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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
Geoff Langea228632013-07-30 15:17:12 -0400211 SafeRelease(dxgiDevice);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000212
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);
Geoff Langea228632013-07-30 15:17:12 -0400244 SafeRelease(infoQueue);
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000245 }
246#endif
247
Geoff Lang61e49a52013-05-29 10:22:58 -0400248 mMaxSupportedSamples = 0;
249
250 const d3d11::DXGIFormatSet &dxgiFormats = d3d11::GetAllUsedDXGIFormats();
251 for (d3d11::DXGIFormatSet::const_iterator i = dxgiFormats.begin(); i != dxgiFormats.end(); ++i)
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000252 {
Geoff Lang61e49a52013-05-29 10:22:58 -0400253 MultisampleSupportInfo support = getMultisampleSupportInfo(*i);
254 mMultisampleSupportMap.insert(std::make_pair(*i, support));
255 mMaxSupportedSamples = std::max(mMaxSupportedSamples, support.maxSupportedSamples);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000256 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000257
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000258 initializeDevice();
259
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000260 // BGRA texture support is optional in feature levels 10 and 10_1
261 UINT formatSupport;
262 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
263 if (FAILED(result))
264 {
265 ERR("Error checking BGRA format support: 0x%08X", result);
266 }
267 else
268 {
269 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
270 mBGRATextureSupport = (formatSupport & flags) == flags;
271 }
272
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +0000273 // Check floating point texture support
274 static const unsigned int requiredTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE;
275 static const unsigned int requiredRenderableFlags = D3D11_FORMAT_SUPPORT_RENDER_TARGET;
276 static const unsigned int requiredFilterFlags = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
277
278 DXGI_FORMAT float16Formats[] =
279 {
280 DXGI_FORMAT_R16_FLOAT,
281 DXGI_FORMAT_R16G16_FLOAT,
282 DXGI_FORMAT_R16G16B16A16_FLOAT,
283 };
284
285 DXGI_FORMAT float32Formats[] =
286 {
287 DXGI_FORMAT_R32_FLOAT,
288 DXGI_FORMAT_R32G32_FLOAT,
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +0000289 DXGI_FORMAT_R32G32B32A32_FLOAT,
290 };
291
292 mFloat16TextureSupport = true;
293 mFloat16FilterSupport = true;
294 mFloat16RenderSupport = true;
295 for (unsigned int i = 0; i < ArraySize(float16Formats); i++)
296 {
297 if (SUCCEEDED(mDevice->CheckFormatSupport(float16Formats[i], &formatSupport)))
298 {
299 mFloat16TextureSupport = mFloat16TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
300 mFloat16FilterSupport = mFloat16FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
301 mFloat16RenderSupport = mFloat16RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
302 }
303 else
304 {
305 mFloat16TextureSupport = false;
306 mFloat16RenderSupport = false;
307 mFloat16FilterSupport = false;
308 }
309 }
310
311 mFloat32TextureSupport = true;
312 mFloat32FilterSupport = true;
313 mFloat32RenderSupport = true;
314 for (unsigned int i = 0; i < ArraySize(float32Formats); i++)
315 {
316 if (SUCCEEDED(mDevice->CheckFormatSupport(float32Formats[i], &formatSupport)))
317 {
318 mFloat32TextureSupport = mFloat32TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
319 mFloat32FilterSupport = mFloat32FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
320 mFloat32RenderSupport = mFloat32RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
321 }
322 else
323 {
324 mFloat32TextureSupport = false;
325 mFloat32FilterSupport = false;
326 mFloat32RenderSupport = false;
327 }
328 }
329
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +0000330 // Check compressed texture support
331 const unsigned int requiredCompressedTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D;
332
333 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC1_UNORM, &formatSupport)))
334 {
335 mDXT1TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
336 }
337 else
338 {
339 mDXT1TextureSupport = false;
340 }
341
342 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC3_UNORM, &formatSupport)))
343 {
344 mDXT3TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
345 }
346 else
347 {
348 mDXT3TextureSupport = false;
349 }
350
351 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC5_UNORM, &formatSupport)))
352 {
353 mDXT5TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
354 }
355 else
356 {
357 mDXT5TextureSupport = false;
358 }
359
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +0000360 // Check depth texture support
361 DXGI_FORMAT depthTextureFormats[] =
362 {
363 DXGI_FORMAT_D16_UNORM,
364 DXGI_FORMAT_D24_UNORM_S8_UINT,
365 };
366
367 static const unsigned int requiredDepthTextureFlags = D3D11_FORMAT_SUPPORT_DEPTH_STENCIL |
368 D3D11_FORMAT_SUPPORT_TEXTURE2D;
369
370 mDepthTextureSupport = true;
371 for (unsigned int i = 0; i < ArraySize(depthTextureFormats); i++)
372 {
373 if (SUCCEEDED(mDevice->CheckFormatSupport(depthTextureFormats[i], &formatSupport)))
374 {
375 mDepthTextureSupport = mDepthTextureSupport && ((formatSupport & requiredDepthTextureFlags) == requiredDepthTextureFlags);
376 }
377 else
378 {
379 mDepthTextureSupport = false;
380 }
381 }
382
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000383 return EGL_SUCCESS;
384}
385
386// do any one-time device initialization
387// NOTE: this is also needed after a device lost/reset
388// to reset the scene status and ensure the default states are reset.
389void Renderer11::initializeDevice()
390{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000391 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000392 mInputLayoutCache.initialize(mDevice, mDeviceContext);
393
394 ASSERT(!mVertexDataManager && !mIndexDataManager);
395 mVertexDataManager = new VertexDataManager(this);
396 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000397
Geoff Langb86b9792013-06-04 16:32:05 -0400398 ASSERT(!mBlit);
399 mBlit = new Blit11(this);
400
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000401 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000402}
403
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000404int Renderer11::generateConfigs(ConfigDesc **configDescList)
405{
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000406 unsigned int numRenderFormats = ArraySize(RenderTargetFormats);
407 unsigned int numDepthFormats = ArraySize(DepthStencilFormats);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000408 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
409 int numConfigs = 0;
410
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000411 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000412 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000413 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000414 {
415 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
416
417 UINT formatSupport = 0;
418 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000419
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000420 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
421 {
422 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
423
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000424 bool depthStencilFormatOK = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000425
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000426 if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
427 {
428 UINT formatSupport = 0;
429 result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
430 depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
431 }
432
433 if (depthStencilFormatOK)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000434 {
Jamie Madilld6cb2442013-07-10 15:13:38 -0400435 // FIXME: parse types from context version
436 ASSERT(d3d11_gl::GetInternalFormat(renderTargetFormat, 2) == d3d11_gl::GetInternalFormat(renderTargetFormat, 3));
437 ASSERT(d3d11_gl::GetInternalFormat(depthStencilFormat, 2) == d3d11_gl::GetInternalFormat(depthStencilFormat, 3));
438
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000439 ConfigDesc newConfig;
Jamie Madilld6cb2442013-07-10 15:13:38 -0400440 newConfig.renderTargetFormat = d3d11_gl::GetInternalFormat(renderTargetFormat, getCurrentClientVersion());
441 newConfig.depthStencilFormat = d3d11_gl::GetInternalFormat(depthStencilFormat, getCurrentClientVersion());
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000442 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
443 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
shannon.woods%transgaming.com@gtempaccount.comdcf33d52013-04-13 03:33:11 +0000444 newConfig.es3Capable = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000445
446 (*configDescList)[numConfigs++] = newConfig;
447 }
448 }
449 }
450 }
451
452 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000453}
454
455void Renderer11::deleteConfigs(ConfigDesc *configDescList)
456{
457 delete [] (configDescList);
458}
459
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000460void Renderer11::sync(bool block)
461{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000462 if (block)
463 {
464 HRESULT result;
465
466 if (!mSyncQuery)
467 {
468 D3D11_QUERY_DESC queryDesc;
469 queryDesc.Query = D3D11_QUERY_EVENT;
470 queryDesc.MiscFlags = 0;
471
472 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
473 ASSERT(SUCCEEDED(result));
474 }
475
476 mDeviceContext->End(mSyncQuery);
477 mDeviceContext->Flush();
478
479 do
480 {
481 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
482
483 // Keep polling, but allow other threads to do something useful first
484 Sleep(0);
485
486 if (testDeviceLost(true))
487 {
488 return;
489 }
490 }
491 while (result == S_FALSE);
492 }
493 else
494 {
495 mDeviceContext->Flush();
496 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000497}
498
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000499SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
500{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000501 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000502}
503
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000504void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
505{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000506 if (type == gl::SAMPLER_PIXEL)
507 {
508 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
509 {
510 ERR("Pixel shader sampler index %i is not valid.", index);
511 return;
512 }
513
514 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
515 {
516 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
517
518 if (!dxSamplerState)
519 {
520 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
521 "sampler state for pixel shaders at slot %i.", index);
522 }
523
524 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
525
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000526 mCurPixelSamplerStates[index] = samplerState;
527 }
528
529 mForceSetPixelSamplerStates[index] = false;
530 }
531 else if (type == gl::SAMPLER_VERTEX)
532 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000533 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000534 {
535 ERR("Vertex shader sampler index %i is not valid.", index);
536 return;
537 }
538
539 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
540 {
541 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
542
543 if (!dxSamplerState)
544 {
545 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
546 "sampler state for vertex shaders at slot %i.", index);
547 }
548
549 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
550
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000551 mCurVertexSamplerStates[index] = samplerState;
552 }
553
554 mForceSetVertexSamplerStates[index] = false;
555 }
556 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000557}
558
559void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
560{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000561 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000562 unsigned int serial = 0;
563 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000564
565 if (texture)
566 {
567 TextureStorageInterface *texStorage = texture->getNativeTexture();
568 if (texStorage)
569 {
570 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
571 textureSRV = storage11->getSRV();
572 }
573
574 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
575 // missing the shader resource view
576 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000577
578 serial = texture->getTextureSerial();
579 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000580 }
581
582 if (type == gl::SAMPLER_PIXEL)
583 {
584 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
585 {
586 ERR("Pixel shader sampler index %i is not valid.", index);
587 return;
588 }
589
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000590 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
591 {
592 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
593 }
594
595 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000596 }
597 else if (type == gl::SAMPLER_VERTEX)
598 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000599 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000600 {
601 ERR("Vertex shader sampler index %i is not valid.", index);
602 return;
603 }
604
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000605 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
606 {
607 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
608 }
609
610 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000611 }
612 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000613}
614
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000615bool Renderer11::setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], const gl::Buffer *fragmentUniformBuffers[])
616{
617 // convert buffers to ID3D11Buffer*
618 ID3D11Buffer *vertexConstantBuffers[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS] = { NULL };
619 ID3D11Buffer *pixelConstantBuffers[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS] = { NULL };
620
621 for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; uniformBufferIndex++)
622 {
623 const gl::Buffer *uniformBuffer = vertexUniformBuffers[uniformBufferIndex];
624 if (uniformBuffer)
625 {
626 BufferStorage11 *bufferStorage = BufferStorage11::makeBufferStorage11(uniformBuffer->getStorage());
627 ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(GL_UNIFORM_BUFFER);
628
629 if (!constantBuffer)
630 {
631 return false;
632 }
633
Geoff Langc6354ee2013-07-22 10:40:07 -0400634 if (mCurrentConstantBufferVS[uniformBufferIndex] != bufferStorage->getSerial())
635 {
636 mDeviceContext->VSSetConstantBuffers(getReservedVertexUniformBuffers() + uniformBufferIndex,
637 1, &constantBuffer);
638 mCurrentConstantBufferVS[uniformBufferIndex] = bufferStorage->getSerial();
639 }
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000640 }
641 }
642
643 for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS; uniformBufferIndex++)
644 {
645 const gl::Buffer *uniformBuffer = fragmentUniformBuffers[uniformBufferIndex];
646 if (uniformBuffer)
647 {
648 BufferStorage11 *bufferStorage = BufferStorage11::makeBufferStorage11(uniformBuffer->getStorage());
649 ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(GL_UNIFORM_BUFFER);
650
651 if (!constantBuffer)
652 {
653 return false;
654 }
655
Geoff Langc6354ee2013-07-22 10:40:07 -0400656 if (mCurrentConstantBufferPS[uniformBufferIndex] != bufferStorage->getSerial())
657 {
658 mDeviceContext->PSSetConstantBuffers(getReservedFragmentUniformBuffers() + uniformBufferIndex,
659 1, &constantBuffer);
660 mCurrentConstantBufferPS[uniformBufferIndex] = bufferStorage->getSerial();
661 }
662
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000663 pixelConstantBuffers[uniformBufferIndex] = constantBuffer;
664 }
665 }
666
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000667 return true;
668}
669
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000670void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000671{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000672 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000673 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000674 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
675 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000676 if (!dxRasterState)
677 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000678 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000679 "rasterizer state.");
680 }
681
682 mDeviceContext->RSSetState(dxRasterState);
683
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000684 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000685 }
686
687 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000688}
689
Geoff Lang2a64ee42013-05-31 11:22:40 -0400690void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::ColorF &blendColor,
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000691 unsigned int sampleMask)
692{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000693 if (mForceSetBlendState ||
694 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
Geoff Lang2a64ee42013-05-31 11:22:40 -0400695 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::ColorF)) != 0 ||
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000696 sampleMask != mCurSampleMask)
697 {
698 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
699 if (!dxBlendState)
700 {
701 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
702 "blend state.");
703 }
704
shannonwoods@chromium.org568c82e2013-05-30 00:13:15 +0000705 float blendColors[4] = {0.0f};
706 if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
707 blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
708 {
709 blendColors[0] = blendColor.red;
710 blendColors[1] = blendColor.green;
711 blendColors[2] = blendColor.blue;
712 blendColors[3] = blendColor.alpha;
713 }
714 else
715 {
