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daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001//
2// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
8
9#include "common/debug.h"
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000013#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000014#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000015#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000016
17#include "libEGL/Config.h"
18#include "libEGL/Display.h"
19
20namespace rx
21{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000022static const DXGI_FORMAT RenderTargetFormats[] =
23 {
24 DXGI_FORMAT_R8G8B8A8_UNORM
25 };
26
27static const DXGI_FORMAT DepthStencilFormats[] =
28 {
29 DXGI_FORMAT_D24_UNORM_S8_UINT
30 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000031
32Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
33{
34 mD3d11Module = NULL;
35 mDxgiModule = NULL;
36
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000037 mDeviceLost = false;
38
daniel@transgaming.com25072f62012-11-28 19:31:32 +000039 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000040 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000041 mDxgiAdapter = NULL;
42 mDxgiFactory = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000043}
44
45Renderer11::~Renderer11()
46{
47 releaseDeviceResources();
48
daniel@transgaming.com65e65372012-11-28 19:33:50 +000049 if (mDxgiFactory)
50 {
51 mDxgiFactory->Release();
52 mDxgiFactory = NULL;
53 }
54
55 if (mDxgiAdapter)
56 {
57 mDxgiAdapter->Release();
58 mDxgiAdapter = NULL;
59 }
60
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000061 if (mDeviceContext)
62 {
63 mDeviceContext->Release();
64 mDeviceContext = NULL;
65 }
66
daniel@transgaming.com25072f62012-11-28 19:31:32 +000067 if (mDevice)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000068 {
daniel@transgaming.com25072f62012-11-28 19:31:32 +000069 mDevice->Release();
70 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000071 }
72
73 if (mD3d11Module)
74 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000075 FreeLibrary(mD3d11Module);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000076 mD3d11Module = NULL;
77 }
78
79 if (mDxgiModule)
80 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000081 FreeLibrary(mDxgiModule);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000082 mDxgiModule = NULL;
83 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000084}
85
daniel@transgaming.comb64ed282012-11-28 20:54:02 +000086Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
87{
88 ASSERT(dynamic_cast<rx::Renderer11*>(renderer) != NULL);
89 return static_cast<rx::Renderer11*>(renderer);
90}
91
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000092EGLint Renderer11::initialize()
93{
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000094 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
95 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000096
97 if (mD3d11Module == NULL || mDxgiModule == NULL)
98 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000099 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000100 return EGL_NOT_INITIALIZED;
101 }
102
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000103 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000104
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000105 if (D3D11CreateDevice == NULL)
106 {
107 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
108 return EGL_NOT_INITIALIZED;
109 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000110
111 D3D_FEATURE_LEVEL featureLevel[] =
112 {
113 D3D_FEATURE_LEVEL_11_0,
114 D3D_FEATURE_LEVEL_10_1,
115 D3D_FEATURE_LEVEL_10_0,
116 };
117
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000118 HRESULT result = D3D11CreateDevice(NULL,
119 D3D_DRIVER_TYPE_HARDWARE,
120 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000121 #if defined(_DEBUG)
122 D3D11_CREATE_DEVICE_DEBUG,
123 #else
124 0,
125 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000126 featureLevel,
127 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000128 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000129 &mDevice,
130 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000131 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000132
133 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000134 {
135 ERR("Could not create D3D11 device - aborting!\n");
136 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
137 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000138
139 IDXGIDevice *dxgiDevice = NULL;
140 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
141
142 if (FAILED(result))
143 {
144 ERR("Could not query DXGI device - aborting!\n");
145 return EGL_NOT_INITIALIZED;
146 }
147
148 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
149
150 if (FAILED(result))
151 {
152 ERR("Could not retrieve DXGI adapter - aborting!\n");
153 return EGL_NOT_INITIALIZED;
154 }
155
156 dxgiDevice->Release();
157
158 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
159
160 if (!mDxgiFactory || FAILED(result))
161 {
162 ERR("Could not create DXGI factory - aborting!\n");
163 return EGL_NOT_INITIALIZED;
164 }
165
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000166 initializeDevice();
167
168 return EGL_SUCCESS;
169}
170
171// do any one-time device initialization
172// NOTE: this is also needed after a device lost/reset
173// to reset the scene status and ensure the default states are reset.
