-20 20:55:34 +00001341 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1342 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001343
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001344 programBinary->dirtyAllUniforms();
1345
1346 mAppliedProgramBinarySerial = programBinarySerial;
1347 }
1348
1349 // Only use the geometry shader currently for point sprite drawing
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001350 const bool usesGeometryShader = (programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode);
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001351
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001352 if (updateProgramState || usesGeometryShader != mIsGeometryShaderActive)
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001353 {
1354 if (usesGeometryShader)
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001355 {
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001356 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
1357 ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001358 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1359 }
1360 else
1361 {
1362 mDeviceContext->GSSetShader(NULL, NULL, 0);
1363 }
1364
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001365 mIsGeometryShaderActive = usesGeometryShader;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001366 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001367}
1368
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001369void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001370{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001371 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1372 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001373
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001374 unsigned int totalRegisterCountVS = 0;
1375 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001376
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001377 bool vertexUniformsDirty = false;
1378 bool pixelUniformsDirty = false;
1379
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001380 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1381 {
1382 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001383
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001384 if (uniform->isReferencedByVertexShader())
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001385 {
1386 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001387 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001388 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001389
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001390 if (uniform->isReferencedByFragmentShader())
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001391 {
1392 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001393 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001394 }
1395 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001396
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001397 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1398 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1399
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001400 float (*mapVS)[4] = NULL;
1401 float (*mapPS)[4] = NULL;
1402
Shannon Woods5ab33c82013-06-26 15:31:09 -04001403 if (totalRegisterCountVS > 0 && vertexUniformsDirty)
1404 {
1405 D3D11_MAPPED_SUBRESOURCE map = {0};
1406 HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1407 ASSERT(SUCCEEDED(result));
1408 mapVS = (float(*)[4])map.pData;
1409 }
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001410
Shannon Woods5ab33c82013-06-26 15:31:09 -04001411 if (totalRegisterCountPS > 0 && pixelUniformsDirty)
1412 {
1413 D3D11_MAPPED_SUBRESOURCE map = {0};
1414 HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1415 ASSERT(SUCCEEDED(result));
1416 mapPS = (float(*)[4])map.pData;
1417 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001418
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001419 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001420 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001421 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001422
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001423 if (uniform->type != GL_SAMPLER_2D && uniform->type != GL_SAMPLER_CUBE)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001424 {
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001425 if (uniform->isReferencedByVertexShader() && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001426 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001427 memcpy(mapVS + uniform->vsRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001428 }
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001429
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001430 if (uniform->isReferencedByFragmentShader() && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001431 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001432 memcpy(mapPS + uniform->psRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001433 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001434 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001435
1436 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001437 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001438
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001439 if (mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001440 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001441 mDeviceContext->Unmap(vertexConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001442 }
1443
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001444 if (mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001445 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001446 mDeviceContext->Unmap(pixelConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001447 }
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001448
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001449 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1450 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001451
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001452 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001453 if (!mDriverConstantBufferVS)
1454 {
1455 D3D11_BUFFER_DESC constantBufferDescription = {0};
1456 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1457 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1458 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1459 constantBufferDescription.CPUAccessFlags = 0;
1460 constantBufferDescription.MiscFlags = 0;
1461 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001462
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001463 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001464 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001465
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001466 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1467 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001468
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001469 if (!mDriverConstantBufferPS)
1470 {
1471 D3D11_BUFFER_DESC constantBufferDescription = {0};
1472 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1473 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1474 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1475 constantBufferDescription.CPUAccessFlags = 0;
1476 constantBufferDescription.MiscFlags = 0;
1477 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001478
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001479 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001480 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001481
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001482 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1483 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001484
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001485 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1486 {
1487 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1488 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1489 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001490
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001491 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1492 {
1493 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1494 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1495 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001496
1497 // needed for the point sprite geometry shader
1498 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001499}
1500
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001501void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001502{
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +00001503 bool alphaUnmasked = gl::GetAlphaBits(mRenderTargetDesc.format, getCurrentClientVersion()) == 0 ||
1504 clearParams.colorMaskAlpha;
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001505 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1506 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1507 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001508
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001509 unsigned int stencilUnmasked = 0x0;
1510 if (frameBuffer->hasStencil())
1511 {
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +00001512 unsigned int stencilSize = gl::GetStencilBits(frameBuffer->getStencilbuffer()->getActualFormat(),
1513 getCurrentClientVersion());
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001514 stencilUnmasked = (0x1 << stencilSize) - 1;
1515 }
1516 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1517 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001518
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001519 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1520 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1521 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001522
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001523 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1524 {
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001525 maskedClear(clearParams, frameBuffer->usingExtendedDrawBuffers());
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001526 }
1527 else
1528 {
1529 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1530 {
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001531 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001532 {
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001533 if (frameBuffer->isEnabledColorAttachment(colorAttachment))
1534 {
1535 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer(colorAttachment);
1536 if (renderbufferObject)
1537 {
1538 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1539 if (!renderTarget)
1540 {
1541 ERR("render target pointer unexpectedly null.");
1542 return;
1543 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001544
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001545 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1546 if (!framebufferRTV)
1547 {
1548 ERR("render target view pointer unexpectedly null.");
1549 return;
1550 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001551
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001552 const float clearValues[4] = { clearParams.colorClearValue.red,
1553 clearParams.colorClearValue.green,
1554 clearParams.colorClearValue.blue,
1555 clearParams.colorClearValue.alpha };
1556 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001557
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001558 framebufferRTV->Release();
1559 }
1560 }
1561 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001562 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001563 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001564 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001565 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1566 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001567 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001568 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
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.com81c5ef92013-01-25 21:52:08 +00001575 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1576 if (!framebufferDSV)
1577 {
1578 ERR("depth stencil view pointer unexpectedly null.");
1579 return;
1580 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001581
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001582 UINT clearFlags = 0;
1583 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1584 {
1585 clearFlags |= D3D11_CLEAR_DEPTH;
1586 }
1587 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1588 {
1589 clearFlags |= D3D11_CLEAR_STENCIL;