716 blendColors[0] = blendColor.alpha;
717 blendColors[1] = blendColor.alpha;
718 blendColors[2] = blendColor.alpha;
719 blendColors[3] = blendColor.alpha;
720 }
721
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000722 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
723
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000724 mCurBlendState = blendState;
725 mCurBlendColor = blendColor;
726 mCurSampleMask = sampleMask;
727 }
728
729 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000730}
731
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000732void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000733 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000734{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000735 if (mForceSetDepthStencilState ||
736 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
737 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
738 {
739 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
740 stencilRef != stencilBackRef ||
741 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
742 {
743 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
744 "invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000745 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000746 }
747
748 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
749 if (!dxDepthStencilState)
750 {
751 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
752 "setting the default depth stencil state.");
753 }
754
755 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
756
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000757 mCurDepthStencilState = depthStencilState;
758 mCurStencilRef = stencilRef;
759 mCurStencilBackRef = stencilBackRef;
760 }
761
762 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000763}
764
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000765void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000766{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000767 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
768 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000769 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000770 if (enabled)
771 {
772 D3D11_RECT rect;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000773 rect.left = std::max(0, scissor.x);
774 rect.top = std::max(0, scissor.y);
775 rect.right = scissor.x + std::max(0, scissor.width);
776 rect.bottom = scissor.y + std::max(0, scissor.height);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000777
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000778 mDeviceContext->RSSetScissorRects(1, &rect);
779 }
780
781 if (enabled != mScissorEnabled)
782 {
783 mForceSetRasterState = true;
784 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000785
786 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000787 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000788 }
789
790 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000791}
792
daniel@transgaming.com12985182012-12-20 20:56:31 +0000793bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000794 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000795{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000796 gl::Rectangle actualViewport = viewport;
797 float actualZNear = gl::clamp01(zNear);
798 float actualZFar = gl::clamp01(zFar);
799 if (ignoreViewport)
800 {
801 actualViewport.x = 0;
802 actualViewport.y = 0;
803 actualViewport.width = mRenderTargetDesc.width;
804 actualViewport.height = mRenderTargetDesc.height;
805 actualZNear = 0.0f;
806 actualZFar = 1.0f;
807 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000808
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000809 // Get D3D viewport bounds, which depends on the feature level
810 const Range& viewportBounds = getViewportBounds();
811
812 // 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 +0000813 D3D11_VIEWPORT dxViewport;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000814 dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end);
815 dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end);
816 dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension());
817 dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension());
818 dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX));
819 dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY));
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000820 dxViewport.MinDepth = actualZNear;
821 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000822
823 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
824 {
825 return false; // Nothing to render
826 }
827
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000828 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
829 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000830
daniel@transgaming.com53670042012-11-28 20:55:51 +0000831 if (viewportChanged)
832 {
833 mDeviceContext->RSSetViewports(1, &dxViewport);
834
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000835 mCurViewport = actualViewport;
836 mCurNear = actualZNear;
837 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000838
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +0000839 mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f;
840 mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f;
841 mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
842 mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000843
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000844 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
845 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000846
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000847 mVertexConstants.depthRange[0] = actualZNear;
848 mVertexConstants.depthRange[1] = actualZFar;
849 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000850
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000851 mPixelConstants.depthRange[0] = actualZNear;
852 mPixelConstants.depthRange[1] = actualZFar;
853 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000854 }
855
856 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000857 return true;
858}
859
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000860bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
861{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000862 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000863
Geoff Lang57e713e2013-07-31 17:01:58 -0400864 GLsizei minCount = 0;
865
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000866 switch (mode)
867 {
Geoff Lang57e713e2013-07-31 17:01:58 -0400868 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; minCount = 1; break;
869 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; minCount = 2; break;
870 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break;
871 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break;
872 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break;
873 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; minCount = 3; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000874 // emulate fans via rewriting index buffer
Geoff Lang57e713e2013-07-31 17:01:58 -0400875 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000876 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000877 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000878 }
879
Geoff Lang4c095862013-07-22 10:43:36 -0400880 if (primitiveTopology != mCurrentPrimitiveTopology)
881 {
882 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
883 mCurrentPrimitiveTopology = primitiveTopology;
884 }
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000885
Geoff Lang57e713e2013-07-31 17:01:58 -0400886 return count >= minCount;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000887}
888
889bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000890{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000891 // Get the color render buffer and serial
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000892 // Also extract the render target dimensions and view
893 unsigned int renderTargetWidth = 0;
894 unsigned int renderTargetHeight = 0;
895 GLenum renderTargetFormat = 0;
896 unsigned int renderTargetSerials[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {0};
897 ID3D11RenderTargetView* framebufferRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
898 bool missingColorRenderTarget = true;
899
900 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000901 {
shannon.woods%transgaming.com@gtempaccount.com4059a382013-04-13 03:31:16 +0000902 const GLenum drawBufferState = framebuffer->getDrawBufferState(colorAttachment);
903
904 if (framebuffer->getColorbufferType(colorAttachment) != GL_NONE && drawBufferState != GL_NONE)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000905 {
shannon.woods%transgaming.com@gtempaccount.com4059a382013-04-13 03:31:16 +0000906 // the draw buffer must be either "none", "back" for the default buffer or the same index as this color (in order)
907 ASSERT(drawBufferState == GL_BACK || drawBufferState == (GL_COLOR_ATTACHMENT0_EXT + colorAttachment));
908
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000909 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(colorAttachment);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000910
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000911 if (!colorbuffer)
912 {
913 ERR("render target pointer unexpectedly null.");
914 return false;
915 }
shannon.woods@transgaming.com3e3da582013-02-28 23:09:03 +0000916
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000917 // check for zero-sized default framebuffer, which is a special case.
918 // in this case we do not wish to modify any state and just silently return false.
919 // this will not report any gl error but will cause the calling method to return.
920 if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0)
921 {
922 return false;
923 }
924
925 renderTargetSerials[colorAttachment] = colorbuffer->getSerial();
926
927 // Extract the render target dimensions and view
928 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
929 if (!renderTarget)
930 {
931 ERR("render target pointer unexpectedly null.");
932 return false;
933 }
934
935 framebufferRTVs[colorAttachment] = renderTarget->getRenderTargetView();
936 if (!framebufferRTVs[colorAttachment])
937 {
938 ERR("render target view pointer unexpectedly null.");
939 return false;
940 }
941
942 if (missingColorRenderTarget)
943 {
944 renderTargetWidth = colorbuffer->getWidth();
945 renderTargetHeight = colorbuffer->getHeight();
946 renderTargetFormat = colorbuffer->getActualFormat();
947 missingColorRenderTarget = false;
948 }
949 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000950 }
951
952 // Get the depth stencil render buffer and serials
953 gl::Renderbuffer *depthStencil = NULL;
954 unsigned int depthbufferSerial = 0;
955 unsigned int stencilbufferSerial = 0;
956 if (framebuffer->getDepthbufferType() != GL_NONE)
957 {
958 depthStencil = framebuffer->getDepthbuffer();
959 if (!depthStencil)
960 {
961 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000962 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000963 return false;
964 }
965
966 depthbufferSerial = depthStencil->getSerial();
967 }
968 else if (framebuffer->getStencilbufferType() != GL_NONE)
969 {
970 depthStencil = framebuffer->getStencilbuffer();
971 if (!depthStencil)
972 {
973 ERR("Depth stencil 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 stencilbufferSerial = depthStencil->getSerial();
979 }
980
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000981 // Extract the depth stencil sizes and view
982 unsigned int depthSize = 0;
983 unsigned int stencilSize = 0;
984 ID3D11DepthStencilView* framebufferDSV = NULL;
985 if (depthStencil)
986 {
987 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
988 if (!depthStencilRenderTarget)
989 {
990 ERR("render target pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000991 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000992 return false;
993 }
994
995 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
996 if (!framebufferDSV)
997 {
998 ERR("depth stencil view pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000999 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001000 return false;
1001 }
1002
1003 // If there is no render buffer, the width, height and format values come from
1004 // the depth stencil
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001005 if (missingColorRenderTarget)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001006 {
1007 renderTargetWidth = depthStencil->getWidth();
1008 renderTargetHeight = depthStencil->getHeight();
1009 renderTargetFormat = depthStencil->getActualFormat();
1010 }
1011
1012 depthSize = depthStencil->getDepthSize();
1013 stencilSize = depthStencil->getStencilSize();
1014 }
1015
1016 // Apply the render target and depth stencil
1017 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001018 memcmp(renderTargetSerials, mAppliedRenderTargetSerials, sizeof(renderTargetSerials)) != 0 ||
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001019 depthbufferSerial != mAppliedDepthbufferSerial ||
1020 stencilbufferSerial != mAppliedStencilbufferSerial)
1021 {
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001022 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), framebufferRTVs, framebufferDSV);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001023
1024 mRenderTargetDesc.width = renderTargetWidth;
1025 mRenderTargetDesc.height = renderTargetHeight;
1026 mRenderTargetDesc.format = renderTargetFormat;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00001027 mForceSetViewport = true;
1028 mForceSetScissor = true;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001029
1030 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
1031 {
1032 mCurDepthSize = depthSize;
1033 mForceSetRasterState = true;
1034 }
1035
1036 mCurStencilSize = stencilSize;
1037
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001038 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
1039 {
1040 mAppliedRenderTargetSerials[rtIndex] = renderTargetSerials[rtIndex];
1041 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001042 mAppliedDepthbufferSerial = depthbufferSerial;
1043 mAppliedStencilbufferSerial = stencilbufferSerial;
1044 mRenderTargetDescInitialized = true;
1045 mDepthStencilInitialized = true;
1046 }
1047
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001048 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001049}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001050
Jamie Madill57a89722013-07-02 11:57:03 -04001051GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, const gl::VertexAttribute vertexAttributes[], gl::VertexAttribCurrentValueData currentValues[],
Jamie Madilla857c362013-07-02 11:57:02 -04001052 GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +00001053{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001054 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
Jamie Madilla857c362013-07-02 11:57:02 -04001055 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, currentValues, programBinary, first, count, attributes, instances);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001056 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +00001057 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001058 return err;
1059 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +00001060
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001061 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +00001062}
1063
daniel@transgaming.com31240482012-11-28 21:06:41 +00001064GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001065{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001066 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001067
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001068 if (err == GL_NO_ERROR)
1069 {
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001070 if (indexInfo->storage)
1071 {
1072 if (indexInfo->serial != mAppliedStorageIBSerial || indexInfo->startOffset != mAppliedIBOffset)
1073 {
1074 BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(indexInfo->storage);
1075 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1076
shannonwoods@chromium.org675526e2013-05-30 00:04:49 +00001077 mDeviceContext->IASetIndexBuffer(storage->getBuffer(GL_ELEMENT_ARRAY_BUFFER), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001078
1079 mAppliedIBSerial = 0;
1080 mAppliedStorageIBSerial = storage->getSerial();
1081 mAppliedIBOffset = indexInfo->startOffset;
1082 }
1083 }
1084 else if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001085 {
1086 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1087
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +00001088 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001089
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001090 mAppliedIBSerial = indexInfo->serial;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001091 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001092 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001093 }
1094 }
1095
1096 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001097}
1098
1099void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
1100{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001101 if (mode == GL_LINE_LOOP)
1102 {
1103 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1104 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001105 else if (mode == GL_TRIANGLE_FAN)
1106 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001107 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001108 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001109 else if (instances > 0)
1110 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001111 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001112 }
1113 else
1114 {
1115 mDeviceContext->Draw(count, 0);
1116 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001117}
1118