174void Renderer11::initializeDevice()
175{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000176 mStateCache.initialize(mDevice);
177
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000178 markAllStateDirty();
179
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000180 // Permanent non-default states
181 // TODO
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000182 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000183}
184
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000185int Renderer11::generateConfigs(ConfigDesc **configDescList)
186{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000187 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
188 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000189 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
190 int numConfigs = 0;
191
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000192 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000193 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000194 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000195 {
196 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
197
198 UINT formatSupport = 0;
199 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
200
201 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
202 {
203 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
204
205 UINT formatSupport = 0;
206 HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
207
208 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL))
209 {
210 ConfigDesc newConfig;
211 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
212 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
213 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
214 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
215
216 (*configDescList)[numConfigs++] = newConfig;
217 }
218 }
219 }
220 }
221
222 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000223}
224
225void Renderer11::deleteConfigs(ConfigDesc *configDescList)
226{
227 delete [] (configDescList);
228}
229
230void Renderer11::startScene()
231{
232 // TODO: nop in d3d11?
233}
234
235void Renderer11::endScene()
236{
237 // TODO: nop in d3d11?
238}
239
240void Renderer11::sync(bool block)
241{
242 // TODO
243 UNIMPLEMENTED();
244}
245
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000246SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
247{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000248 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000249}
250
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000251void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
252{
253 // TODO
254 UNIMPLEMENTED();
255}
256
257void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
258{
259 // TODO
260 UNIMPLEMENTED();
261}
262
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000263void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState, unsigned int depthSize)
264{
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000265 if (mForceSetRasterState ||
266 memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0 ||
267 depthSize != mCurDepthSize)
268 {
269 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, depthSize);
270 if (!dxRasterState)
271 {
272 ERR("NULL blend state returned by RenderStateCache::getRasterizerState, setting the "
273 "rasterizer state.");
274 }
275
276 mDeviceContext->RSSetState(dxRasterState);
277
278 if (dxRasterState)
279 {
280 dxRasterState->Release();
281 }
282 mCurRasterState = rasterState;
283 mCurDepthSize = depthSize;
284 }
285
286 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000287}
288
289void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
290 unsigned int sampleMask)
291{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000292 if (mForceSetBlendState ||
293 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
294 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
295 sampleMask != mCurSampleMask)
296 {
297 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
298 if (!dxBlendState)
299 {
300 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
301 "blend state.");
302 }
303
304 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
305 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
306
307 if (dxBlendState)
308 {
309 dxBlendState->Release();
310 }
311 mCurBlendState = blendState;
312 mCurBlendColor = blendColor;
313 mCurSampleMask = sampleMask;
314 }
315
316 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000317}
318
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000319void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
320 int stencilBackRef, bool frontFaceCCW, unsigned int stencilSize)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000321{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000322 if (mForceSetDepthStencilState ||
323 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
324 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
325 {
326 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
327 stencilRef != stencilBackRef ||
328 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
329 {
330 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
331 "invalid under WebGL.");
332 return error(GL_INVALID_OPERATION);
333 }
334
335 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
336 if (!dxDepthStencilState)
337 {
338 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
339 "setting the default depth stencil state.");
340 }
341
342 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
343
344 if (dxDepthStencilState)
345 {
346 dxDepthStencilState->Release();
347 }
348 mCurDepthStencilState = depthStencilState;
349 mCurStencilRef = stencilRef;
350 mCurStencilBackRef = stencilBackRef;
351 }
352
353 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000354}
355
356void Renderer11::setScissorRectangle(const gl::Rectangle& scissor, unsigned int renderTargetWidth,
357 unsigned int renderTargetHeight)
358{
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000359 if (mForceSetScissor ||
360 renderTargetWidth != mCurRenderTargetWidth ||
361 renderTargetHeight != mCurRenderTargetHeight ||
362 memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0)
363 {
364 D3D11_RECT rect;
365 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(renderTargetWidth));