1590 }
1591
shannon.woods@transgaming.combe211b32013-02-28 23:17:16 +00001592 float depthClear = gl::clamp01(clearParams.depthClearValue);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001593 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1594
1595 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001596
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001597 framebufferDSV->Release();
1598 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001599 }
1600 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001601}
1602
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001603void Renderer11::maskedClear(const gl::ClearParameters &clearParams, bool usingExtendedDrawBuffers)
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001604{
1605 HRESULT result;
1606
1607 if (!mClearResourcesInitialized)
1608 {
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001609 ASSERT(!mClearVB && !mClearVS && !mClearSinglePS && !mClearMultiplePS && !mClearScissorRS && !mClearNoScissorRS);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001610
1611 D3D11_BUFFER_DESC vbDesc;
1612 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1613 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1614 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1615 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1616 vbDesc.MiscFlags = 0;
1617 vbDesc.StructureByteStride = 0;
1618
1619 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1620 ASSERT(SUCCEEDED(result));
1621 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1622
1623 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1624 {
1625 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1626 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1627 };
1628
1629 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1630 ASSERT(SUCCEEDED(result));
1631 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1632
1633 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1634 ASSERT(SUCCEEDED(result));
1635 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1636
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001637 result = mDevice->CreatePixelShader(g_PS_ClearSingle, sizeof(g_PS_ClearSingle), NULL, &mClearSinglePS);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001638 ASSERT(SUCCEEDED(result));
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001639 d3d11::SetDebugName(mClearSinglePS, "Renderer11 masked clear pixel shader (1 RT)");
1640
1641 result = mDevice->CreatePixelShader(g_PS_ClearMultiple, sizeof(g_PS_ClearMultiple), NULL, &mClearMultiplePS);
1642 ASSERT(SUCCEEDED(result));
1643 d3d11::SetDebugName(mClearMultiplePS, "Renderer11 masked clear pixel shader (MRT)");
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001644
1645 D3D11_RASTERIZER_DESC rsScissorDesc;
1646 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1647 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1648 rsScissorDesc.FrontCounterClockwise = FALSE;
1649 rsScissorDesc.DepthBias = 0;
1650 rsScissorDesc.DepthBiasClamp = 0.0f;
1651 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1652 rsScissorDesc.DepthClipEnable = FALSE;
1653 rsScissorDesc.ScissorEnable = TRUE;
1654 rsScissorDesc.MultisampleEnable = FALSE;
1655 rsScissorDesc.AntialiasedLineEnable = FALSE;
1656
1657 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1658 ASSERT(SUCCEEDED(result));
1659 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1660
1661 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1662 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1663 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1664 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1665 rsNoScissorDesc.DepthBias = 0;
1666 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1667 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1668 rsNoScissorDesc.DepthClipEnable = FALSE;
1669 rsNoScissorDesc.ScissorEnable = FALSE;
1670 rsNoScissorDesc.MultisampleEnable = FALSE;
1671 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1672
1673 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1674 ASSERT(SUCCEEDED(result));
1675 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1676
1677 mClearResourcesInitialized = true;
1678 }
1679
1680 // Prepare the depth stencil state to write depth values if the depth should be cleared
1681 // and stencil values if the stencil should be cleared
1682 gl::DepthStencilState glDSState;
1683 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1684 glDSState.depthFunc = GL_ALWAYS;
1685 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1686 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1687 glDSState.stencilFunc = GL_ALWAYS;
1688 glDSState.stencilMask = 0;
1689 glDSState.stencilFail = GL_REPLACE;
1690 glDSState.stencilPassDepthFail = GL_REPLACE;
1691 glDSState.stencilPassDepthPass = GL_REPLACE;
1692 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1693 glDSState.stencilBackFunc = GL_ALWAYS;
1694 glDSState.stencilBackMask = 0;
1695 glDSState.stencilBackFail = GL_REPLACE;
1696 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1697 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1698 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1699
1700 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1701
1702 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1703
1704 // Prepare the blend state to use a write mask if the color buffer should be cleared
1705 gl::BlendState glBlendState;
1706 glBlendState.blend = false;
1707 glBlendState.sourceBlendRGB = GL_ONE;
1708 glBlendState.destBlendRGB = GL_ZERO;
1709 glBlendState.sourceBlendAlpha = GL_ONE;
1710 glBlendState.destBlendAlpha = GL_ZERO;
1711 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1712 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1713 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1714 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1715 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
shannon.woods@transgaming.com50ea9932013-02-28 23:13:40 +00001716 glBlendState.colorMaskAlpha = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskAlpha : false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001717 glBlendState.sampleAlphaToCoverage = false;
1718 glBlendState.dither = false;
1719
1720 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1721 static const UINT sampleMask = 0xFFFFFFFF;
1722
1723 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1724
1725 // Set the vertices
1726 D3D11_MAPPED_SUBRESOURCE mappedResource;
1727 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1728 if (FAILED(result))
1729 {
1730 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1731 return;
1732 }
1733
1734 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1735
1736 float depthClear = gl::clamp01(clearParams.depthClearValue);
1737 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1738 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1739 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1740 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1741
1742 mDeviceContext->Unmap(mClearVB, 0);
1743
1744 // Apply state
1745 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1746 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1747 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1748
1749 // Apply shaders
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001750 ID3D11PixelShader *pixelShader = usingExtendedDrawBuffers ? mClearMultiplePS : mClearSinglePS;
1751
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001752 mDeviceContext->IASetInputLayout(mClearIL);
1753 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001754 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
shannon.woods@transgaming.com2c53e472013-02-28 23:13:56 +00001755 mDeviceContext->GSSetShader(NULL, NULL, 0);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001756
1757 // Apply vertex buffer
1758 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1759 static UINT startIdx = 0;
1760 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1761 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1762
1763 // Draw the clear quad
1764 mDeviceContext->Draw(4, 0);
1765
1766 // Clean up
1767 markAllStateDirty();
1768}
1769
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001770void Renderer11::markAllStateDirty()
1771{
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001772 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
1773 {
1774 mAppliedRenderTargetSerials[rtIndex] = 0;
1775 }
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001776 mAppliedDepthbufferSerial = 0;
1777 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001778 mDepthStencilInitialized = false;
1779 mRenderTargetDescInitialized = false;
1780
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001781 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001782 {
1783 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001784 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001785 }
1786 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1787 {
1788 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001789 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001790 }
1791
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001792 mForceSetBlendState = true;
1793 mForceSetRasterState = true;
1794 mForceSetDepthStencilState = true;
1795 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001796 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001797
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001798 mAppliedIBSerial = 0;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001799 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001800 mAppliedIBOffset = 0;
1801
daniel@transgaming.come4991412012-12-20 20:55:34 +00001802 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001803 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1804 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001805}
1806
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001807void Renderer11::releaseDeviceResources()
1808{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001809 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001810 mInputLayoutCache.clear();
1811
1812 delete mVertexDataManager;
1813 mVertexDataManager = NULL;
1814
1815 delete mIndexDataManager;
1816 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001817
1818 delete mLineLoopIB;
1819 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001820
1821 delete mTriangleFanIB;
1822 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001823
Geoff Langb86b9792013-06-04 16:32:05 -04001824 delete mBlit;
1825 mBlit = NULL;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001826
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001827 SafeRelease(mClearVB);
1828 SafeRelease(mClearIL);
1829 SafeRelease(mClearVS);
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001830 SafeRelease(mClearSinglePS);
1831 SafeRelease(mClearMultiplePS);
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001832 SafeRelease(mClearScissorRS);
1833 SafeRelease(mClearNoScissorRS);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001834
1835 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001836
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001837 SafeRelease(mDriverConstantBufferVS);
1838 SafeRelease(mDriverConstantBufferPS);
1839 SafeRelease(mSyncQuery);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001840}
1841
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001842void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001843{
1844 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001845 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001846}
1847
1848bool Renderer11::isDeviceLost()
1849{
1850 return mDeviceLost;
1851}
1852
1853// set notify to true to broadcast a message to all contexts of the device loss
1854bool Renderer11::testDeviceLost(bool notify)
1855{
1856 bool isLost = false;
1857
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001858 // GetRemovedReason is used to test if the device is removed
1859 HRESULT result = mDevice->GetDeviceRemovedReason();
1860 isLost = d3d11::isDeviceLostError(result);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001861
1862 if (isLost)
1863 {
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001864 // Log error if this is a new device lost event
1865 if (mDeviceLost == false)
1866 {
1867 ERR("The D3D11 device was removed: 0x%08X", result);
1868 }
1869
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001870 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001871 // we'll probably get this done again by notifyDeviceLost
1872 // but best to remember it!