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001119void 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 +00001120{
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001121 if (mode == GL_LINE_LOOP)
1122 {
1123 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
1124 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001125 else if (mode == GL_TRIANGLE_FAN)
1126 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001127 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
1128 }
1129 else if (instances > 0)
1130 {
1131 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001132 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001133 else
1134 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +00001135 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001136 }
1137}
1138
1139void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1140{
1141 // Get the raw indices for an indexed draw
1142 if (type != GL_NONE && elementArrayBuffer)
1143 {
1144 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001145 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001146 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001147 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001148 }
1149
1150 if (!mLineLoopIB)
1151 {
1152 mLineLoopIB = new StreamingIndexBufferInterface(this);
1153 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1154 {
1155 delete mLineLoopIB;
1156 mLineLoopIB = NULL;
1157
1158 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001159 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001160 }
1161 }
1162
Geoff Lang57e713e2013-07-31 17:01:58 -04001163 // Checked by Renderer11::applyPrimitiveType
1164 ASSERT(count >= 0);
1165
1166 if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int)))
Geoff Langeadfd572013-07-09 15:55:07 -04001167 {
1168 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP, too many indices required.");
1169 return gl::error(GL_OUT_OF_MEMORY);
1170 }
1171
Geoff Lang57e713e2013-07-31 17:01:58 -04001172 const unsigned int spaceNeeded = (static_cast<unsigned int>(count) + 1) * sizeof(unsigned int);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001173 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1174 {
1175 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001176 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001177 }
1178
1179 void* mappedMemory = NULL;
Geoff Langa36ead42013-08-02 11:54:08 -04001180 unsigned int offset;
1181 if (!mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset))
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001182 {
1183 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001184 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001185 }
1186
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001187 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
Geoff Langa36ead42013-08-02 11:54:08 -04001188 unsigned int indexBufferOffset = offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001189
1190 switch (type)
1191 {
1192 case GL_NONE: // Non-indexed draw
1193 for (int i = 0; i < count; i++)
1194 {
1195 data[i] = i;
1196 }
1197 data[count] = 0;
1198 break;
1199 case GL_UNSIGNED_BYTE:
1200 for (int i = 0; i < count; i++)
1201 {
1202 data[i] = static_cast<const GLubyte*>(indices)[i];
1203 }
1204 data[count] = static_cast<const GLubyte*>(indices)[0];
1205 break;
1206 case GL_UNSIGNED_SHORT:
1207 for (int i = 0; i < count; i++)
1208 {
1209 data[i] = static_cast<const GLushort*>(indices)[i];
1210 }
1211 data[count] = static_cast<const GLushort*>(indices)[0];
1212 break;
1213 case GL_UNSIGNED_INT:
1214 for (int i = 0; i < count; i++)
1215 {
1216 data[i] = static_cast<const GLuint*>(indices)[i];
1217 }
1218 data[count] = static_cast<const GLuint*>(indices)[0];
1219 break;
1220 default: UNREACHABLE();
1221 }
1222
1223 if (!mLineLoopIB->unmapBuffer())
1224 {
1225 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001226 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001227 }
1228
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001229 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001230 {
1231 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
1232
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001233 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001234 mAppliedIBSerial = mLineLoopIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001235 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001236 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001237 }
1238
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001239 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001240}
1241
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001242void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001243{
1244 // Get the raw indices for an indexed draw
1245 if (type != GL_NONE && elementArrayBuffer)
1246 {
1247 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001248 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001249 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001250 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001251 }
1252
1253 if (!mTriangleFanIB)
1254 {
1255 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1256 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1257 {
1258 delete mTriangleFanIB;
1259 mTriangleFanIB = NULL;
1260
1261 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001262 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001263 }
1264 }
1265
Geoff Lang57e713e2013-07-31 17:01:58 -04001266 // Checked by Renderer11::applyPrimitiveType
1267 ASSERT(count >= 3);
1268
Geoff Langeadfd572013-07-09 15:55:07 -04001269 const unsigned int numTris = count - 2;
1270
Geoff Lang57e713e2013-07-31 17:01:58 -04001271 if (numTris > (std::numeric_limits<unsigned int>::max() / (sizeof(unsigned int) * 3)))
Geoff Langeadfd572013-07-09 15:55:07 -04001272 {
1273 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN, too many indices required.");
1274 return gl::error(GL_OUT_OF_MEMORY);
1275 }
1276
1277 const unsigned int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001278 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1279 {
1280 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001281 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001282 }
1283
1284 void* mappedMemory = NULL;
Geoff Langa36ead42013-08-02 11:54:08 -04001285 unsigned int offset;
1286 if (!mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory, &offset))
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001287 {
1288 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001289 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001290 }
1291
1292 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
Geoff Langa36ead42013-08-02 11:54:08 -04001293 unsigned int indexBufferOffset = offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001294
1295 switch (type)
1296 {
1297 case GL_NONE: // Non-indexed draw
Geoff Langeadfd572013-07-09 15:55:07 -04001298 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001299 {
1300 data[i*3 + 0] = 0;
1301 data[i*3 + 1] = i + 1;
1302 data[i*3 + 2] = i + 2;
1303 }
1304 break;
1305 case GL_UNSIGNED_BYTE:
Geoff Langeadfd572013-07-09 15:55:07 -04001306 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001307 {
1308 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1309 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1310 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1311 }
1312 break;
1313 case GL_UNSIGNED_SHORT:
Geoff Langeadfd572013-07-09 15:55:07 -04001314 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001315 {
1316 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1317 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1318 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1319 }
1320 break;
1321 case GL_UNSIGNED_INT:
Geoff Langeadfd572013-07-09 15:55:07 -04001322 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001323 {
1324 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1325 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1326 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1327 }
1328 break;
1329 default: UNREACHABLE();
1330 }
1331
1332 if (!mTriangleFanIB->unmapBuffer())
1333 {
1334 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001335 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001336 }
1337
1338 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1339 {
1340 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1341
1342 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1343 mAppliedIBSerial = mTriangleFanIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001344 mAppliedStorageIBSerial = 0;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001345 mAppliedIBOffset = indexBufferOffset;
1346 }
1347
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001348 if (instances > 0)
1349 {
1350 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1351 }
1352 else
1353 {
1354 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1355 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001356}
1357
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001358void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1359{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001360 unsigned int programBinarySerial = programBinary->getSerial();
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001361 const bool updateProgramState = (programBinarySerial != mAppliedProgramBinarySerial);
1362
1363 if (updateProgramState)
daniel@transgaming.come4991412012-12-20 20:55:34 +00001364 {
1365 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1366 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001367
daniel@transgaming.come4991412012-12-20 20:55:34 +00001368 ID3D11VertexShader *vertexShader = NULL;
1369 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001370
daniel@transgaming.come4991412012-12-20 20:55:34 +00001371 ID3D11PixelShader *pixelShader = NULL;
1372 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001373
daniel@transgaming.come4991412012-12-20 20:55:34 +00001374 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1375 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001376
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001377 programBinary->dirtyAllUniforms();
1378
1379 mAppliedProgramBinarySerial = programBinarySerial;
1380 }
1381
1382 // Only use the geometry shader currently for point sprite drawing
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001383 const bool usesGeometryShader = (programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode);
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001384
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001385 if (updateProgramState || usesGeometryShader != mIsGeometryShaderActive)
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001386 {
1387 if (usesGeometryShader)
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001388 {
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001389 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
1390 ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001391 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1392 }
1393 else
1394 {
1395 mDeviceContext->GSSetShader(NULL, NULL, 0);
1396 }
1397
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001398 mIsGeometryShaderActive = usesGeometryShader;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001399 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001400}
1401
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001402void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001403{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001404 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1405 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001406
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001407 unsigned int totalRegisterCountVS = 0;
1408 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001409
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001410 bool vertexUniformsDirty = false;
1411 bool pixelUniformsDirty = false;
1412
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001413 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1414 {
1415 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001416
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001417 if (uniform->isReferencedByVertexShader())
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001418 {
1419 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001420 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001421 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001422
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001423 if (uniform->isReferencedByFragmentShader())
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001424 {
1425 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001426 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001427 }
1428 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001429
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001430 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1431 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1432
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001433 float (*mapVS)[4] = NULL;
1434 float (*mapPS)[4] = NULL;
1435
Shannon Woods5ab33c82013-06-26 15:31:09 -04001436 if (totalRegisterCountVS > 0 && vertexUniformsDirty)
1437 {
1438 D3D11_MAPPED_SUBRESOURCE map = {0};
1439 HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1440 ASSERT(SUCCEEDED(result));
1441 mapVS = (float(*)[4])map.pData;
1442 }
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001443
Shannon Woods5ab33c82013-06-26 15:31:09 -04001444 if (totalRegisterCountPS > 0 && pixelUniformsDirty)
1445 {
1446 D3D11_MAPPED_SUBRESOURCE map = {0};
1447 HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1448 ASSERT(SUCCEEDED(result));
1449 mapPS = (float(*)[4])map.pData;
1450 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001451
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001452 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001453 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001454 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001455
Nicolas Capense6050882013-07-08 10:43:10 -04001456 if (!gl::IsSampler(uniform->type))
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001457 {
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001458 if (uniform->isReferencedByVertexShader() && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001459 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001460 memcpy(mapVS + uniform->vsRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001461 }
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001462
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001463 if (uniform->isReferencedByFragmentShader() && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001464 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001465 memcpy(mapPS + uniform->psRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001466 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001467 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001468
1469 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001470 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001471
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001472 if (mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001473 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001474 mDeviceContext->Unmap(vertexConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001475 }
1476
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001477 if (mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001478 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001479 mDeviceContext->Unmap(pixelConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001480 }
Geoff Langc6354ee2013-07-22 10:40:07 -04001481
1482 if (mCurrentVertexConstantBuffer != vertexConstantBuffer)
1483 {
1484 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1485 mCurrentVertexConstantBuffer = vertexConstantBuffer;
1486 }
1487
1488 if (mCurrentPixelConstantBuffer != pixelConstantBuffer)
1489 {
1490 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
1491 mCurrentPixelConstantBuffer = pixelConstantBuffer;
1492 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001493
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001494 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001495 if (!mDriverConstantBufferVS)
1496 {
1497 D3D11_BUFFER_DESC constantBufferDescription = {0};
1498 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1499 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1500 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1501 constantBufferDescription.CPUAccessFlags = 0;
1502 constantBufferDescription.MiscFlags = 0;
1503 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001504
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001505 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001506 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001507
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001508 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1509 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001510
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001511 if (!mDriverConstantBufferPS)
1512 {
1513 D3D11_BUFFER_DESC constantBufferDescription = {0};
1514 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1515 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1516 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1517 constantBufferDescription.CPUAccessFlags = 0;
1518 constantBufferDescription.MiscFlags = 0;
1519 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001520
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001521 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001522 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001523
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001524 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1525 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001526