daniel@transgaming.com1dd557a2012-11-28 19:44:00 +0000366 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(renderTargetHeight));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000367 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(renderTargetWidth));
daniel@transgaming.com1dd557a2012-11-28 19:44:00 +0000368 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(renderTargetHeight));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000369
370 mDeviceContext->RSSetScissorRects(1, &rect);
371
372 mCurScissor = scissor;
373 mCurRenderTargetWidth = renderTargetWidth;
374 mCurRenderTargetHeight = renderTargetHeight;
375 }
376
377 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000378}
379
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000380bool Renderer11::setViewport(const gl::Rectangle& viewport, float zNear, float zFar,
381 unsigned int renderTargetWidth, unsigned int renderTargetHeight,
382 gl::ProgramBinary *currentProgram, bool forceSetUniforms)
383{
384 // TODO
385 UNIMPLEMENTED();
386 return true;
387}
388
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000389bool Renderer11::applyRenderTarget(gl::Framebuffer *frameBuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000390{
391 // TODO
392 UNIMPLEMENTED();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000393
394 mForceSetScissor = true;
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000395
396 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000397}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000398
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000399GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances, GLsizei *repeatDraw)
400{
401 // TODO
402 UNIMPLEMENTED();
403
404 return GL_OUT_OF_MEMORY;
405}
406
daniel@transgaming.comd084c622012-11-28 19:36:05 +0000407void Renderer11::clear(GLbitfield mask, const gl::Color &colorClear, float depthClear, int stencilClear,
408 gl::Framebuffer *frameBuffer)
409{
410 // TODO
411 UNIMPLEMENTED();
412}
413
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000414void Renderer11::markAllStateDirty()
415{
416 mForceSetBlendState = true;
417 mForceSetRasterState = true;
418 mForceSetDepthStencilState = true;
419 mForceSetScissor = true;
420}
421
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000422void Renderer11::releaseDeviceResources()
423{
424 // TODO
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000425 // UNIMPLEMENTED();
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000426 mStateCache.clear();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000427}
428
429void Renderer11::markDeviceLost()
430{
431 mDeviceLost = true;
432}
433
434bool Renderer11::isDeviceLost()
435{
436 return mDeviceLost;
437}
438
439// set notify to true to broadcast a message to all contexts of the device loss
440bool Renderer11::testDeviceLost(bool notify)
441{
442 bool isLost = false;
443
444 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000445 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000446
447 if (isLost)
448 {
449 // ensure we note the device loss --
450 // we'll probably get this done again by markDeviceLost
451 // but best to remember it!
452 // Note that we don't want to clear the device loss status here
453 // -- this needs to be done by resetDevice
454 mDeviceLost = true;
455 if (notify)
456 {
457 mDisplay->notifyDeviceLost();
458 }
459 }
460
461 return isLost;
462}
463
464bool Renderer11::testDeviceResettable()
465{
466 HRESULT status = D3D_OK;
467
468 // TODO
469 UNIMPLEMENTED();
470
471 switch (status)
472 {
473 case D3DERR_DEVICENOTRESET:
474 case D3DERR_DEVICEHUNG:
475 return true;
476 default:
477 return false;
478 }
479}
480
481bool Renderer11::resetDevice()
482{
483 releaseDeviceResources();
484
485 // TODO
486 UNIMPLEMENTED();
487
488 // reset device defaults
489 initializeDevice();
490 mDeviceLost = false;
491
492 return true;
493}
494
495DWORD Renderer11::getAdapterVendor() const
496{
497 // TODO
498 UNIMPLEMENTED();
499 return 0;
500}
501
502const char *Renderer11::getAdapterDescription() const
503{
504 // TODO
505 UNIMPLEMENTED();
506 return "UNIMPLEMENTED";
507}
508
509GUID Renderer11::getAdapterIdentifier() const
510{
511 // TODO
512 UNIMPLEMENTED();
513 GUID foo = {};
514 return foo;
515}
516
517bool Renderer11::getDXT1TextureSupport()
518{
519 // TODO
520 UNIMPLEMENTED();
521 return false;
522}
523
524bool Renderer11::getDXT3TextureSupport()
525{
526 // TODO
527 UNIMPLEMENTED();
528 return false;
529}
530
531bool Renderer11::getDXT5TextureSupport()
532{
533 // TODO
534 UNIMPLEMENTED();
535 return false;
536}
537
538bool Renderer11::getDepthTextureSupport() const
539{
540 // TODO
541 UNIMPLEMENTED();
542 return false;
543}
544
545bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
546{
547 // TODO
548 UNIMPLEMENTED();
549
550 *filtering = false;
551 *renderable = false;
552 return false;
553}
554
555bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
556{
557 // TODO
558 UNIMPLEMENTED();
559
560 *filtering = false;
561 *renderable = false;
562 return false;
563}
564
565bool Renderer11::getLuminanceTextureSupport()
566{
567 // TODO
568 UNIMPLEMENTED();
569 return false;
570}
571
572bool Renderer11::getLuminanceAlphaTextureSupport()
573{
574 // TODO
575 UNIMPLEMENTED();
576 return false;
577}
578
579bool Renderer11::getTextureFilterAnisotropySupport() const
580{
581 // TODO
582 UNIMPLEMENTED();
583 return false;
584}
585
586float Renderer11::getTextureMaxAnisotropy() const
587{
588 // TODO
589 UNIMPLEMENTED();
590 return 1.0f;
591}
592
593bool Renderer11::getEventQuerySupport()
594{
595 // TODO
596 UNIMPLEMENTED();
597 return false;
598}
599
600bool Renderer11::getVertexTextureSupport() const
601{
602 // TODO
603 UNIMPLEMENTED();
604 return false;
605}
606
607bool Renderer11::getNonPower2TextureSupport() const
608{
609 // TODO
610 UNIMPLEMENTED();
611 return false;
612}
613
614bool Renderer11::getOcclusionQuerySupport() const
615{
616 // TODO
617 UNIMPLEMENTED();
618 return false;
619}
620
621bool Renderer11::getInstancingSupport() const
622{
623 // TODO
624 UNIMPLEMENTED();
625 return false;
626}
627
628bool Renderer11::getShareHandleSupport() const
629{
630 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000631 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000632
633 // PIX doesn't seem to support using share handles, so disable them.