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001873 // Note that we don't want to clear the device loss status here
1874 // -- this needs to be done by resetDevice
1875 mDeviceLost = true;
1876 if (notify)
1877 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001878 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001879 }
1880 }
1881
1882 return isLost;
1883}
1884
1885bool Renderer11::testDeviceResettable()
1886{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001887 // determine if the device is resettable by creating a dummy device
1888 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001889
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001890 if (D3D11CreateDevice == NULL)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001891 {
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001892 return false;
1893 }
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001894
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001895 D3D_FEATURE_LEVEL featureLevels[] =
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001896 {
1897 D3D_FEATURE_LEVEL_11_0,
1898 D3D_FEATURE_LEVEL_10_1,
1899 D3D_FEATURE_LEVEL_10_0,
1900 };
1901
1902 ID3D11Device* dummyDevice;
1903 D3D_FEATURE_LEVEL dummyFeatureLevel;
1904 ID3D11DeviceContext* dummyContext;
1905
1906 HRESULT result = D3D11CreateDevice(NULL,
1907 D3D_DRIVER_TYPE_HARDWARE,
1908 NULL,
1909 #if defined(_DEBUG)
1910 D3D11_CREATE_DEVICE_DEBUG,
1911 #else
1912 0,
1913 #endif
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001914 featureLevels,
1915 ArraySize(featureLevels),
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001916 D3D11_SDK_VERSION,
1917 &dummyDevice,
1918 &dummyFeatureLevel,
1919 &dummyContext);
1920
1921 if (!mDevice || FAILED(result))
1922 {
1923 return false;
1924 }
1925
1926 dummyContext->Release();
1927 dummyDevice->Release();
1928
1929 return true;
1930}
1931
1932void Renderer11::release()
1933{
1934 releaseDeviceResources();
1935
1936 if (mDxgiFactory)
1937 {
1938 mDxgiFactory->Release();
1939 mDxgiFactory = NULL;
1940 }
1941
1942 if (mDxgiAdapter)
1943 {
1944 mDxgiAdapter->Release();
1945 mDxgiAdapter = NULL;
1946 }
1947
1948 if (mDeviceContext)
1949 {
1950 mDeviceContext->ClearState();
1951 mDeviceContext->Flush();
1952 mDeviceContext->Release();
1953 mDeviceContext = NULL;
1954 }
1955
1956 if (mDevice)
1957 {
1958 mDevice->Release();
1959 mDevice = NULL;
1960 }
1961
1962 if (mD3d11Module)
1963 {
1964 FreeLibrary(mD3d11Module);
1965 mD3d11Module = NULL;
1966 }
1967
1968 if (mDxgiModule)
1969 {
1970 FreeLibrary(mDxgiModule);
1971 mDxgiModule = NULL;
1972 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001973}
1974
1975bool Renderer11::resetDevice()
1976{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001977 // recreate everything
1978 release();
1979 EGLint result = initialize();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001980
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001981 if (result != EGL_SUCCESS)
1982 {
1983 ERR("Could not reinitialize D3D11 device: %08X", result);
1984 return false;
1985 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001986
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001987 mDeviceLost = false;
1988
1989 return true;
1990}
1991
1992DWORD Renderer11::getAdapterVendor() const
1993{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001994 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001995}
1996
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001997std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001998{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001999 std::ostringstream rendererString;
2000
2001 rendererString << mDescription;
2002 rendererString << " Direct3D11";
2003
2004 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
2005 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
2006
2007 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002008}
2009
2010GUID Renderer11::getAdapterIdentifier() const
2011{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00002012 // Use the adapter LUID as our adapter ID
2013 // This number is local to a machine is only guaranteed to be unique between restarts
2014 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
2015 GUID adapterId = {0};
2016 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
2017 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002018}
2019
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00002020bool Renderer11::getBGRATextureSupport() const
2021{
2022 return mBGRATextureSupport;
2023}
2024
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002025bool Renderer11::getDXT1TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002026{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002027 return mDXT1TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002028}
2029
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002030bool Renderer11::getDXT3TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002031{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002032 return mDXT3TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002033}
2034
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002035bool Renderer11::getDXT5TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002036{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002037 return mDXT5TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002038}
2039
2040bool Renderer11::getDepthTextureSupport() const
2041{
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +00002042 return mDepthTextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002043}
2044
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002045bool Renderer11::getFloat32TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002046{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002047 return mFloat32TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002048}
2049
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002050bool Renderer11::getFloat32TextureFilteringSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002051{
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002052 return mFloat32FilterSupport;
2053}
2054
2055bool Renderer11::getFloat32TextureRenderingSupport() const
2056{
2057 return mFloat32RenderSupport;
2058}
2059
2060bool Renderer11::getFloat16TextureSupport() const
2061{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002062 return mFloat16TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002063}
2064
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002065bool Renderer11::getFloat16TextureFilteringSupport() const
2066{
2067 return mFloat16FilterSupport;
2068}
2069
2070bool Renderer11::getFloat16TextureRenderingSupport() const
2071{
2072 return mFloat16RenderSupport;
2073}
2074
Geoff Langd42cf4e2013-06-05 16:09:17 -04002075bool Renderer11::getRGB565TextureSupport() const
2076{
2077 return false;
2078}
2079
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002080bool Renderer11::getLuminanceTextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002081{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002082 return false;
2083}
2084
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002085bool Renderer11::getLuminanceAlphaTextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002086{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002087 return false;
2088}
2089
2090bool Renderer11::getTextureFilterAnisotropySupport() const
2091{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002092 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002093}
2094
2095float Renderer11::getTextureMaxAnisotropy() const
2096{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002097 switch (mFeatureLevel)
2098 {
2099 case D3D_FEATURE_LEVEL_11_0:
2100 return D3D11_MAX_MAXANISOTROPY;
2101 case D3D_FEATURE_LEVEL_10_1:
2102 case D3D_FEATURE_LEVEL_10_0:
2103 return D3D10_MAX_MAXANISOTROPY;
2104 default: UNREACHABLE();
2105 return 0;
2106 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002107}
2108
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002109bool Renderer11::getEventQuerySupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002110{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002111 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002112}
2113
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002114Range Renderer11::getViewportBounds() const
2115{
2116 switch (mFeatureLevel)
2117 {
2118 case D3D_FEATURE_LEVEL_11_0:
2119 return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
2120 case D3D_FEATURE_LEVEL_10_1:
2121 case D3D_FEATURE_LEVEL_10_0:
2122 return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
2123 default: UNREACHABLE();
2124 return Range(0, 0);
2125 }
2126}
2127
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002128unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002129{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002130 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2131 switch (mFeatureLevel)
2132 {
2133 case D3D_FEATURE_LEVEL_11_0:
2134 case D3D_FEATURE_LEVEL_10_1:
2135 case D3D_FEATURE_LEVEL_10_0:
2136 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
2137 default: UNREACHABLE();
2138 return 0;
2139 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002140}
2141
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002142unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
2143{
2144 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2145}
2146
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002147unsigned int Renderer11::getReservedVertexUniformVectors() const
2148{
Shannon Woods5ab33c82013-06-26 15:31:09 -04002149 return 0; // Driver uniforms are stored in a separate constant buffer
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002150}
2151
2152unsigned int Renderer11::getReservedFragmentUniformVectors() const
2153{
Shannon Woods5ab33c82013-06-26 15:31:09 -04002154 return 0; // Driver uniforms are stored in a separate constant buffer
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002155}
2156
2157unsigned int Renderer11::getMaxVertexUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002158{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002159 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2160 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2161 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002162}
2163
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002164unsigned int Renderer11::getMaxFragmentUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002165{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002166 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2167 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2168 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002169}
2170
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002171unsigned int Renderer11::getMaxVaryingVectors() const
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002172{
2173 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
shannonwoods@chromium.org74b86cf2013-05-30 00:02:58 +00002174 META_ASSERT(D3D11_VS_OUTPUT_REGISTER_COUNT <= D3D11_PS_INPUT_REGISTER_COUNT);
2175 META_ASSERT(D3D10_VS_OUTPUT_REGISTER_COUNT <= D3D10_PS_INPUT_REGISTER_COUNT);
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002176 switch (mFeatureLevel)