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001527 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1528 {
1529 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1530 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1531 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001532
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001533 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1534 {
1535 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1536 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1537 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001538
1539 // needed for the point sprite geometry shader
Geoff Langc6354ee2013-07-22 10:40:07 -04001540 if (mCurrentGeometryConstantBuffer != mDriverConstantBufferPS)
1541 {
1542 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
1543 mCurrentGeometryConstantBuffer = mDriverConstantBufferPS;
1544 }
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001545}
1546
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001547void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001548{
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +00001549 bool alphaUnmasked = gl::GetAlphaBits(mRenderTargetDesc.format, getCurrentClientVersion()) == 0 ||
1550 clearParams.colorMaskAlpha;
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001551 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1552 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1553 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001554
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001555 unsigned int stencilUnmasked = 0x0;
1556 if (frameBuffer->hasStencil())
1557 {
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +00001558 unsigned int stencilSize = gl::GetStencilBits(frameBuffer->getStencilbuffer()->getActualFormat(),
1559 getCurrentClientVersion());
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001560 stencilUnmasked = (0x1 << stencilSize) - 1;
1561 }
1562 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1563 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001564
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001565 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1566 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1567 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001568
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001569 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1570 {
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001571 maskedClear(clearParams, frameBuffer->usingExtendedDrawBuffers());
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001572 }
1573 else
1574 {
1575 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1576 {
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001577 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001578 {
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001579 if (frameBuffer->isEnabledColorAttachment(colorAttachment))
1580 {
1581 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer(colorAttachment);
1582 if (renderbufferObject)
1583 {
1584 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1585 if (!renderTarget)
1586 {
1587 ERR("render target pointer unexpectedly null.");
1588 return;
1589 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001590
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001591 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1592 if (!framebufferRTV)
1593 {
1594 ERR("render target view pointer unexpectedly null.");
1595 return;
1596 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001597
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001598 const float clearValues[4] = { clearParams.colorClearValue.red,
1599 clearParams.colorClearValue.green,
1600 clearParams.colorClearValue.blue,
1601 clearParams.colorClearValue.alpha };
1602 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001603 }
1604 }
1605 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001606 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001607 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001608 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001609 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1610 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001611 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001612 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1613 if (!renderTarget)
1614 {
1615 ERR("render target pointer unexpectedly null.");
1616 return;
1617 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001618
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001619 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1620 if (!framebufferDSV)
1621 {
1622 ERR("depth stencil view pointer unexpectedly null.");
1623 return;
1624 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001625
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001626 UINT clearFlags = 0;
1627 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1628 {
1629 clearFlags |= D3D11_CLEAR_DEPTH;
1630 }
1631 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1632 {
1633 clearFlags |= D3D11_CLEAR_STENCIL;
1634 }
1635
shannon.woods@transgaming.combe211b32013-02-28 23:17:16 +00001636 float depthClear = gl::clamp01(clearParams.depthClearValue);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001637 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1638
1639 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001640 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001641 }
1642 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001643}
1644
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001645void Renderer11::maskedClear(const gl::ClearParameters &clearParams, bool usingExtendedDrawBuffers)
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001646{
1647 HRESULT result;
1648
1649 if (!mClearResourcesInitialized)
1650 {
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001651 ASSERT(!mClearVB && !mClearVS && !mClearSinglePS && !mClearMultiplePS && !mClearScissorRS && !mClearNoScissorRS);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001652
1653 D3D11_BUFFER_DESC vbDesc;
1654 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1655 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1656 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1657 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1658 vbDesc.MiscFlags = 0;
1659 vbDesc.StructureByteStride = 0;
1660
1661 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1662 ASSERT(SUCCEEDED(result));
1663 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1664
1665 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1666 {
1667 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1668 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1669 };
1670
1671 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1672 ASSERT(SUCCEEDED(result));
1673 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1674
1675 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1676 ASSERT(SUCCEEDED(result));
1677 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1678
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001679 result = mDevice->CreatePixelShader(g_PS_ClearSingle, sizeof(g_PS_ClearSingle), NULL, &mClearSinglePS);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001680 ASSERT(SUCCEEDED(result));
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001681 d3d11::SetDebugName(mClearSinglePS, "Renderer11 masked clear pixel shader (1 RT)");
1682
1683 result = mDevice->CreatePixelShader(g_PS_ClearMultiple, sizeof(g_PS_ClearMultiple), NULL, &mClearMultiplePS);
1684 ASSERT(SUCCEEDED(result));
1685 d3d11::SetDebugName(mClearMultiplePS, "Renderer11 masked clear pixel shader (MRT)");
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001686
1687 D3D11_RASTERIZER_DESC rsScissorDesc;
1688 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1689 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1690 rsScissorDesc.FrontCounterClockwise = FALSE;
1691 rsScissorDesc.DepthBias = 0;
1692 rsScissorDesc.DepthBiasClamp = 0.0f;
1693 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1694 rsScissorDesc.DepthClipEnable = FALSE;
1695 rsScissorDesc.ScissorEnable = TRUE;
1696 rsScissorDesc.MultisampleEnable = FALSE;
1697 rsScissorDesc.AntialiasedLineEnable = FALSE;
1698
1699 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1700 ASSERT(SUCCEEDED(result));
1701 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1702
1703 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1704 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1705 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1706 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1707 rsNoScissorDesc.DepthBias = 0;
1708 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1709 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1710 rsNoScissorDesc.DepthClipEnable = FALSE;
1711 rsNoScissorDesc.ScissorEnable = FALSE;
1712 rsNoScissorDesc.MultisampleEnable = FALSE;
1713 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1714
1715 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1716 ASSERT(SUCCEEDED(result));
1717 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1718
1719 mClearResourcesInitialized = true;
1720 }
1721
1722 // Prepare the depth stencil state to write depth values if the depth should be cleared
1723 // and stencil values if the stencil should be cleared
1724 gl::DepthStencilState glDSState;
1725 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1726 glDSState.depthFunc = GL_ALWAYS;
1727 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1728 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1729 glDSState.stencilFunc = GL_ALWAYS;
1730 glDSState.stencilMask = 0;
1731 glDSState.stencilFail = GL_REPLACE;
1732 glDSState.stencilPassDepthFail = GL_REPLACE;
1733 glDSState.stencilPassDepthPass = GL_REPLACE;
1734 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1735 glDSState.stencilBackFunc = GL_ALWAYS;
1736 glDSState.stencilBackMask = 0;
1737 glDSState.stencilBackFail = GL_REPLACE;
1738 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1739 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1740 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1741
1742 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1743
1744 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1745
1746 // Prepare the blend state to use a write mask if the color buffer should be cleared
1747 gl::BlendState glBlendState;
1748 glBlendState.blend = false;
1749 glBlendState.sourceBlendRGB = GL_ONE;
1750 glBlendState.destBlendRGB = GL_ZERO;
1751 glBlendState.sourceBlendAlpha = GL_ONE;
1752 glBlendState.destBlendAlpha = GL_ZERO;
1753 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1754 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1755 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1756 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1757 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
shannon.woods@transgaming.com50ea9932013-02-28 23:13:40 +00001758 glBlendState.colorMaskAlpha = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskAlpha : false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001759 glBlendState.sampleAlphaToCoverage = false;
1760 glBlendState.dither = false;
1761
1762 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1763 static const UINT sampleMask = 0xFFFFFFFF;
1764
1765 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1766
1767 // Set the vertices
1768 D3D11_MAPPED_SUBRESOURCE mappedResource;
1769 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1770 if (FAILED(result))
1771 {
1772 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1773 return;
1774 }
1775
1776 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1777
1778 float depthClear = gl::clamp01(clearParams.depthClearValue);
1779 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1780 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1781 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1782 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1783
1784 mDeviceContext->Unmap(mClearVB, 0);
1785
1786 // Apply state
1787 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1788 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1789 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1790
1791 // Apply shaders
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001792 ID3D11PixelShader *pixelShader = usingExtendedDrawBuffers ? mClearMultiplePS : mClearSinglePS;
1793
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001794 mDeviceContext->IASetInputLayout(mClearIL);
1795 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001796 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
shannon.woods@transgaming.com2c53e472013-02-28 23:13:56 +00001797 mDeviceContext->GSSetShader(NULL, NULL, 0);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001798
1799 // Apply vertex buffer
1800 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1801 static UINT startIdx = 0;
1802 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1803 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1804
1805 // Draw the clear quad
1806 mDeviceContext->Draw(4, 0);
1807
1808 // Clean up
1809 markAllStateDirty();
1810}
1811
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001812void Renderer11::markAllStateDirty()
1813{
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001814 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
1815 {
1816 mAppliedRenderTargetSerials[rtIndex] = 0;
1817 }
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001818 mAppliedDepthbufferSerial = 0;
1819 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001820 mDepthStencilInitialized = false;
1821 mRenderTargetDescInitialized = false;
1822
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001823 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001824 {
1825 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001826 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001827 }
1828 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1829 {
1830 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001831 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001832 }
1833
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001834 mForceSetBlendState = true;
1835 mForceSetRasterState = true;
1836 mForceSetDepthStencilState = true;
1837 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001838 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001839
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001840 mAppliedIBSerial = 0;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001841 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001842 mAppliedIBOffset = 0;
1843
daniel@transgaming.come4991412012-12-20 20:55:34 +00001844 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001845 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1846 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
Geoff Lang1f53cab2013-07-22 10:37:22 -04001847
1848 mInputLayoutCache.markDirty();
Geoff Langc6354ee2013-07-22 10:40:07 -04001849
1850 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; i++)
1851 {
1852 mCurrentConstantBufferVS[i] = -1;
1853 mCurrentConstantBufferPS[i] = -1;
1854 }
1855
1856 mCurrentVertexConstantBuffer = NULL;
1857 mCurrentPixelConstantBuffer = NULL;
1858 mCurrentGeometryConstantBuffer = NULL;
Geoff Lang4c095862013-07-22 10:43:36 -04001859
1860 mCurrentPrimitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001861}
1862
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001863void Renderer11::releaseDeviceResources()
1864{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001865 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001866 mInputLayoutCache.clear();
1867
Geoff Langea228632013-07-30 15:17:12 -04001868 SafeDelete(mVertexDataManager);
1869 SafeDelete(mIndexDataManager);
1870 SafeDelete(mLineLoopIB);
1871 SafeDelete(mTriangleFanIB);
1872 SafeDelete(mBlit);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001873
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001874 SafeRelease(mClearVB);
1875 SafeRelease(mClearIL);
1876 SafeRelease(mClearVS);
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001877 SafeRelease(mClearSinglePS);
1878 SafeRelease(mClearMultiplePS);
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001879 SafeRelease(mClearScissorRS);
1880 SafeRelease(mClearNoScissorRS);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001881
1882 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001883
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001884 SafeRelease(mDriverConstantBufferVS);
1885 SafeRelease(mDriverConstantBufferPS);
1886 SafeRelease(mSyncQuery);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001887}
1888
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001889void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001890{
1891 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001892 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001893}
1894
1895bool Renderer11::isDeviceLost()
1896{
1897 return mDeviceLost;
1898}
1899
1900// set notify to true to broadcast a message to all contexts of the device loss
1901bool Renderer11::testDeviceLost(bool notify)
1902{
1903 bool isLost = false;
1904
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001905 // GetRemovedReason is used to test if the device is removed
1906 HRESULT result = mDevice->GetDeviceRemovedReason();
1907 isLost = d3d11::isDeviceLostError(result);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001908
1909 if (isLost)
1910 {
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001911 // Log error if this is a new device lost event
1912 if (mDeviceLost == false)
1913 {
1914 ERR("The D3D11 device was removed: 0x%08X", result);
1915 }
1916
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001917 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001918 // we'll probably get this done again by notifyDeviceLost
1919 // but best to remember it!