634 return false && !gl::perfActive();
635}
636
637bool Renderer11::getShaderModel3Support() const
638{
639 // TODO
640 UNIMPLEMENTED();
641 return true;
642}
643
644float Renderer11::getMaxPointSize() const
645{
646 // TODO
647 UNIMPLEMENTED();
648 return 1.0f;
649}
650
651int Renderer11::getMaxTextureWidth() const
652{
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000653 switch (mFeatureLevel)
654 {
655 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
656 case D3D_FEATURE_LEVEL_10_1:
657 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
658 default: UNREACHABLE(); return 0;
659 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000660}
661
662int Renderer11::getMaxTextureHeight() const
663{
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000664 switch (mFeatureLevel)
665 {
666 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
667 case D3D_FEATURE_LEVEL_10_1:
668 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
669 default: UNREACHABLE(); return 0;
670 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000671}
672
673bool Renderer11::get32BitIndexSupport() const
674{
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000675 switch (mFeatureLevel)
676 {
677 case D3D_FEATURE_LEVEL_11_0:
678 case D3D_FEATURE_LEVEL_10_1:
679 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
680 default: UNREACHABLE(); return false;
681 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000682}
683
684int Renderer11::getMinSwapInterval() const
685{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +0000686 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000687}
688
689int Renderer11::getMaxSwapInterval() const
690{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +0000691 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000692}
693
694int Renderer11::getMaxSupportedSamples() const
695{
696 // TODO
697 UNIMPLEMENTED();
698 return 1;
699}
700
daniel@transgaming.com31b13e12012-11-28 19:34:30 +0000701bool Renderer11::copyToRenderTarget(TextureStorage2D *dest, TextureStorage2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +0000702{
703 // TODO
704 UNIMPLEMENTED();
705 return false;
706}
707
daniel@transgaming.com31b13e12012-11-28 19:34:30 +0000708bool Renderer11::copyToRenderTarget(TextureStorageCubeMap *dest, TextureStorageCubeMap *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +0000709{
710 // TODO
711 UNIMPLEMENTED();
712 return false;
713}
714
daniel@transgaming.com38380882012-11-28 19:36:39 +0000715bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
716 GLint xoffset, GLint yoffset, TextureStorage2D *storage, GLint level)
717{
718 // TODO
719 UNIMPLEMENTED();
720 return false;
721}
722
723bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
724 GLint xoffset, GLint yoffset, TextureStorageCubeMap *storage, GLenum target, GLint level)
725{
726 // TODO
727 UNIMPLEMENTED();
728 return false;
729}
730
daniel@transgaming.comf2423652012-11-28 20:53:50 +0000731RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
732{
733 // TODO
734 UNIMPLEMENTED();
735 return NULL;
736}
737
738RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
739{
740 // TODO
741 UNIMPLEMENTED();
742 return NULL;
743}
744
daniel@transgaming.com6c872172012-11-28 19:39:33 +0000745bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
746 bool blitRenderTarget, bool blitDepthStencil)
747{
748 // TODO
749 UNIMPLEMENTED();
750 return false;
751}
752
753void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
754 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
755{
756 // TODO
757 UNIMPLEMENTED();
758 return;
759}
760
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000761}