2177 {
2178 case D3D_FEATURE_LEVEL_11_0:
2179 return D3D11_VS_OUTPUT_REGISTER_COUNT;
2180 case D3D_FEATURE_LEVEL_10_1:
2181 case D3D_FEATURE_LEVEL_10_0:
2182 return D3D10_VS_OUTPUT_REGISTER_COUNT;
2183 default: UNREACHABLE();
2184 return 0;
2185 }
2186}
2187
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002188unsigned int Renderer11::getMaxVertexShaderUniformBuffers() const
2189{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002190 META_ASSERT(gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
2191 gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
2192
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002193 switch (mFeatureLevel)
2194 {
2195 case D3D_FEATURE_LEVEL_11_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002196 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedVertexUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002197 case D3D_FEATURE_LEVEL_10_1:
2198 case D3D_FEATURE_LEVEL_10_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002199 return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedVertexUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002200 default: UNREACHABLE();
2201 return 0;
2202 }
2203}
2204
2205unsigned int Renderer11::getMaxFragmentShaderUniformBuffers() const
2206{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002207 META_ASSERT(gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
2208 gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
2209
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002210 switch (mFeatureLevel)
2211 {
2212 case D3D_FEATURE_LEVEL_11_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002213 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedFragmentUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002214 case D3D_FEATURE_LEVEL_10_1:
2215 case D3D_FEATURE_LEVEL_10_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002216 return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedFragmentUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002217 default: UNREACHABLE();
2218 return 0;
2219 }
2220}
2221
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002222unsigned int Renderer11::getReservedVertexUniformBuffers() const
2223{
2224 // we reserve one buffer for the application uniforms, and one for driver uniforms
2225 return 2;
2226}
2227
2228unsigned int Renderer11::getReservedFragmentUniformBuffers() const
2229{
2230 // we reserve one buffer for the application uniforms, and one for driver uniforms
2231 return 2;
2232}
2233
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002234unsigned int Renderer11::getMaxTransformFeedbackBuffers() const
2235{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002236 META_ASSERT(gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D11_SO_BUFFER_SLOT_COUNT &&
2237 gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D10_SO_BUFFER_SLOT_COUNT);
2238
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002239 switch (mFeatureLevel)
2240 {
2241 case D3D_FEATURE_LEVEL_11_0:
2242 return D3D11_SO_BUFFER_SLOT_COUNT;
2243 case D3D_FEATURE_LEVEL_10_1:
2244 case D3D_FEATURE_LEVEL_10_0:
2245 return D3D10_SO_BUFFER_SLOT_COUNT;
2246 default: UNREACHABLE();
2247 return 0;
2248 }
2249}
2250
shannonwoods@chromium.org33e798f2013-05-30 00:05:05 +00002251unsigned int Renderer11::getMaxUniformBufferSize() const
2252{
2253 // Each component is a 4-element vector of 4-byte units (floats)
2254 const unsigned int bytesPerComponent = 4 * sizeof(float);
2255
2256 switch (mFeatureLevel)
2257 {
2258 case D3D_FEATURE_LEVEL_11_0:
2259 return D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
2260 case D3D_FEATURE_LEVEL_10_1:
2261 case D3D_FEATURE_LEVEL_10_0:
2262 return D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
2263 default: UNREACHABLE();
2264 return 0;
2265 }
2266}
2267
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002268bool Renderer11::getNonPower2TextureSupport() const
2269{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00002270 switch (mFeatureLevel)
2271 {
2272 case D3D_FEATURE_LEVEL_11_0:
2273 case D3D_FEATURE_LEVEL_10_1:
2274 case D3D_FEATURE_LEVEL_10_0:
2275 return true;
2276 default: UNREACHABLE();
2277 return false;
2278 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002279}
2280
2281bool Renderer11::getOcclusionQuerySupport() const
2282{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002283 switch (mFeatureLevel)
2284 {
2285 case D3D_FEATURE_LEVEL_11_0:
2286 case D3D_FEATURE_LEVEL_10_1:
2287 case D3D_FEATURE_LEVEL_10_0:
2288 return true;
2289 default: UNREACHABLE();
2290 return false;
2291 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002292}
2293
2294bool Renderer11::getInstancingSupport() const
2295{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002296 switch (mFeatureLevel)
2297 {
2298 case D3D_FEATURE_LEVEL_11_0:
2299 case D3D_FEATURE_LEVEL_10_1:
2300 case D3D_FEATURE_LEVEL_10_0:
2301 return true;
2302 default: UNREACHABLE();
2303 return false;
2304 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002305}
2306
2307bool Renderer11::getShareHandleSupport() const
2308{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002309 // We only currently support share handles with BGRA surfaces, because
2310 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002311 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002312 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002313}
2314
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002315bool Renderer11::getDerivativeInstructionSupport() const
2316{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002317 switch (mFeatureLevel)
2318 {
2319 case D3D_FEATURE_LEVEL_11_0:
2320 case D3D_FEATURE_LEVEL_10_1:
2321 case D3D_FEATURE_LEVEL_10_0:
2322 return true;
2323 default: UNREACHABLE();
2324 return false;
2325 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002326}
2327
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002328bool Renderer11::getPostSubBufferSupport() const
2329{
2330 // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2.
2331 return false;
2332}
2333
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002334int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002335{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002336 switch (mFeatureLevel)
2337 {
2338 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002339 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002340 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2341 default: UNREACHABLE(); return 0;
2342 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002343}
2344
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002345int Renderer11::getMinorShaderModel() const
2346{
2347 switch (mFeatureLevel)
2348 {
2349 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2350 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2351 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2352 default: UNREACHABLE(); return 0;
2353 }
2354}
2355
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002356float Renderer11::getMaxPointSize() const
2357{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002358 // choose a reasonable maximum. we enforce this in the shader.
2359 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2360 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002361}
2362
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002363int Renderer11::getMaxViewportDimension() const
2364{
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002365 // Maximum viewport size must be at least as large as the largest render buffer (or larger).
2366 // In our case return the maximum texture size, which is the maximum render buffer size.
2367 META_ASSERT(D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D11_VIEWPORT_BOUNDS_MAX);
2368 META_ASSERT(D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D10_VIEWPORT_BOUNDS_MAX);
2369
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002370 switch (mFeatureLevel)
2371 {
2372 case D3D_FEATURE_LEVEL_11_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002373 return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002374 case D3D_FEATURE_LEVEL_10_1:
2375 case D3D_FEATURE_LEVEL_10_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002376 return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002377 default: UNREACHABLE();
2378 return 0;
2379 }
2380}
2381
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002382int Renderer11::getMaxTextureWidth() const
2383{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002384 switch (mFeatureLevel)
2385 {
2386 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2387 case D3D_FEATURE_LEVEL_10_1:
2388 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2389 default: UNREACHABLE(); return 0;
2390 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002391}
2392
2393int Renderer11::getMaxTextureHeight() const
2394{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002395 switch (mFeatureLevel)
2396 {
2397 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2398 case D3D_FEATURE_LEVEL_10_1:
2399 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2400 default: UNREACHABLE(); return 0;
2401 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002402}
2403
shannon.woods%transgaming.com@gtempaccount.comc1fdf6b2013-04-13 03:44:41 +00002404int Renderer11::getMaxTextureDepth() const
2405{
2406 switch (mFeatureLevel)
2407 {
2408 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; // 2048
2409 case D3D_FEATURE_LEVEL_10_1:
2410 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; // 2048
2411 default: UNREACHABLE(); return 0;
2412 }
2413}
2414
shannon.woods%transgaming.com@gtempaccount.coma98a8112013-04-13 03:45:57 +00002415int Renderer11::getMaxTextureArrayLayers() const
2416{
2417 switch (mFeatureLevel)
2418 {
2419 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; // 2048
2420 case D3D_FEATURE_LEVEL_10_1:
2421 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; // 512
2422 default: UNREACHABLE(); return 0;
2423 }
2424}
2425
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002426bool Renderer11::get32BitIndexSupport() const
2427{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002428 switch (mFeatureLevel)
2429 {
2430 case D3D_FEATURE_LEVEL_11_0:
2431 case D3D_FEATURE_LEVEL_10_1:
2432 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2433 default: UNREACHABLE(); return false;
2434 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002435}
2436
2437int Renderer11::getMinSwapInterval() const
2438{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002439 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002440}
2441
2442int Renderer11::getMaxSwapInterval() const
2443{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002444 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002445}
2446
2447int Renderer11::getMaxSupportedSamples() const
2448{
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +00002449 return mMaxSupportedSamples;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002450}
2451
Geoff Lang0e120e32013-05-29 10:23:55 -04002452GLsizei Renderer11::getMaxSupportedFormatSamples(GLint internalFormat) const
2453{
2454 DXGI_FORMAT format = gl_d3d11::GetTexFormat(internalFormat, getCurrentClientVersion());