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001920 // Note that we don't want to clear the device loss status here
1921 // -- this needs to be done by resetDevice
1922 mDeviceLost = true;
1923 if (notify)
1924 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001925 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001926 }
1927 }
1928
1929 return isLost;
1930}
1931
1932bool Renderer11::testDeviceResettable()
1933{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001934 // determine if the device is resettable by creating a dummy device
1935 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001936
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001937 if (D3D11CreateDevice == NULL)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001938 {
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001939 return false;
1940 }
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001941
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001942 D3D_FEATURE_LEVEL featureLevels[] =
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001943 {
1944 D3D_FEATURE_LEVEL_11_0,
1945 D3D_FEATURE_LEVEL_10_1,
1946 D3D_FEATURE_LEVEL_10_0,
1947 };
1948
1949 ID3D11Device* dummyDevice;
1950 D3D_FEATURE_LEVEL dummyFeatureLevel;
1951 ID3D11DeviceContext* dummyContext;
1952
1953 HRESULT result = D3D11CreateDevice(NULL,
1954 D3D_DRIVER_TYPE_HARDWARE,
1955 NULL,
1956 #if defined(_DEBUG)
1957 D3D11_CREATE_DEVICE_DEBUG,
1958 #else
1959 0,
1960 #endif
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001961 featureLevels,
1962 ArraySize(featureLevels),
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001963 D3D11_SDK_VERSION,
1964 &dummyDevice,
1965 &dummyFeatureLevel,
1966 &dummyContext);
1967
1968 if (!mDevice || FAILED(result))
1969 {
1970 return false;
1971 }
1972
Geoff Langea228632013-07-30 15:17:12 -04001973 SafeRelease(dummyContext);
1974 SafeRelease(dummyDevice);
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001975
1976 return true;
1977}
1978
1979void Renderer11::release()
1980{
1981 releaseDeviceResources();
1982
Geoff Langea228632013-07-30 15:17:12 -04001983 SafeRelease(mDxgiFactory);
1984 SafeRelease(mDxgiAdapter);
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001985
1986 if (mDeviceContext)
1987 {
1988 mDeviceContext->ClearState();
1989 mDeviceContext->Flush();
Geoff Langea228632013-07-30 15:17:12 -04001990 SafeRelease(mDeviceContext);
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001991 }
1992
Geoff Langea228632013-07-30 15:17:12 -04001993 SafeRelease(mDevice);
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001994
1995 if (mD3d11Module)
1996 {
1997 FreeLibrary(mD3d11Module);
1998 mD3d11Module = NULL;
1999 }
2000
2001 if (mDxgiModule)
2002 {
2003 FreeLibrary(mDxgiModule);
2004 mDxgiModule = NULL;
2005 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002006}
2007
2008bool Renderer11::resetDevice()
2009{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00002010 // recreate everything
2011 release();
2012 EGLint result = initialize();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002013
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00002014 if (result != EGL_SUCCESS)
2015 {
2016 ERR("Could not reinitialize D3D11 device: %08X", result);
2017 return false;
2018 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002019
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002020 mDeviceLost = false;
2021
2022 return true;
2023}
2024
2025DWORD Renderer11::getAdapterVendor() const
2026{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002027 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002028}
2029
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002030std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002031{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002032 std::ostringstream rendererString;
2033
2034 rendererString << mDescription;
2035 rendererString << " Direct3D11";
2036
2037 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
2038 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
2039
2040 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002041}
2042
2043GUID Renderer11::getAdapterIdentifier() const
2044{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00002045 // Use the adapter LUID as our adapter ID
2046 // This number is local to a machine is only guaranteed to be unique between restarts
2047 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
2048 GUID adapterId = {0};
2049 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
2050 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002051}
2052
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00002053bool Renderer11::getBGRATextureSupport() const
2054{
2055 return mBGRATextureSupport;
2056}
2057
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002058bool Renderer11::getDXT1TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002059{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002060 return mDXT1TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002061}
2062
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002063bool Renderer11::getDXT3TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002064{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002065 return mDXT3TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002066}
2067
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002068bool Renderer11::getDXT5TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002069{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002070 return mDXT5TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002071}
2072
2073bool Renderer11::getDepthTextureSupport() const
2074{
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +00002075 return mDepthTextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002076}
2077
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002078bool Renderer11::getFloat32TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002079{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002080 return mFloat32TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002081}
2082
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002083bool Renderer11::getFloat32TextureFilteringSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002084{
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002085 return mFloat32FilterSupport;
2086}
2087
2088bool Renderer11::getFloat32TextureRenderingSupport() const
2089{
2090 return mFloat32RenderSupport;
2091}
2092
2093bool Renderer11::getFloat16TextureSupport() const
2094{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002095 return mFloat16TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002096}
2097
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002098bool Renderer11::getFloat16TextureFilteringSupport() const
2099{
2100 return mFloat16FilterSupport;
2101}
2102
2103bool Renderer11::getFloat16TextureRenderingSupport() const
2104{
2105 return mFloat16RenderSupport;
2106}
2107
Geoff Langd42cf4e2013-06-05 16:09:17 -04002108bool Renderer11::getRGB565TextureSupport() const
2109{
2110 return false;
2111}
2112
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002113bool Renderer11::getLuminanceTextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002114{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002115 return false;
2116}
2117
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002118bool Renderer11::getLuminanceAlphaTextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002119{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002120 return false;
2121}
2122
2123bool Renderer11::getTextureFilterAnisotropySupport() const
2124{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002125 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002126}
2127
2128float Renderer11::getTextureMaxAnisotropy() const
2129{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002130 switch (mFeatureLevel)
2131 {
2132 case D3D_FEATURE_LEVEL_11_0:
2133 return D3D11_MAX_MAXANISOTROPY;
2134 case D3D_FEATURE_LEVEL_10_1:
2135 case D3D_FEATURE_LEVEL_10_0:
2136 return D3D10_MAX_MAXANISOTROPY;
2137 default: UNREACHABLE();
2138 return 0;
2139 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002140}
2141
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002142bool Renderer11::getEventQuerySupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002143{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002144 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002145}
2146
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002147Range Renderer11::getViewportBounds() const
2148{
2149 switch (mFeatureLevel)
2150 {
2151 case D3D_FEATURE_LEVEL_11_0:
2152 return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
2153 case D3D_FEATURE_LEVEL_10_1:
2154 case D3D_FEATURE_LEVEL_10_0:
2155 return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
2156 default: UNREACHABLE();
2157 return Range(0, 0);
2158 }
2159}
2160
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002161unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002162{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002163 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2164 switch (mFeatureLevel)
2165 {
2166 case D3D_FEATURE_LEVEL_11_0:
2167 case D3D_FEATURE_LEVEL_10_1:
2168 case D3D_FEATURE_LEVEL_10_0:
2169 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
2170 default: UNREACHABLE();
2171 return 0;
2172 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002173}
2174
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002175unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
2176{
2177 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2178}
2179
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002180unsigned int Renderer11::getReservedVertexUniformVectors() const
2181{
Shannon Woods5ab33c82013-06-26 15:31:09 -04002182 return 0; // Driver uniforms are stored in a separate constant buffer
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002183}
2184
2185unsigned int Renderer11::getReservedFragmentUniformVectors() const
2186{
Shannon Woods5ab33c82013-06-26 15:31:09 -04002187 return 0; // Driver uniforms are stored in a separate constant buffer
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002188}
2189
2190unsigned int Renderer11::getMaxVertexUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002191{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002192 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2193 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2194 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002195}
2196
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002197unsigned int Renderer11::getMaxFragmentUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002198{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002199 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2200 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2201 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002202}
2203
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002204unsigned int Renderer11::getMaxVaryingVectors() const
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002205{
2206 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
shannonwoods@chromium.org74b86cf2013-05-30 00:02:58 +00002207 META_ASSERT(D3D11_VS_OUTPUT_REGISTER_COUNT <= D3D11_PS_INPUT_REGISTER_COUNT);
2208 META_ASSERT(D3D10_VS_OUTPUT_REGISTER_COUNT <= D3D10_PS_INPUT_REGISTER_COUNT);
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002209 switch (mFeatureLevel)
2210 {
2211 case D3D_FEATURE_LEVEL_11_0:
2212 return D3D11_VS_OUTPUT_REGISTER_COUNT;
2213 case D3D_FEATURE_LEVEL_10_1:
2214 case D3D_FEATURE_LEVEL_10_0:
2215 return D3D10_VS_OUTPUT_REGISTER_COUNT;
2216 default: UNREACHABLE();
2217 return 0;
2218 }
2219}
2220
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002221unsigned int Renderer11::getMaxVertexShaderUniformBuffers() const
2222{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002223 META_ASSERT(gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
2224 gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
2225
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002226 switch (mFeatureLevel)
2227 {
2228 case D3D_FEATURE_LEVEL_11_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002229 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedVertexUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002230 case D3D_FEATURE_LEVEL_10_1:
2231 case D3D_FEATURE_LEVEL_10_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002232 return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedVertexUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002233 default: UNREACHABLE();
2234 return 0;
2235 }
2236}
2237
2238unsigned int Renderer11::getMaxFragmentShaderUniformBuffers() const
2239{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002240 META_ASSERT(gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
2241 gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
2242
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002243 switch (mFeatureLevel)
2244 {
2245 case D3D_FEATURE_LEVEL_11_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002246 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedFragmentUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002247 case D3D_FEATURE_LEVEL_10_1:
2248 case D3D_FEATURE_LEVEL_10_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002249 return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedFragmentUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002250 default: UNREACHABLE();
2251 return 0;
2252 }
2253}
2254
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002255unsigned int Renderer11::getReservedVertexUniformBuffers() const
2256{
2257 // we reserve one buffer for the application uniforms, and one for driver uniforms
2258 return 2;
2259}
2260
2261unsigned int Renderer11::getReservedFragmentUniformBuffers() const
2262{
2263 // we reserve one buffer for the application uniforms, and one for driver uniforms
2264 return 2;
2265}
2266
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002267unsigned int Renderer11::getMaxTransformFeedbackBuffers() const
2268{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002269 META_ASSERT(gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D11_SO_BUFFER_SLOT_COUNT &&
2270 gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D10_SO_BUFFER_SLOT_COUNT);
2271
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002272 switch (mFeatureLevel)
2273 {
2274 case D3D_FEATURE_LEVEL_11_0:
2275 return D3D11_SO_BUFFER_SLOT_COUNT;
2276 case D3D_FEATURE_LEVEL_10_1:
2277 case D3D_FEATURE_LEVEL_10_0:
2278 return D3D10_SO_BUFFER_SLOT_COUNT;
2279 default: UNREACHABLE();
2280 return 0;
2281 }
2282}
2283
shannonwoods@chromium.org33e798f2013-05-30 00:05:05 +00002284unsigned int Renderer11::getMaxUniformBufferSize() const
2285{
2286 // Each component is a 4-element vector of 4-byte units (floats)
2287 const unsigned int bytesPerComponent = 4 * sizeof(float);
2288
2289 switch (mFeatureLevel)
2290 {
2291 case D3D_FEATURE_LEVEL_11_0:
2292 return D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
2293 case D3D_FEATURE_LEVEL_10_1:
2294 case D3D_FEATURE_LEVEL_10_0:
2295 return D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
2296 default: UNREACHABLE();
2297 return 0;
2298 }
2299}
2300
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002301bool Renderer11::getNonPower2TextureSupport() const
2302{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00002303 switch (mFeatureLevel)
2304 {
2305 case D3D_FEATURE_LEVEL_11_0:
2306 case D3D_FEATURE_LEVEL_10_1:
2307 case D3D_FEATURE_LEVEL_10_0:
2308 return true;
2309 default: UNREACHABLE();
2310 return false;
2311 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002312}
2313
2314bool Renderer11::getOcclusionQuerySupport() const
2315{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002316 switch (mFeatureLevel)
2317 {
2318 case D3D_FEATURE_LEVEL_11_0:
2319 case D3D_FEATURE_LEVEL_10_1:
2320 case D3D_FEATURE_LEVEL_10_0:
2321 return true;
2322 default: UNREACHABLE();
2323 return false;
2324 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002325}
2326
2327bool Renderer11::getInstancingSupport() const
2328{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002329 switch (mFeatureLevel)
2330 {
2331 case D3D_FEATURE_LEVEL_11_0:
2332 case D3D_FEATURE_LEVEL_10_1:
2333 case D3D_FEATURE_LEVEL_10_0:
2334 return true;
2335 default: UNREACHABLE();
2336 return false;
2337 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002338}
2339
2340bool Renderer11::getShareHandleSupport() const
2341{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002342 // We only currently support share handles with BGRA surfaces, because
2343 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002344 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002345 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002346}
2347
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002348bool Renderer11::getDerivativeInstructionSupport() const
2349{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002350 switch (mFeatureLevel)
2351 {
2352 case D3D_FEATURE_LEVEL_11_0:
2353 case D3D_FEATURE_LEVEL_10_1:
2354 case D3D_FEATURE_LEVEL_10_0:
2355 return true;
2356 default: UNREACHABLE();
2357 return false;
2358 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002359}
2360
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002361bool Renderer11::getPostSubBufferSupport() const
2362{
2363 // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2.
2364 return false;
2365}
2366
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002367int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002368{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002369 switch (mFeatureLevel)
2370 {
2371 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002372 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002373 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2374 default: UNREACHABLE(); return 0;
2375 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002376}
2377
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002378int Renderer11::getMinorShaderModel() const
2379{
2380 switch (mFeatureLevel)
2381 {
2382 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2383 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2384 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2385 default: UNREACHABLE(); return 0;
2386 }
2387}
2388
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002389float Renderer11::getMaxPointSize() const
2390{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002391 // choose a reasonable maximum. we enforce this in the shader.
2392 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2393 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002394}
2395
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002396int Renderer11::getMaxViewportDimension() const
2397{
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002398 // Maximum viewport size must be at least as large as the largest render buffer (or larger).
2399 // In our case return the maximum texture size, which is the maximum render buffer size.
2400 META_ASSERT(D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D11_VIEWPORT_BOUNDS_MAX);
2401 META_ASSERT(D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D10_VIEWPORT_BOUNDS_MAX);
2402
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002403 switch (mFeatureLevel)
2404 {
2405 case D3D_FEATURE_LEVEL_11_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002406 return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002407 case D3D_FEATURE_LEVEL_10_1:
2408 case D3D_FEATURE_LEVEL_10_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002409 return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002410 default: UNREACHABLE();
2411 return 0;
2412 }
2413}
2414
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002415int Renderer11::getMaxTextureWidth() const
2416{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002417 switch (mFeatureLevel)
2418 {
2419 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2420 case D3D_FEATURE_LEVEL_10_1:
2421 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2422 default: UNREACHABLE(); return 0;
2423 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002424}
2425
2426int Renderer11::getMaxTextureHeight() const
2427{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002428 switch (mFeatureLevel)
2429 {
2430 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2431 case D3D_FEATURE_LEVEL_10_1:
2432 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2433 default: UNREACHABLE(); return 0;
2434 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002435}
2436
shannon.woods%transgaming.com@gtempaccount.comc1fdf6b2013-04-13 03:44:41 +00002437int Renderer11::getMaxTextureDepth() const
2438{
2439 switch (mFeatureLevel)
2440 {
2441 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; // 2048
2442 case D3D_FEATURE_LEVEL_10_1:
2443 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; // 2048
2444 default: UNREACHABLE(); return 0;
2445 }
2446}
2447
shannon.woods%transgaming.com@gtempaccount.coma98a8112013-04-13 03:45:57 +00002448int Renderer11::getMaxTextureArrayLayers() const
2449{
2450 switch (mFeatureLevel)
2451 {
2452 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; // 2048
2453 case D3D_FEATURE_LEVEL_10_1:
2454 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; // 512
2455 default: UNREACHABLE(); return 0;
2456 }
2457}
2458
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002459bool Renderer11::get32BitIndexSupport() const
2460{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002461 switch (mFeatureLevel)
2462 {
2463 case D3D_FEATURE_LEVEL_11_0:
2464 case D3D_FEATURE_LEVEL_10_1:
2465 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2466 default: UNREACHABLE(); return false;
2467 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002468}
2469
2470int Renderer11::getMinSwapInterval() const
2471{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002472 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002473}
2474
2475int Renderer11::getMaxSwapInterval() const
2476{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002477 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002478}
2479
2480int Renderer11::getMaxSupportedSamples() const
2481{
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +00002482 return mMaxSupportedSamples;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002483}
2484
Geoff Lang0e120e32013-05-29 10:23:55 -04002485GLsizei Renderer11::getMaxSupportedFormatSamples(GLint internalFormat) const
2486{
Shannon Woodsdd4674f2013-07-08 10:32:15 -04002487 DXGI_FORMAT format = gl_d3d11::GetRenderableFormat(internalFormat, getCurrentClientVersion());
Geoff Lang0e120e32013-05-29 10:23:55 -04002488 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2489 return (iter != mMultisampleSupportMap.end()) ? iter->second.maxSupportedSamples : 0;
2490}
2491
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002492GLsizei Renderer11::getNumSampleCounts(GLint internalFormat) const
2493{
2494 unsigned int numCounts = 0;
2495
2496 // D3D11 supports multisampling for signed and unsigned format, but ES 3.0 does not
Geoff Langb2f3d052013-08-13 12:49:27 -04002497 GLenum componentType = gl::GetComponentType(internalFormat, getCurrentClientVersion());
2498 if (componentType != GL_INT && componentType != GL_UNSIGNED_INT)
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002499 {
2500 DXGI_FORMAT format = gl_d3d11::GetRenderableFormat(internalFormat, getCurrentClientVersion());
2501 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2502
2503 if (iter != mMultisampleSupportMap.end())
2504 {
2505 const MultisampleSupportInfo& info = iter->second;
2506 for (int i = 0; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2507 {
2508 if (info.qualityLevels[i] > 0)
2509 {
2510 numCounts++;
2511 }
2512 }
2513 }
2514 }
2515
2516 return numCounts;
2517}
2518
2519void Renderer11::getSampleCounts(GLint internalFormat, GLsizei bufSize, GLint *params) const
2520{
2521 // D3D11 supports multisampling for signed and unsigned format, but ES 3.0 does not
Geoff Langb2f3d052013-08-13 12:49:27 -04002522 GLenum componentType = gl::GetComponentType(internalFormat, getCurrentClientVersion());
2523 if (componentType == GL_INT || componentType == GL_UNSIGNED_INT)
2524 {
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002525 return;
Geoff Langb2f3d052013-08-13 12:49:27 -04002526 }
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002527
2528 DXGI_FORMAT format = gl_d3d11::GetRenderableFormat(internalFormat, getCurrentClientVersion());
2529 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2530
2531 if (iter != mMultisampleSupportMap.end())
2532 {
2533 const MultisampleSupportInfo& info = iter->second;
2534 int bufPos = 0;
2535 for (int i = D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT - 1; i >= 0 && bufPos < bufSize; i--)
2536 {
2537 if (info.qualityLevels[i] > 0)
2538 {
2539 params[bufPos++] = i + 1;
2540 }
2541 }
2542 }
2543}
2544
shannon.woods@transgaming.com88fbd0f2013-02-28 23:05:46 +00002545int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
2546{
2547 if (requested == 0)
2548 {
2549 return 0;
2550 }
2551
2552 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2553 if (iter != mMultisampleSupportMap.end())
2554 {
2555 const MultisampleSupportInfo& info = iter->second;
2556 for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2557 {
2558 if (info.qualityLevels[i] > 0)
2559 {
2560 return i + 1;
2561 }
2562 }
2563 }
2564
2565 return -1;
2566}
2567
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002568unsigned int Renderer11::getMaxRenderTargets() const
2569{
shannon.woods%transgaming.com@gtempaccount.comf30ccc22013-04-13 03:28:36 +00002570 META_ASSERT(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2571 META_ASSERT(D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2572
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002573 switch (mFeatureLevel)
2574 {
2575 case D3D_FEATURE_LEVEL_11_0:
2576 return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2577 case D3D_FEATURE_LEVEL_10_1:
2578 case D3D_FEATURE_LEVEL_10_0:
2579 return D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2580 default:
2581 UNREACHABLE();
2582 return 1;
2583 }
2584}
2585
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002586bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002587{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002588 if (source && dest)
2589 {
2590 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2591 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2592
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002593 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002594 return true;
2595 }
2596
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002597 return false;
2598}
2599
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002600bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002601{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002602 if (source && dest)
2603 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002604 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2605 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002606
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002607 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002608 return true;
2609 }
2610
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002611 return false;
2612}
2613
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002614bool Renderer11::copyToRenderTarget(TextureStorageInterface3D *dest, TextureStorageInterface3D *source)
2615{
2616 if (source && dest)
2617 {
2618 TextureStorage11_3D *source11 = TextureStorage11_3D::makeTextureStorage11_3D(source->getStorageInstance());
2619 TextureStorage11_3D *dest11 = TextureStorage11_3D::makeTextureStorage11_3D(dest->getStorageInstance());
2620
2621 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
2622 return true;
2623 }
2624
2625 return false;
2626}
2627
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002628bool Renderer11::copyToRenderTarget(TextureStorageInterface2DArray *dest, TextureStorageInterface2DArray *source)
2629{
2630 if (source && dest)
2631 {
2632 TextureStorage11_2DArray *source11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(source->getStorageInstance());
2633 TextureStorage11_2DArray *dest11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(dest->getStorageInstance());
2634
2635 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
2636 return true;
2637 }
2638
2639 return false;
2640}
2641
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002642bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002643 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002644{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002645 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002646 if (!colorbuffer)
2647 {
2648 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002649 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002650 }
2651
2652 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2653 if (!sourceRenderTarget)
2654 {
2655 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002656 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002657 }
2658
2659 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2660 if (!source)
2661 {
2662 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002663 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002664 }
2665
2666 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2667 if (!storage11)
2668 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002669 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002670 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002671 }
2672
2673 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2674 if (!destRenderTarget)
2675 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002676 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002677 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002678 }
2679
2680 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2681 if (!dest)
2682 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002683 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002684 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002685 }
2686
Geoff Langb86b9792013-06-04 16:32:05 -04002687 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2688 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002689
Geoff Langb86b9792013-06-04 16:32:05 -04002690 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2691 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002692
Geoff Langb86b9792013-06-04 16:32:05 -04002693 // Use nearest filtering because source and destination are the same size for the direct
2694 // copy
2695 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize,
2696 destFormat, GL_NEAREST);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002697
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002698 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002699}
2700
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002701bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002702 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002703{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002704 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002705 if (!colorbuffer)
2706 {
2707 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002708 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002709 }
2710
2711 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2712 if (!sourceRenderTarget)
2713 {
2714 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002715 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002716 }
2717
2718 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2719 if (!source)
2720 {
2721 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002722 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002723 }
2724
2725 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2726 if (!storage11)
2727 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002728 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002729 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002730 }
2731
Nicolas Capensb13f8662013-06-04 13:30:19 -04002732 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetFace(target, level));
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002733 if (!destRenderTarget)
2734 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002735 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002736 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002737 }
2738
2739 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2740 if (!dest)
2741 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002742 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002743 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002744 }
2745
Geoff Langb86b9792013-06-04 16:32:05 -04002746 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2747 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002748
Geoff Langb86b9792013-06-04 16:32:05 -04002749 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2750 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002751
Geoff Langb86b9792013-06-04 16:32:05 -04002752 // Use nearest filtering because source and destination are the same size for the direct
2753 // copy
2754 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize,
2755 destFormat, GL_NEAREST);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002756
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002757 return ret;
2758}
2759
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002760bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2761 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface3D *storage, GLint level)
2762{
2763 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2764 if (!colorbuffer)
2765 {
2766 ERR("Failed to retrieve the color buffer from the frame buffer.");
2767 return gl::error(GL_OUT_OF_MEMORY, false);
2768 }
2769
2770 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2771 if (!sourceRenderTarget)
2772 {
2773 ERR("Failed to retrieve the render target from the frame buffer.");
2774 return gl::error(GL_OUT_OF_MEMORY, false);
2775 }
2776
2777 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2778 if (!source)
2779 {
2780 ERR("Failed to retrieve the render target view from the render target.");
2781 return gl::error(GL_OUT_OF_MEMORY, false);
2782 }
2783
2784 TextureStorage11_3D *storage11 = TextureStorage11_3D::makeTextureStorage11_3D(storage->getStorageInstance());
2785 if (!storage11)
2786 {
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002787 ERR("Failed to retrieve the texture storage from the destination.");
2788 return gl::error(GL_OUT_OF_MEMORY, false);
2789 }
2790
2791 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
2792 if (!destRenderTarget)
2793 {
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002794 ERR("Failed to retrieve the render target from the destination storage.");
2795 return gl::error(GL_OUT_OF_MEMORY, false);
2796 }
2797
2798 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2799 if (!dest)
2800 {
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002801 ERR("Failed to retrieve the render target view from the destination render target.");
2802 return gl::error(GL_OUT_OF_MEMORY, false);
2803 }
2804
Geoff Langb86b9792013-06-04 16:32:05 -04002805 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2806 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002807
Geoff Langb86b9792013-06-04 16:32:05 -04002808 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2809 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002810
Geoff Langb86b9792013-06-04 16:32:05 -04002811 // Use nearest filtering because source and destination are the same size for the direct
2812 // copy
2813 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize,
2814 destFormat, GL_NEAREST);
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002815
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002816 return ret;
2817}
2818
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002819bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2820 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface2DArray *storage, GLint level)
2821{
2822 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2823 if (!colorbuffer)
2824 {
2825 ERR("Failed to retrieve the color buffer from the frame buffer.");
2826 return gl::error(GL_OUT_OF_MEMORY, false);
2827 }
2828
2829 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2830 if (!sourceRenderTarget)
2831 {
2832 ERR("Failed to retrieve the render target from the frame buffer.");
2833 return gl::error(GL_OUT_OF_MEMORY, false);
2834 }
2835
2836 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2837 if (!source)
2838 {
2839 ERR("Failed to retrieve the render target view from the render target.");
2840 return gl::error(GL_OUT_OF_MEMORY, false);
2841 }
2842
2843 TextureStorage11_2DArray *storage11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(storage->getStorageInstance());
2844 if (!storage11)
2845 {
Geoff Langea228632013-07-30 15:17:12 -04002846 SafeRelease(source);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002847 ERR("Failed to retrieve the texture storage from the destination.");
2848 return gl::error(GL_OUT_OF_MEMORY, false);
2849 }
2850
2851 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
2852 if (!destRenderTarget)
2853 {
Geoff Langea228632013-07-30 15:17:12 -04002854 SafeRelease(source);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002855 ERR("Failed to retrieve the render target from the destination storage.");
2856 return gl::error(GL_OUT_OF_MEMORY, false);
2857 }
2858
2859 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2860 if (!dest)
2861 {
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002862 ERR("Failed to retrieve the render target view from the destination render target.");
2863 return gl::error(GL_OUT_OF_MEMORY, false);
2864 }
2865
Geoff Langb86b9792013-06-04 16:32:05 -04002866 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2867 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002868
Geoff Langb86b9792013-06-04 16:32:05 -04002869 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2870 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002871
Geoff Langb86b9792013-06-04 16:32:05 -04002872 // Use nearest filtering because source and destination are the same size for the direct
2873 // copy
2874 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize,
2875 destFormat, GL_NEAREST);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002876
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002877 return ret;
2878}
2879
shannon.woods%transgaming.com@gtempaccount.comba2744f2013-04-13 03:33:38 +00002880void Renderer11::unapplyRenderTargets()
2881{
2882 setOneTimeRenderTarget(NULL);
2883}
2884