2455 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2456 return (iter != mMultisampleSupportMap.end()) ? iter->second.maxSupportedSamples : 0;
2457}
2458
shannon.woods@transgaming.com88fbd0f2013-02-28 23:05:46 +00002459int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
2460{
2461 if (requested == 0)
2462 {
2463 return 0;
2464 }
2465
2466 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2467 if (iter != mMultisampleSupportMap.end())
2468 {
2469 const MultisampleSupportInfo& info = iter->second;
2470 for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2471 {
2472 if (info.qualityLevels[i] > 0)
2473 {
2474 return i + 1;
2475 }
2476 }
2477 }
2478
2479 return -1;
2480}
2481
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002482unsigned int Renderer11::getMaxRenderTargets() const
2483{
shannon.woods%transgaming.com@gtempaccount.comf30ccc22013-04-13 03:28:36 +00002484 META_ASSERT(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2485 META_ASSERT(D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2486
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002487 switch (mFeatureLevel)
2488 {
2489 case D3D_FEATURE_LEVEL_11_0:
2490 return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2491 case D3D_FEATURE_LEVEL_10_1:
2492 case D3D_FEATURE_LEVEL_10_0:
2493 return D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2494 default:
2495 UNREACHABLE();
2496 return 1;
2497 }
2498}
2499
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002500bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002501{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002502 if (source && dest)
2503 {
2504 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2505 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2506
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002507 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002508 return true;
2509 }
2510
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002511 return false;
2512}
2513
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002514bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002515{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002516 if (source && dest)
2517 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002518 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2519 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002520
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002521 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002522 return true;
2523 }
2524
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002525 return false;
2526}
2527
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002528bool Renderer11::copyToRenderTarget(TextureStorageInterface3D *dest, TextureStorageInterface3D *source)
2529{
2530 if (source && dest)
2531 {
2532 TextureStorage11_3D *source11 = TextureStorage11_3D::makeTextureStorage11_3D(source->getStorageInstance());
2533 TextureStorage11_3D *dest11 = TextureStorage11_3D::makeTextureStorage11_3D(dest->getStorageInstance());
2534
2535 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
2536 return true;
2537 }
2538
2539 return false;
2540}
2541
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002542bool Renderer11::copyToRenderTarget(TextureStorageInterface2DArray *dest, TextureStorageInterface2DArray *source)
2543{
2544 if (source && dest)
2545 {
2546 TextureStorage11_2DArray *source11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(source->getStorageInstance());
2547 TextureStorage11_2DArray *dest11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(dest->getStorageInstance());
2548
2549 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
2550 return true;
2551 }
2552
2553 return false;
2554}
2555
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002556bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002557 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002558{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002559 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002560 if (!colorbuffer)
2561 {
2562 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002563 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002564 }
2565
2566 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2567 if (!sourceRenderTarget)
2568 {
2569 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002570 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002571 }
2572
2573 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2574 if (!source)
2575 {
2576 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002577 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002578 }
2579
2580 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2581 if (!storage11)
2582 {
2583 source->Release();
2584 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002585 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002586 }
2587
2588 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2589 if (!destRenderTarget)
2590 {
2591 source->Release();
2592 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002593 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002594 }
2595
2596 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2597 if (!dest)
2598 {
2599 source->Release();
2600 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002601 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002602 }
2603
Geoff Langb86b9792013-06-04 16:32:05 -04002604 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2605 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002606
Geoff Langb86b9792013-06-04 16:32:05 -04002607 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2608 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002609
Geoff Langb86b9792013-06-04 16:32:05 -04002610 // Use nearest filtering because source and destination are the same size for the direct
2611 // copy
2612 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize,
2613 destFormat, GL_NEAREST);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002614
2615 source->Release();
2616 dest->Release();
2617
2618 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002619}
2620
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002621bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002622 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002623{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002624 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002625 if (!colorbuffer)
2626 {
2627 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002628 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002629 }
2630
2631 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2632 if (!sourceRenderTarget)
2633 {
2634 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002635 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002636 }
2637
2638 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2639 if (!source)
2640 {
2641 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002642 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002643 }
2644
2645 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2646 if (!storage11)
2647 {
2648 source->Release();
2649 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002650 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002651 }
2652
Nicolas Capensb13f8662013-06-04 13:30:19 -04002653 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetFace(target, level));
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002654 if (!destRenderTarget)
2655 {
2656 source->Release();
2657 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002658 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002659 }
2660
2661 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2662 if (!dest)
2663 {
2664 source->Release();
2665 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002666 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002667 }
2668
Geoff Langb86b9792013-06-04 16:32:05 -04002669 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2670 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002671
Geoff Langb86b9792013-06-04 16:32:05 -04002672 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2673 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002674
Geoff Langb86b9792013-06-04 16:32:05 -04002675 // Use nearest filtering because source and destination are the same size for the direct
2676 // copy
2677 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize,
2678 destFormat, GL_NEAREST);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002679
2680 source->Release();
2681 dest->Release();
2682
2683 return ret;
2684}
2685
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002686bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2687 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface3D *storage, GLint level)
2688{
2689 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2690 if (!colorbuffer)
2691 {
2692 ERR("Failed to retrieve the color buffer from the frame buffer.");
2693 return gl::error(GL_OUT_OF_MEMORY, false);
2694 }
2695
2696 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2697 if (!sourceRenderTarget)
2698 {
2699 ERR("Failed to retrieve the render target from the frame buffer.");
2700 return gl::error(GL_OUT_OF_MEMORY, false);
2701 }
2702
2703 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2704 if (!source)
2705 {
2706 ERR("Failed to retrieve the render target view from the render target.");
2707 return gl::error(GL_OUT_OF_MEMORY, false);
2708 }
2709
2710 TextureStorage11_3D *storage11 = TextureStorage11_3D::makeTextureStorage11_3D(storage->getStorageInstance());
2711 if (!storage11)
2712 {
2713 source->Release();
2714 ERR("Failed to retrieve the texture storage from the destination.");
2715 return gl::error(GL_OUT_OF_MEMORY, false);
2716 }
2717
2718 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
2719 if (!destRenderTarget)
2720 {
2721 source->Release();
2722 ERR("Failed to retrieve the render target from the destination storage.");
2723 return gl::error(GL_OUT_OF_MEMORY, false);
2724 }
2725
2726 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2727 if (!dest)
2728 {
2729 source->Release();
2730 ERR("Failed to retrieve the render target view from the destination render target.");
2731 return gl::error(GL_OUT_OF_MEMORY, false);
2732 }
2733
Geoff Langb86b9792013-06-04 16:32:05 -04002734 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2735 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002736
Geoff Langb86b9792013-06-04 16:32:05 -04002737 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2738 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002739
Geoff Langb86b9792013-06-04 16:32:05 -04002740 // Use nearest filtering because source and destination are the same size for the direct
2741 // copy
2742 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize,
2743 destFormat, GL_NEAREST);
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002744
2745 source->Release();
2746 dest->Release();
2747
2748 return ret;
2749}
2750
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002751bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2752 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface2DArray *storage, GLint level)
2753{
2754 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2755 if (!colorbuffer)
2756 {
2757 ERR("Failed to retrieve the color buffer from the frame buffer.");
2758 return gl::error(GL_OUT_OF_MEMORY, false);