2885void Renderer11::setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView)
2886{
2887 ID3D11RenderTargetView *rtvArray[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
2888
2889 rtvArray[0] = renderTargetView;
2890
2891 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), rtvArray, NULL);
2892
2893 // Do not preserve the serial for this one-time-use render target
2894 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
2895 {
2896 mAppliedRenderTargetSerials[rtIndex] = 0;
2897 }
2898}
2899
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002900RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2901{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002902 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002903 RenderTarget11 *renderTarget = NULL;
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002904
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002905 if (depth)
2906 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002907 // Note: depth stencil may be NULL for 0 sized surfaces
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002908 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
2909 swapChain11->getDepthStencilTexture(), NULL,
shannonwoods@chromium.org7faf3ec2013-05-30 00:03:45 +00002910 swapChain11->getWidth(), swapChain11->getHeight(), 1);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002911 }
2912 else
2913 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002914 // Note: render target may be NULL for 0 sized surfaces
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002915 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002916 swapChain11->getOffscreenTexture(),
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002917 swapChain11->getRenderTargetShaderResource(),
shannonwoods@chromium.org7faf3ec2013-05-30 00:03:45 +00002918 swapChain11->getWidth(), swapChain11->getHeight(), 1);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002919 }
2920 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002921}
2922
Geoff Langa2d97f12013-06-11 11:44:02 -04002923RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples)
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002924{
Geoff Langa2d97f12013-06-11 11:44:02 -04002925 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples);
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002926 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002927}
2928
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002929ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002930{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002931 ShaderExecutable11 *executable = NULL;
2932
2933 switch (type)
2934 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002935 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002936 {
2937 ID3D11VertexShader *vshader = NULL;
2938 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2939 ASSERT(SUCCEEDED(result));
2940
2941 if (vshader)
2942 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002943 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002944 }
2945 }
2946 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002947 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002948 {
2949 ID3D11PixelShader *pshader = NULL;
2950 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2951 ASSERT(SUCCEEDED(result));
2952
2953 if (pshader)
2954 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002955 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002956 }
2957 }
2958 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002959 case rx::SHADER_GEOMETRY:
2960 {
2961 ID3D11GeometryShader *gshader = NULL;
2962 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
2963 ASSERT(SUCCEEDED(result));
2964
2965 if (gshader)
2966 {
2967 executable = new ShaderExecutable11(function, length, gshader);
2968 }
2969 }
2970 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002971 default:
2972 UNREACHABLE();
2973 break;
2974 }
2975
2976 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002977}
2978
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002979ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002980{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002981 const char *profile = NULL;
2982
2983 switch (type)
2984 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002985 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002986 profile = "vs_4_0";
2987 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002988 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002989 profile = "ps_4_0";
2990 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002991 case rx::SHADER_GEOMETRY:
2992 profile = "gs_4_0";
2993 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002994 default:
2995 UNREACHABLE();
2996 return NULL;
2997 }
2998
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +00002999 ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, D3DCOMPILE_OPTIMIZATION_LEVEL0, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003000 if (!binary)
Geoff Langea228632013-07-30 15:17:12 -04003001 {
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003002 return NULL;
Geoff Langea228632013-07-30 15:17:12 -04003003 }
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003004
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003005 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
Geoff Langea228632013-07-30 15:17:12 -04003006 SafeRelease(binary);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003007
3008 return executable;
3009}
3010
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00003011VertexBuffer *Renderer11::createVertexBuffer()
3012{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00003013 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00003014}
3015
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00003016IndexBuffer *Renderer11::createIndexBuffer()
3017{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00003018 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003019}
3020
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +00003021BufferStorage *Renderer11::createBufferStorage()
3022{
3023 return new BufferStorage11(this);
3024}
3025
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003026QueryImpl *Renderer11::createQuery(GLenum type)
3027{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00003028 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003029}
3030
3031FenceImpl *Renderer11::createFence()
3032{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00003033 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00003034}
3035
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003036bool Renderer11::getRenderTargetResource(gl::Renderbuffer *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003037{
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003038 ASSERT(colorbuffer != NULL);
3039
3040 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
3041 if (renderTarget)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003042 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003043 *subresourceIndex = renderTarget->getSubresourceIndex();
3044
3045 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
3046 if (colorBufferRTV)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003047 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003048 ID3D11Resource *textureResource = NULL;
3049 colorBufferRTV->GetResource(&textureResource);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003050
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003051 if (textureResource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003052 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003053 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
Geoff Langea228632013-07-30 15:17:12 -04003054 SafeRelease(textureResource);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003055
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003056 if (SUCCEEDED(result))
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003057 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003058 return true;
3059 }
3060 else
3061 {
3062 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
3063 "HRESULT: 0x%X.", result);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003064 }
3065 }
3066 }
3067 }
3068
3069 return false;
3070}
3071
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003072bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
Geoff Lang685806d2013-06-12 11:16:36 -04003073 bool blitRenderTarget, bool blitDepth, bool blitStencil, GLenum filter)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003074{
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003075 if (blitRenderTarget)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003076 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003077 gl::Renderbuffer *readBuffer = readTarget->getReadColorbuffer();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003078
3079 if (!readBuffer)
3080 {
3081 ERR("Failed to retrieve the read buffer from the read framebuffer.");
3082 return gl::error(GL_OUT_OF_MEMORY, false);
3083 }
3084
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003085 RenderTarget *readRenderTarget = readBuffer->getRenderTarget();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003086
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003087 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003088 {
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003089 if (drawTarget->isEnabledColorAttachment(colorAttachment))
3090 {
3091 gl::Renderbuffer *drawBuffer = drawTarget->getColorbuffer(colorAttachment);
3092
3093 if (!drawBuffer)
3094 {
3095 ERR("Failed to retrieve the draw buffer from the draw framebuffer.");
3096 return gl::error(GL_OUT_OF_MEMORY, false);
3097 }
3098
3099 RenderTarget *drawRenderTarget = drawBuffer->getRenderTarget();
3100
Geoff Lang685806d2013-06-12 11:16:36 -04003101 if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, filter,
3102 blitRenderTarget, false, false))
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003103 {
3104 return false;
3105 }
3106 }
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003107 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003108 }
3109
Geoff Lang685806d2013-06-12 11:16:36 -04003110 if (blitDepth || blitStencil)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003111 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003112 gl::Renderbuffer *readBuffer = readTarget->getDepthOrStencilbuffer();
3113 gl::Renderbuffer *drawBuffer = drawTarget->getDepthOrStencilbuffer();
3114
3115 if (!readBuffer)
3116 {
3117 ERR("Failed to retrieve the read depth-stencil buffer from the read framebuffer.");
3118 return gl::error(GL_OUT_OF_MEMORY, false);
3119 }
3120
3121 if (!drawBuffer)
3122 {
3123 ERR("Failed to retrieve the draw depth-stencil buffer from the draw framebuffer.");
3124 return gl::error(GL_OUT_OF_MEMORY, false);
3125 }
3126
3127 RenderTarget *readRenderTarget = readBuffer->getDepthStencil();
3128 RenderTarget *drawRenderTarget = drawBuffer->getDepthStencil();
3129
Geoff Lang685806d2013-06-12 11:16:36 -04003130 if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, filter,
3131 false, blitDepth, blitStencil))
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003132 {
3133 return false;
3134 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003135 }
3136
3137 return true;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003138}
3139
3140void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
3141 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
3142{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003143 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00003144 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003145
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003146 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
3147
3148 if (colorbuffer && getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003149 {
3150 gl::Rectangle area;
3151 area.x = x;
3152 area.y = y;
3153 area.width = width;
3154 area.height = height;
3155
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00003156 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
3157 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003158
Geoff Langea228632013-07-30 15:17:12 -04003159 SafeRelease(colorBufferTexture);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003160 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003161}
3162
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003163Image *Renderer11::createImage()
3164{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00003165 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003166}
3167
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003168void Renderer11::generateMipmap(Image *dest, Image *src)
3169{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00003170 Image11 *dest11 = Image11::makeImage11(dest);
3171 Image11 *src11 = Image11::makeImage11(src);
Jamie Madilld6cb2442013-07-10 15:13:38 -04003172 Image11::generateMipmap(getCurrentClientVersion(), dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003173}
3174
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003175TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
3176{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00003177 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
3178 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003179}
3180
3181TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
3182{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00003183 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003184}
3185
3186TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
3187{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00003188 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003189}
3190
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +00003191TextureStorage *Renderer11::createTextureStorage3D(int levels, GLenum internalformat, GLenum usage, GLsizei width, GLsizei height, GLsizei depth)
3192{
3193 return new TextureStorage11_3D(this, levels, internalformat, usage, width, height, depth);
3194}
3195
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00003196TextureStorage *Renderer11::createTextureStorage2DArray(int levels, GLenum internalformat, GLenum usage, GLsizei width, GLsizei height, GLsizei depth)
3197{
3198 return new TextureStorage11_2DArray(this, levels, internalformat, usage, width, height, depth);
3199}
3200
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003201void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
3202 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
3203 GLint packAlignment, void *pixels)
3204{
3205 D3D11_TEXTURE2D_DESC textureDesc;
3206 texture->GetDesc(&textureDesc);
3207
3208 D3D11_TEXTURE2D_DESC stagingDesc;
3209 stagingDesc.Width = area.width;
3210 stagingDesc.Height = area.height;
3211 stagingDesc.MipLevels = 1;
3212 stagingDesc.ArraySize = 1;
3213 stagingDesc.Format = textureDesc.Format;
3214 stagingDesc.SampleDesc.Count = 1;
3215 stagingDesc.SampleDesc.Quality = 0;
3216 stagingDesc.Usage = D3D11_USAGE_STAGING;
3217 stagingDesc.BindFlags = 0;
3218 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
3219 stagingDesc.MiscFlags = 0;
3220
3221 ID3D11Texture2D* stagingTex = NULL;
3222 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
3223 if (FAILED(result))
3224 {
3225 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
3226 return;
3227 }
3228
3229 ID3D11Texture2D* srcTex = NULL;
3230 if (textureDesc.SampleDesc.Count > 1)
3231 {
3232 D3D11_TEXTURE2D_DESC resolveDesc;
3233 resolveDesc.Width = textureDesc.Width;
3234 resolveDesc.Height = textureDesc.Height;
3235 resolveDesc.MipLevels = 1;
3236 resolveDesc.ArraySize = 1;
3237 resolveDesc.Format = textureDesc.Format;
3238 resolveDesc.SampleDesc.Count = 1;
3239 resolveDesc.SampleDesc.Quality = 0;
3240 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
3241 resolveDesc.BindFlags = 0;
3242 resolveDesc.CPUAccessFlags = 0;
3243 resolveDesc.MiscFlags = 0;
3244
3245 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
3246 if (FAILED(result))
3247 {
3248 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
Geoff Langea228632013-07-30 15:17:12 -04003249 SafeRelease(stagingTex);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003250 return;
3251 }
3252
3253 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
3254 subResource = 0;
3255 }
3256 else
3257 {
3258 srcTex = texture;
3259 srcTex->AddRef();
3260 }
3261
3262 D3D11_BOX srcBox;
3263 srcBox.left = area.x;
3264 srcBox.right = area.x + area.width;
3265 srcBox.top = area.y;
3266 srcBox.bottom = area.y + area.height;
3267 srcBox.front = 0;
3268 srcBox.back = 1;
3269
3270 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
3271
Geoff Langea228632013-07-30 15:17:12 -04003272 SafeRelease(srcTex);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003273
3274 D3D11_MAPPED_SUBRESOURCE mapping;
3275 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
3276
3277 unsigned char *source;
3278 int inputPitch;
3279 if (packReverseRowOrder)
3280 {
3281 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
3282 inputPitch = -static_cast<int>(mapping.RowPitch);
3283 }
3284 else
3285 {
3286 source = static_cast<unsigned char*>(mapping.pData);
3287 inputPitch = static_cast<int>(mapping.RowPitch);
3288 }
3289
Geoff Lang697ad3e2013-06-04 10:11:28 -04003290 GLuint clientVersion = getCurrentClientVersion();
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003291
Jamie Madilld6cb2442013-07-10 15:13:38 -04003292 GLint sourceInternalFormat = d3d11_gl::GetInternalFormat(textureDesc.Format, clientVersion);
Geoff Lang697ad3e2013-06-04 10:11:28 -04003293 GLenum sourceFormat = gl::GetFormat(sourceInternalFormat, clientVersion);
3294 GLenum sourceType = gl::GetType(sourceInternalFormat, clientVersion);
3295
3296 GLuint sourcePixelSize = gl::GetPixelBytes(sourceInternalFormat, clientVersion);
3297
3298 if (sourceFormat == format && sourceType == type)
3299 {
3300 // Direct copy possible
3301 unsigned char *dest = static_cast<unsigned char*>(pixels);
3302 for (int y = 0; y < area.height; y++)
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003303 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003304 memcpy(dest + y * outputPitch, source + y * inputPitch, area.width * sourcePixelSize);
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003305 }
3306 }
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003307 else
3308 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003309 GLint destInternalFormat = gl::GetSizedInternalFormat(format, type, clientVersion);
3310 GLuint destPixelSize = gl::GetPixelBytes(destInternalFormat, clientVersion);
3311
3312 ColorCopyFunction fastCopyFunc = d3d11::GetFastCopyFunction(textureDesc.Format, format, type, getCurrentClientVersion());
3313 if (fastCopyFunc)
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003314 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003315 // Fast copy is possible through some special function
3316 for (int y = 0; y < area.height; y++)
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003317 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003318 for (int x = 0; x < area.width; x++)
3319 {
3320 void *dest = static_cast<unsigned char*>(pixels) + y * outputPitch + x * destPixelSize;
3321 void *src = static_cast<unsigned char*>(source) + y * inputPitch + x * sourcePixelSize;
3322
3323 fastCopyFunc(src, dest);
3324 }
3325 }
3326 }
3327 else
3328 {
Jamie Madilld6cb2442013-07-10 15:13:38 -04003329 ColorReadFunction readFunc = d3d11::GetColorReadFunction(textureDesc.Format, clientVersion);
Geoff Lang697ad3e2013-06-04 10:11:28 -04003330 ColorWriteFunction writeFunc = gl::GetColorWriteFunction(format, type, clientVersion);
3331
3332 unsigned char temp[16]; // Maximum size of any Color<T> type used.
3333 META_ASSERT(sizeof(temp) >= sizeof(gl::ColorF) &&
3334 sizeof(temp) >= sizeof(gl::ColorUI) &&
3335 sizeof(temp) >= sizeof(gl::ColorI));
3336
3337 for (int y = 0; y < area.height; y++)
3338 {
3339 for (int x = 0; x < area.width; x++)
3340 {
3341 void *dest = static_cast<unsigned char*>(pixels) + y * outputPitch + x * destPixelSize;
3342 void *src = static_cast<unsigned char*>(source) + y * inputPitch + x * sourcePixelSize;
3343
3344 // readFunc and writeFunc will be using the same type of color, CopyTexImage
3345 // will not allow the copy otherwise.
3346 readFunc(src, temp);
3347 writeFunc(temp, dest);
3348 }
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003349 }
3350 }
3351 }
3352
3353 mDeviceContext->Unmap(stagingTex, 0);
3354
Geoff Langea228632013-07-30 15:17:12 -04003355 SafeRelease(stagingTex);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003356}
3357
Geoff Lang758d5b22013-06-11 11:42:50 -04003358bool Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget,
Geoff Lang685806d2013-06-12 11:16:36 -04003359 RenderTarget *drawRenderTarget, GLenum filter, bool colorBlit, bool depthBlit, bool stencilBlit)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003360{
Geoff Lang975af372013-06-12 11:19:22 -04003361 // Since blitRenderbufferRect is called for each render buffer that needs to be blitted,
3362 // it should never be the case that both color and depth/stencil need to be blitted at
3363 // at the same time.
3364 ASSERT(colorBlit != (depthBlit || stencilBlit));
3365
Geoff Langc1f51be2013-06-11 11:49:14 -04003366 bool result = true;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003367
Geoff Lang4d782732013-07-22 10:44:18 -04003368 RenderTarget11 *drawRenderTarget11 = RenderTarget11::makeRenderTarget11(drawRenderTarget);
3369 if (!drawRenderTarget)
3370 {
3371 ERR("Failed to retrieve the draw render target from the draw framebuffer.");
3372 return gl::error(GL_OUT_OF_MEMORY, false);
3373 }
3374
3375 ID3D11Resource *drawTexture = drawRenderTarget11->getTexture();
3376 unsigned int drawSubresource = drawRenderTarget11->getSubresourceIndex();
3377 ID3D11RenderTargetView *drawRTV = drawRenderTarget11->getRenderTargetView();
3378 ID3D11DepthStencilView *drawDSV = drawRenderTarget11->getDepthStencilView();
3379
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003380 RenderTarget11 *readRenderTarget11 = RenderTarget11::makeRenderTarget11(readRenderTarget);
3381 if (!readRenderTarget)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003382 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003383 ERR("Failed to retrieve the read render target from the read framebuffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003384 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003385 }
3386
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003387 ID3D11Resource *readTexture = NULL;
Geoff Langc1f51be2013-06-11 11:49:14 -04003388 ID3D11ShaderResourceView *readSRV = NULL;
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003389 unsigned int readSubresource = 0;
3390 if (readRenderTarget->getSamples() > 0)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003391 {
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003392 ID3D11Resource *unresolvedResource = readRenderTarget11->getTexture();
3393 ID3D11Texture2D *unresolvedTexture = d3d11::DynamicCastComObject<ID3D11Texture2D>(unresolvedResource);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003394
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003395 if (unresolvedTexture)
3396 {
3397 readTexture = resolveMultisampledTexture(unresolvedTexture, readRenderTarget11->getSubresourceIndex());
3398 readSubresource = 0;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003399
Geoff Langea228632013-07-30 15:17:12 -04003400 SafeRelease(unresolvedTexture);
Geoff Langc1f51be2013-06-11 11:49:14 -04003401
3402 HRESULT result = mDevice->CreateShaderResourceView(readTexture, NULL, &readSRV);
3403 if (FAILED(result))
3404 {
Geoff Langea228632013-07-30 15:17:12 -04003405 SafeRelease(readTexture);
Geoff Langc1f51be2013-06-11 11:49:14 -04003406 return gl::error(GL_OUT_OF_MEMORY, false);
3407 }
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003408 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003409 }
3410 else
3411 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003412 readTexture = readRenderTarget11->getTexture();
Geoff Lang4d782732013-07-22 10:44:18 -04003413 readTexture->AddRef();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003414 readSubresource = readRenderTarget11->getSubresourceIndex();
Geoff Langc1f51be2013-06-11 11:49:14 -04003415 readSRV = readRenderTarget11->getShaderResourceView();
Geoff Lang4d782732013-07-22 10:44:18 -04003416 readSRV->AddRef();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003417 }
3418
Geoff Lang4d782732013-07-22 10:44:18 -04003419 if (!readTexture || !readSRV)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003420 {
Geoff Lang4d782732013-07-22 10:44:18 -04003421 SafeRelease(readTexture);
3422 SafeRelease(readSRV);
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003423 ERR("Failed to retrieve the read render target view from the read render target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003424 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003425 }
3426
Geoff Langc1f51be2013-06-11 11:49:14 -04003427 bool wholeBufferCopy = readRect.x == 0 && readRect.width == readRenderTarget11->getWidth() &&
3428 readRect.y == 0 && readRect.height == readRenderTarget11->getHeight() &&
3429 drawRect.x == 0 && drawRect.width == drawRenderTarget->getWidth() &&
3430 drawRect.y == 0 && drawRect.height == drawRenderTarget->getHeight();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003431
Geoff Langc1f51be2013-06-11 11:49:14 -04003432 bool stretchRequired = readRect.width != drawRect.width || readRect.height != drawRect.height;
Geoff Lang758d5b22013-06-11 11:42:50 -04003433
Geoff Langc1f51be2013-06-11 11:49:14 -04003434 if (readRenderTarget11->getActualFormat() == drawRenderTarget->getActualFormat() &&
Geoff Lang685806d2013-06-12 11:16:36 -04003435 !stretchRequired && (!(depthBlit || stencilBlit) || wholeBufferCopy))
Geoff Langc1f51be2013-06-11 11:49:14 -04003436 {
3437 D3D11_BOX readBox;
3438 readBox.left = readRect.x;
3439 readBox.right = readRect.x + readRect.width;
3440 readBox.top = readRect.y;
3441 readBox.bottom = readRect.y + readRect.height;
3442 readBox.front = 0;
3443 readBox.back = 1;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003444
Geoff Langc1f51be2013-06-11 11:49:14 -04003445 // D3D11 needs depth-stencil CopySubresourceRegions to have a NULL pSrcBox
3446 // We also require complete framebuffer copies for depth-stencil blit.
3447 D3D11_BOX *pSrcBox = wholeBufferCopy ? NULL : &readBox;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003448
Geoff Langc1f51be2013-06-11 11:49:14 -04003449 mDeviceContext->CopySubresourceRegion(drawTexture, drawSubresource, drawRect.x, drawRect.y, 0,
3450 readTexture, readSubresource, pSrcBox);
3451 result = true;
3452 }
3453 else
3454 {
3455 gl::Box readArea(readRect.x, readRect.y, 0, readRect.width, readRect.height, 1);
3456 gl::Extents readSize(readRenderTarget->getWidth(), readRenderTarget->getHeight(), 1);
3457
3458 gl::Box drawArea(drawRect.x, drawRect.y, 0, drawRect.width, drawRect.height, 1);
3459 gl::Extents drawSize(drawRenderTarget->getWidth(), drawRenderTarget->getHeight(), 1);
3460
Geoff Lang975af372013-06-12 11:19:22 -04003461 if (depthBlit && stencilBlit)
Geoff Langc1f51be2013-06-11 11:49:14 -04003462 {
Geoff Lang975af372013-06-12 11:19:22 -04003463 result = mBlit->copyDepthStencil(readTexture, readSubresource, readArea, readSize,
3464 drawTexture, drawSubresource, drawArea, drawSize);
3465 }
3466 else if (depthBlit)
3467 {
3468 result = mBlit->copyDepth(readSRV, readArea, readSize, drawDSV, drawArea, drawSize);
3469 }
3470 else if (stencilBlit)
3471 {
3472 result = mBlit->copyStencil(readTexture, readSubresource, readArea, readSize,
3473 drawTexture, drawSubresource, drawArea, drawSize);
Geoff Langc1f51be2013-06-11 11:49:14 -04003474 }
3475 else
3476 {
Geoff Lang685806d2013-06-12 11:16:36 -04003477 GLenum format = gl::GetFormat(drawRenderTarget->getInternalFormat(), getCurrentClientVersion());
Geoff Langc1f51be2013-06-11 11:49:14 -04003478 result = mBlit->copyTexture(readSRV, readArea, readSize, drawRTV, drawArea, drawSize, format, filter);
3479 }
3480 }
3481
3482 SafeRelease(readTexture);
3483 SafeRelease(readSRV);
Geoff Langc1f51be2013-06-11 11:49:14 -04003484
3485 return result;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003486}
3487
shannon.woods@transgaming.comd67f9ce2013-02-28 23:06:09 +00003488ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
3489{
3490 D3D11_TEXTURE2D_DESC textureDesc;
3491 source->GetDesc(&textureDesc);
3492
3493 if (textureDesc.SampleDesc.Count > 1)
3494 {
3495 D3D11_TEXTURE2D_DESC resolveDesc;
3496 resolveDesc.Width = textureDesc.Width;
3497 resolveDesc.Height = textureDesc.Height;
3498 resolveDesc.MipLevels = 1;
3499 resolveDesc.ArraySize = 1;
3500 resolveDesc.Format = textureDesc.Format;
3501 resolveDesc.SampleDesc.Count = 1;
3502 resolveDesc.SampleDesc.Quality = 0;
3503 resolveDesc.Usage = textureDesc.Usage;
3504 resolveDesc.BindFlags = textureDesc.BindFlags;
3505 resolveDesc.CPUAccessFlags = 0;
3506 resolveDesc.MiscFlags = 0;
3507
3508 ID3D11Texture2D *resolveTexture = NULL;
3509 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
3510 if (FAILED(result))
3511 {
3512 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
3513 return NULL;
3514 }
3515
3516 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
3517 return resolveTexture;
3518 }
3519 else
3520 {
3521 source->AddRef();
3522 return source;
3523 }
3524}
3525
shannonwoods@chromium.org6e4f2a62013-05-30 00:15:19 +00003526bool Renderer11::getLUID(LUID *adapterLuid) const
3527{
3528 adapterLuid->HighPart = 0;
3529 adapterLuid->LowPart = 0;
3530
3531 if (!mDxgiAdapter)
3532 {
3533 return false;
3534 }
3535
3536 DXGI_ADAPTER_DESC adapterDesc;
3537 if (FAILED(mDxgiAdapter->GetDesc(&adapterDesc)))
3538 {
3539 return false;
3540 }
3541
3542 *adapterLuid = adapterDesc.AdapterLuid;
3543 return true;
3544}
3545
Geoff Lang61e49a52013-05-29 10:22:58 -04003546Renderer11::MultisampleSupportInfo Renderer11::getMultisampleSupportInfo(DXGI_FORMAT format)
3547{
3548 MultisampleSupportInfo supportInfo = { 0 };
3549
3550 UINT formatSupport;
3551 HRESULT result;
3552
3553 result = mDevice->CheckFormatSupport(format, &formatSupport);
3554 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
3555 {
3556 for (unsigned int i = 1; i <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
3557 {
3558 result = mDevice->CheckMultisampleQualityLevels(format, i, &supportInfo.qualityLevels[i - 1]);
3559 if (SUCCEEDED(result) && supportInfo.qualityLevels[i - 1] > 0)
3560 {
3561 supportInfo.maxSupportedSamples = std::max(supportInfo.maxSupportedSamples, i);
3562 }
3563 else
3564 {
3565 supportInfo.qualityLevels[i - 1] = 0;
3566 }
3567 }
3568 }
3569
3570 return supportInfo;
3571}
3572
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003573}