2759 }
2760
2761 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2762 if (!sourceRenderTarget)
2763 {
2764 ERR("Failed to retrieve the render target from the frame buffer.");
2765 return gl::error(GL_OUT_OF_MEMORY, false);
2766 }
2767
2768 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2769 if (!source)
2770 {
2771 ERR("Failed to retrieve the render target view from the render target.");
2772 return gl::error(GL_OUT_OF_MEMORY, false);
2773 }
2774
2775 TextureStorage11_2DArray *storage11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(storage->getStorageInstance());
2776 if (!storage11)
2777 {
2778 source->Release();
2779 ERR("Failed to retrieve the texture storage from the destination.");
2780 return gl::error(GL_OUT_OF_MEMORY, false);
2781 }
2782
2783 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
2784 if (!destRenderTarget)
2785 {
2786 source->Release();
2787 ERR("Failed to retrieve the render target from the destination storage.");
2788 return gl::error(GL_OUT_OF_MEMORY, false);
2789 }
2790
2791 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2792 if (!dest)
2793 {
2794 source->Release();
2795 ERR("Failed to retrieve the render target view from the destination render target.");
2796 return gl::error(GL_OUT_OF_MEMORY, false);
2797 }
2798
Geoff Langb86b9792013-06-04 16:32:05 -04002799 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2800 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002801
Geoff Langb86b9792013-06-04 16:32:05 -04002802 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2803 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002804
Geoff Langb86b9792013-06-04 16:32:05 -04002805 // Use nearest filtering because source and destination are the same size for the direct
2806 // copy
2807 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize,
2808 destFormat, GL_NEAREST);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002809
2810 source->Release();
2811 dest->Release();
2812
2813 return ret;
2814}
2815
shannon.woods%transgaming.com@gtempaccount.comba2744f2013-04-13 03:33:38 +00002816void Renderer11::unapplyRenderTargets()
2817{
2818 setOneTimeRenderTarget(NULL);
2819}
2820
2821void Renderer11::setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView)
2822{
2823 ID3D11RenderTargetView *rtvArray[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
2824
2825 rtvArray[0] = renderTargetView;
2826
2827 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), rtvArray, NULL);
2828
2829 // Do not preserve the serial for this one-time-use render target
2830 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
2831 {
2832 mAppliedRenderTargetSerials[rtIndex] = 0;
2833 }
2834}
2835
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002836RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2837{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002838 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002839 RenderTarget11 *renderTarget = NULL;
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002840
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002841 if (depth)
2842 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002843 // Note: depth stencil may be NULL for 0 sized surfaces
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002844 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
2845 swapChain11->getDepthStencilTexture(), NULL,
shannonwoods@chromium.org7faf3ec2013-05-30 00:03:45 +00002846 swapChain11->getWidth(), swapChain11->getHeight(), 1);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002847 }
2848 else
2849 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002850 // Note: render target may be NULL for 0 sized surfaces
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002851 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002852 swapChain11->getOffscreenTexture(),
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002853 swapChain11->getRenderTargetShaderResource(),
shannonwoods@chromium.org7faf3ec2013-05-30 00:03:45 +00002854 swapChain11->getWidth(), swapChain11->getHeight(), 1);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002855 }
2856 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002857}
2858
Geoff Langa2d97f12013-06-11 11:44:02 -04002859RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples)
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002860{
Geoff Langa2d97f12013-06-11 11:44:02 -04002861 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples);
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002862 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002863}
2864
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002865ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002866{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002867 ShaderExecutable11 *executable = NULL;
2868
2869 switch (type)
2870 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002871 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002872 {
2873 ID3D11VertexShader *vshader = NULL;
2874 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2875 ASSERT(SUCCEEDED(result));
2876
2877 if (vshader)
2878 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002879 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002880 }
2881 }
2882 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002883 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002884 {
2885 ID3D11PixelShader *pshader = NULL;
2886 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2887 ASSERT(SUCCEEDED(result));
2888
2889 if (pshader)
2890 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002891 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002892 }
2893 }
2894 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002895 case rx::SHADER_GEOMETRY:
2896 {
2897 ID3D11GeometryShader *gshader = NULL;
2898 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
2899 ASSERT(SUCCEEDED(result));
2900
2901 if (gshader)
2902 {
2903 executable = new ShaderExecutable11(function, length, gshader);
2904 }
2905 }
2906 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002907 default:
2908 UNREACHABLE();
2909 break;
2910 }
2911
2912 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002913}
2914
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002915ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002916{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002917 const char *profile = NULL;
2918
2919 switch (type)
2920 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002921 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002922 profile = "vs_4_0";
2923 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002924 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002925 profile = "ps_4_0";
2926 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002927 case rx::SHADER_GEOMETRY:
2928 profile = "gs_4_0";
2929 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002930 default:
2931 UNREACHABLE();
2932 return NULL;
2933 }
2934
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +00002935 ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, D3DCOMPILE_OPTIMIZATION_LEVEL0, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002936 if (!binary)
2937 return NULL;
2938
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002939 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002940 binary->Release();
2941
2942 return executable;
2943}
2944
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002945VertexBuffer *Renderer11::createVertexBuffer()
2946{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00002947 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002948}
2949
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002950IndexBuffer *Renderer11::createIndexBuffer()
2951{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00002952 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002953}
2954
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +00002955BufferStorage *Renderer11::createBufferStorage()
2956{
2957 return new BufferStorage11(this);
2958}
2959
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002960QueryImpl *Renderer11::createQuery(GLenum type)
2961{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002962 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002963}
2964
2965FenceImpl *Renderer11::createFence()
2966{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002967 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002968}
2969
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002970bool Renderer11::getRenderTargetResource(gl::Renderbuffer *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002971{
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002972 ASSERT(colorbuffer != NULL);
2973
2974 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2975 if (renderTarget)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002976 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002977 *subresourceIndex = renderTarget->getSubresourceIndex();
2978
2979 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
2980 if (colorBufferRTV)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002981 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002982 ID3D11Resource *textureResource = NULL;
2983 colorBufferRTV->GetResource(&textureResource);
2984 colorBufferRTV->Release();
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002985
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002986 if (textureResource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002987 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002988 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
2989 textureResource->Release();
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002990
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002991 if (SUCCEEDED(result))
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002992 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002993 return true;
2994 }
2995 else
2996 {
2997 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
2998 "HRESULT: 0x%X.", result);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002999 }
3000 }
3001 }
3002 }
3003
3004 return false;
3005}
3006
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003007bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
Geoff Lang685806d2013-06-12 11:16:36 -04003008 bool blitRenderTarget, bool blitDepth, bool blitStencil, GLenum filter)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003009{
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003010 if (blitRenderTarget)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003011 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003012 gl::Renderbuffer *readBuffer = readTarget->getReadColorbuffer();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003013
3014 if (!readBuffer)
3015 {
3016 ERR("Failed to retrieve the read buffer from the read framebuffer.");
3017 return gl::error(GL_OUT_OF_MEMORY, false);
3018 }
3019
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003020 RenderTarget *readRenderTarget = readBuffer->getRenderTarget();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003021
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003022 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003023 {
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003024 if (drawTarget->isEnabledColorAttachment(colorAttachment))
3025 {
3026 gl::Renderbuffer *drawBuffer = drawTarget->getColorbuffer(colorAttachment);
3027
3028 if (!drawBuffer)
3029 {
3030 ERR("Failed to retrieve the draw buffer from the draw framebuffer.");
3031 return gl::error(GL_OUT_OF_MEMORY, false);
3032 }
3033
3034 RenderTarget *drawRenderTarget = drawBuffer->getRenderTarget();
3035
Geoff Lang685806d2013-06-12 11:16:36 -04003036 if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, filter,
3037 blitRenderTarget, false, false))
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003038 {
3039 return false;
3040 }
3041 }
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003042 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003043 }
3044
Geoff Lang685806d2013-06-12 11:16:36 -04003045 if (blitDepth || blitStencil)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003046 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003047 gl::Renderbuffer *readBuffer = readTarget->getDepthOrStencilbuffer();
3048 gl::Renderbuffer *drawBuffer = drawTarget->getDepthOrStencilbuffer();
3049
3050 if (!readBuffer)
3051 {
3052 ERR("Failed to retrieve the read depth-stencil buffer from the read framebuffer.");
3053 return gl::error(GL_OUT_OF_MEMORY, false);
3054 }
3055
3056 if (!drawBuffer)
3057 {
3058 ERR("Failed to retrieve the draw depth-stencil buffer from the draw framebuffer.");
3059 return gl::error(GL_OUT_OF_MEMORY, false);
3060 }
3061
3062 RenderTarget *readRenderTarget = readBuffer->getDepthStencil();
3063 RenderTarget *drawRenderTarget = drawBuffer->getDepthStencil();
3064
Geoff Lang685806d2013-06-12 11:16:36 -04003065 if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, filter,
3066 false, blitDepth, blitStencil))
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003067 {
3068 return false;
3069 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003070 }
3071
3072 return true;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003073}
3074
3075void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
3076 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
3077{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003078 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00003079 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003080
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003081 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
3082
3083 if (colorbuffer && getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003084 {
3085 gl::Rectangle area;
3086 area.x = x;
3087 area.y = y;
3088 area.width = width;
3089 area.height = height;
3090
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00003091 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
3092 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003093
3094 colorBufferTexture->Release();
3095 colorBufferTexture = NULL;
3096 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003097}
3098
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003099Image *Renderer11::createImage()
3100{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00003101 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003102}
3103
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003104void Renderer11::generateMipmap(Image *dest, Image *src)
3105{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00003106 Image11 *dest11 = Image11::makeImage11(dest);
3107 Image11 *src11 = Image11::makeImage11(src);
3108 Image11::generateMipmap(dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003109}
3110
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003111TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
3112{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00003113 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
3114 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003115}
3116
3117TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
3118{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00003119 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003120}
3121
3122TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
3123{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00003124 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003125}
3126
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +00003127TextureStorage *Renderer11::createTextureStorage3D(int levels, GLenum internalformat, GLenum usage, GLsizei width, GLsizei height, GLsizei depth)
3128{
3129 return new TextureStorage11_3D(this, levels, internalformat, usage, width, height, depth);
3130}
3131
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00003132TextureStorage *Renderer11::createTextureStorage2DArray(int levels, GLenum internalformat, GLenum usage, GLsizei width, GLsizei height, GLsizei depth)
3133{
3134 return new TextureStorage11_2DArray(this, levels, internalformat, usage, width, height, depth);
3135}
3136
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003137void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
3138 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
3139 GLint packAlignment, void *pixels)
3140{
3141 D3D11_TEXTURE2D_DESC textureDesc;
3142 texture->GetDesc(&textureDesc);
3143
3144 D3D11_TEXTURE2D_DESC stagingDesc;
3145 stagingDesc.Width = area.width;
3146 stagingDesc.Height = area.height;
3147 stagingDesc.MipLevels = 1;
3148 stagingDesc.ArraySize = 1;
3149 stagingDesc.Format = textureDesc.Format;
3150 stagingDesc.SampleDesc.Count = 1;
3151 stagingDesc.SampleDesc.Quality = 0;
3152 stagingDesc.Usage = D3D11_USAGE_STAGING;
3153 stagingDesc.BindFlags = 0;
3154 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
3155 stagingDesc.MiscFlags = 0;
3156
3157 ID3D11Texture2D* stagingTex = NULL;
3158 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
3159 if (FAILED(result))
3160 {
3161 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
3162 return;
3163 }
3164
3165 ID3D11Texture2D* srcTex = NULL;
3166 if (textureDesc.SampleDesc.Count > 1)
3167 {
3168 D3D11_TEXTURE2D_DESC resolveDesc;
3169 resolveDesc.Width = textureDesc.Width;
3170 resolveDesc.Height = textureDesc.Height;
3171 resolveDesc.MipLevels = 1;
3172 resolveDesc.ArraySize = 1;
3173 resolveDesc.Format = textureDesc.Format;
3174 resolveDesc.SampleDesc.Count = 1;
3175 resolveDesc.SampleDesc.Quality = 0;
3176 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
3177 resolveDesc.BindFlags = 0;
3178 resolveDesc.CPUAccessFlags = 0;
3179 resolveDesc.MiscFlags = 0;
3180
3181 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
3182 if (FAILED(result))
3183 {
3184 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
3185 stagingTex->Release();
3186 return;
3187 }
3188
3189 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
3190 subResource = 0;
3191 }
3192 else
3193 {
3194 srcTex = texture;
3195 srcTex->AddRef();
3196 }
3197
3198 D3D11_BOX srcBox;
3199 srcBox.left = area.x;
3200 srcBox.right = area.x + area.width;
3201 srcBox.top = area.y;
3202 srcBox.bottom = area.y + area.height;
3203 srcBox.front = 0;
3204 srcBox.back = 1;
3205
3206 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
3207
3208 srcTex->Release();
3209 srcTex = NULL;
3210
3211 D3D11_MAPPED_SUBRESOURCE mapping;
3212 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
3213
3214 unsigned char *source;
3215 int inputPitch;
3216 if (packReverseRowOrder)
3217 {
3218 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
3219 inputPitch = -static_cast<int>(mapping.RowPitch);
3220 }
3221 else
3222 {
3223 source = static_cast<unsigned char*>(mapping.pData);
3224 inputPitch = static_cast<int>(mapping.RowPitch);
3225 }
3226
Geoff Lang697ad3e2013-06-04 10:11:28 -04003227 GLuint clientVersion = getCurrentClientVersion();
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003228
Geoff Lang697ad3e2013-06-04 10:11:28 -04003229 GLint sourceInternalFormat = d3d11_gl::GetInternalFormat(textureDesc.Format);
3230 GLenum sourceFormat = gl::GetFormat(sourceInternalFormat, clientVersion);
3231 GLenum sourceType = gl::GetType(sourceInternalFormat, clientVersion);
3232
3233 GLuint sourcePixelSize = gl::GetPixelBytes(sourceInternalFormat, clientVersion);
3234
3235 if (sourceFormat == format && sourceType == type)
3236 {
3237 // Direct copy possible
3238 unsigned char *dest = static_cast<unsigned char*>(pixels);
3239 for (int y = 0; y < area.height; y++)
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003240 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003241 memcpy(dest + y * outputPitch, source + y * inputPitch, area.width * sourcePixelSize);
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003242 }
3243 }
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003244 else
3245 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003246 GLint destInternalFormat = gl::GetSizedInternalFormat(format, type, clientVersion);
3247 GLuint destPixelSize = gl::GetPixelBytes(destInternalFormat, clientVersion);
3248
3249 ColorCopyFunction fastCopyFunc = d3d11::GetFastCopyFunction(textureDesc.Format, format, type, getCurrentClientVersion());
3250 if (fastCopyFunc)
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003251 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003252 // Fast copy is possible through some special function
3253 for (int y = 0; y < area.height; y++)
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003254 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003255 for (int x = 0; x < area.width; x++)
3256 {
3257 void *dest = static_cast<unsigned char*>(pixels) + y * outputPitch + x * destPixelSize;
3258 void *src = static_cast<unsigned char*>(source) + y * inputPitch + x * sourcePixelSize;
3259
3260 fastCopyFunc(src, dest);
3261 }
3262 }
3263 }
3264 else
3265 {
3266 ColorReadFunction readFunc = d3d11::GetColorReadFunction(textureDesc.Format);
3267 ColorWriteFunction writeFunc = gl::GetColorWriteFunction(format, type, clientVersion);
3268
3269 unsigned char temp[16]; // Maximum size of any Color<T> type used.
3270 META_ASSERT(sizeof(temp) >= sizeof(gl::ColorF) &&
3271 sizeof(temp) >= sizeof(gl::ColorUI) &&
3272 sizeof(temp) >= sizeof(gl::ColorI));
3273
3274 for (int y = 0; y < area.height; y++)
3275 {
3276 for (int x = 0; x < area.width; x++)
3277 {
3278 void *dest = static_cast<unsigned char*>(pixels) + y * outputPitch + x * destPixelSize;
3279 void *src = static_cast<unsigned char*>(source) + y * inputPitch + x * sourcePixelSize;
3280
3281 // readFunc and writeFunc will be using the same type of color, CopyTexImage
3282 // will not allow the copy otherwise.
3283 readFunc(src, temp);
3284 writeFunc(temp, dest);
3285 }
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003286 }
3287 }
3288 }
3289
3290 mDeviceContext->Unmap(stagingTex, 0);
3291
3292 stagingTex->Release();
3293 stagingTex = NULL;
3294}
3295
Geoff Lang758d5b22013-06-11 11:42:50 -04003296bool Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget,
Geoff Lang685806d2013-06-12 11:16:36 -04003297 RenderTarget *drawRenderTarget, GLenum filter, bool colorBlit, bool depthBlit, bool stencilBlit)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003298{
Geoff Lang975af372013-06-12 11:19:22 -04003299 // Since blitRenderbufferRect is called for each render buffer that needs to be blitted,
3300 // it should never be the case that both color and depth/stencil need to be blitted at
3301 // at the same time.
3302 ASSERT(colorBlit != (depthBlit || stencilBlit));
3303
Geoff Langc1f51be2013-06-11 11:49:14 -04003304 bool result = true;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003305
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003306 RenderTarget11 *readRenderTarget11 = RenderTarget11::makeRenderTarget11(readRenderTarget);
3307 if (!readRenderTarget)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003308 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003309 ERR("Failed to retrieve the read render target from the read framebuffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003310 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003311 }
3312
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003313 ID3D11Resource *readTexture = NULL;
Geoff Langc1f51be2013-06-11 11:49:14 -04003314 ID3D11ShaderResourceView *readSRV = NULL;
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003315 unsigned int readSubresource = 0;
3316 if (readRenderTarget->getSamples() > 0)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003317 {
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003318 ID3D11Resource *unresolvedResource = readRenderTarget11->getTexture();
3319 ID3D11Texture2D *unresolvedTexture = d3d11::DynamicCastComObject<ID3D11Texture2D>(unresolvedResource);
3320 unresolvedResource->Release();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003321
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003322 if (unresolvedTexture)
3323 {
3324 readTexture = resolveMultisampledTexture(unresolvedTexture, readRenderTarget11->getSubresourceIndex());
3325 readSubresource = 0;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003326
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003327 unresolvedTexture->Release();
Geoff Langc1f51be2013-06-11 11:49:14 -04003328
3329 HRESULT result = mDevice->CreateShaderResourceView(readTexture, NULL, &readSRV);
3330 if (FAILED(result))
3331 {
3332 readTexture->Release();
3333 return gl::error(GL_OUT_OF_MEMORY, false);
3334 }
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003335 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003336 }
3337 else
3338 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003339 readTexture = readRenderTarget11->getTexture();
3340 readSubresource = readRenderTarget11->getSubresourceIndex();
Geoff Langc1f51be2013-06-11 11:49:14 -04003341 readSRV = readRenderTarget11->getShaderResourceView();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003342 }
3343
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003344 if (!readTexture)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003345 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003346 ERR("Failed to retrieve the read render target view from the read render target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003347 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003348 }
3349
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003350 RenderTarget11 *drawRenderTarget11 = RenderTarget11::makeRenderTarget11(drawRenderTarget);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003351 if (!drawRenderTarget)
3352 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003353 readTexture->Release();
3354 ERR("Failed to retrieve the draw render target from the draw framebuffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003355 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003356 }
3357
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003358 ID3D11Resource *drawTexture = drawRenderTarget11->getTexture();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003359 unsigned int drawSubresource = drawRenderTarget11->getSubresourceIndex();
Geoff Langc1f51be2013-06-11 11:49:14 -04003360 ID3D11RenderTargetView *drawRTV = drawRenderTarget11->getRenderTargetView();
3361 ID3D11DepthStencilView *drawDSV = drawRenderTarget11->getDepthStencilView();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003362
Geoff Langc1f51be2013-06-11 11:49:14 -04003363 bool wholeBufferCopy = readRect.x == 0 && readRect.width == readRenderTarget11->getWidth() &&
3364 readRect.y == 0 && readRect.height == readRenderTarget11->getHeight() &&
3365 drawRect.x == 0 && drawRect.width == drawRenderTarget->getWidth() &&
3366 drawRect.y == 0 && drawRect.height == drawRenderTarget->getHeight();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003367
Geoff Langc1f51be2013-06-11 11:49:14 -04003368 bool stretchRequired = readRect.width != drawRect.width || readRect.height != drawRect.height;
Geoff Lang758d5b22013-06-11 11:42:50 -04003369
Geoff Langc1f51be2013-06-11 11:49:14 -04003370 if (readRenderTarget11->getActualFormat() == drawRenderTarget->getActualFormat() &&
Geoff Lang685806d2013-06-12 11:16:36 -04003371 !stretchRequired && (!(depthBlit || stencilBlit) || wholeBufferCopy))
Geoff Langc1f51be2013-06-11 11:49:14 -04003372 {
3373 D3D11_BOX readBox;
3374 readBox.left = readRect.x;
3375 readBox.right = readRect.x + readRect.width;
3376 readBox.top = readRect.y;
3377 readBox.bottom = readRect.y + readRect.height;
3378 readBox.front = 0;
3379 readBox.back = 1;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003380
Geoff Langc1f51be2013-06-11 11:49:14 -04003381 // D3D11 needs depth-stencil CopySubresourceRegions to have a NULL pSrcBox
3382 // We also require complete framebuffer copies for depth-stencil blit.
3383 D3D11_BOX *pSrcBox = wholeBufferCopy ? NULL : &readBox;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003384
Geoff Langc1f51be2013-06-11 11:49:14 -04003385 mDeviceContext->CopySubresourceRegion(drawTexture, drawSubresource, drawRect.x, drawRect.y, 0,
3386 readTexture, readSubresource, pSrcBox);
3387 result = true;
3388 }
3389 else
3390 {
3391 gl::Box readArea(readRect.x, readRect.y, 0, readRect.width, readRect.height, 1);
3392 gl::Extents readSize(readRenderTarget->getWidth(), readRenderTarget->getHeight(), 1);
3393
3394 gl::Box drawArea(drawRect.x, drawRect.y, 0, drawRect.width, drawRect.height, 1);
3395 gl::Extents drawSize(drawRenderTarget->getWidth(), drawRenderTarget->getHeight(), 1);
3396
Geoff Lang975af372013-06-12 11:19:22 -04003397 if (depthBlit && stencilBlit)
Geoff Langc1f51be2013-06-11 11:49:14 -04003398 {
Geoff Lang975af372013-06-12 11:19:22 -04003399 result = mBlit->copyDepthStencil(readTexture, readSubresource, readArea, readSize,
3400 drawTexture, drawSubresource, drawArea, drawSize);
3401 }
3402 else if (depthBlit)
3403 {
3404 result = mBlit->copyDepth(readSRV, readArea, readSize, drawDSV, drawArea, drawSize);
3405 }
3406 else if (stencilBlit)
3407 {
3408 result = mBlit->copyStencil(readTexture, readSubresource, readArea, readSize,
3409 drawTexture, drawSubresource, drawArea, drawSize);
Geoff Langc1f51be2013-06-11 11:49:14 -04003410 }
3411 else
3412 {
Geoff Lang685806d2013-06-12 11:16:36 -04003413 GLenum format = gl::GetFormat(drawRenderTarget->getInternalFormat(), getCurrentClientVersion());
Geoff Langc1f51be2013-06-11 11:49:14 -04003414 result = mBlit->copyTexture(readSRV, readArea, readSize, drawRTV, drawArea, drawSize, format, filter);
3415 }
3416 }
3417
3418 SafeRelease(readTexture);
3419 SafeRelease(readSRV);
3420 SafeRelease(drawTexture);
3421 SafeRelease(drawRTV);
3422 SafeRelease(drawDSV);
3423
3424 return result;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003425}
3426
shannon.woods@transgaming.comd67f9ce2013-02-28 23:06:09 +00003427ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
3428{
3429 D3D11_TEXTURE2D_DESC textureDesc;
3430 source->GetDesc(&textureDesc);
3431
3432 if (textureDesc.SampleDesc.Count > 1)
3433 {
3434 D3D11_TEXTURE2D_DESC resolveDesc;
3435 resolveDesc.Width = textureDesc.Width;
3436 resolveDesc.Height = textureDesc.Height;
3437 resolveDesc.MipLevels = 1;
3438 resolveDesc.ArraySize = 1;
3439 resolveDesc.Format = textureDesc.Format;
3440 resolveDesc.SampleDesc.Count = 1;
3441 resolveDesc.SampleDesc.Quality = 0;
3442 resolveDesc.Usage = textureDesc.Usage;
3443 resolveDesc.BindFlags = textureDesc.BindFlags;
3444 resolveDesc.CPUAccessFlags = 0;
3445 resolveDesc.MiscFlags = 0;
3446
3447 ID3D11Texture2D *resolveTexture = NULL;
3448 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
3449 if (FAILED(result))
3450 {
3451 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
3452 return NULL;
3453 }
3454
3455 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
3456 return resolveTexture;
3457 }
3458 else
3459 {
3460 source->AddRef();
3461 return source;
3462 }
3463}
3464
shannonwoods@chromium.org6e4f2a62013-05-30 00:15:19 +00003465bool Renderer11::getLUID(LUID *adapterLuid) const
3466{
3467 adapterLuid->HighPart = 0;
3468 adapterLuid->LowPart = 0;
3469
3470 if (!mDxgiAdapter)
3471 {
3472 return false;
3473 }
3474
3475 DXGI_ADAPTER_DESC adapterDesc;
3476 if (FAILED(mDxgiAdapter->GetDesc(&adapterDesc)))
3477 {
3478 return false;
3479 }
3480
3481 *adapterLuid = adapterDesc.AdapterLuid;
3482 return true;
3483}
3484
Geoff Lang61e49a52013-05-29 10:22:58 -04003485Renderer11::MultisampleSupportInfo Renderer11::getMultisampleSupportInfo(DXGI_FORMAT format)
3486{
3487 MultisampleSupportInfo supportInfo = { 0 };
3488
3489 UINT formatSupport;
3490 HRESULT result;
3491
3492 result = mDevice->CheckFormatSupport(format, &formatSupport);
3493 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
3494 {
3495 for (unsigned int i = 1; i <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
3496 {
3497 result = mDevice->CheckMultisampleQualityLevels(format, i, &supportInfo.qualityLevels[i - 1]);
3498 if (SUCCEEDED(result) && supportInfo.qualityLevels[i - 1] > 0)
3499 {
3500 supportInfo.maxSupportedSamples = std::max(supportInfo.maxSupportedSamples, i);
3501 }
3502 else
3503 {
3504 supportInfo.qualityLevels[i - 1] = 0;
3505 }
3506 }
3507 }
3508
3509 return supportInfo;
3510}
3511
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003512}