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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.comb6b27bc2012-11-28 20:54:30 +000014#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000015#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000016#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000017
18#include "libEGL/Config.h"
19#include "libEGL/Display.h"
20
21namespace rx
22{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000023static const DXGI_FORMAT RenderTargetFormats[] =
24 {
25 DXGI_FORMAT_R8G8B8A8_UNORM
26 };
27
28static const DXGI_FORMAT DepthStencilFormats[] =
29 {
30 DXGI_FORMAT_D24_UNORM_S8_UINT
31 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000032
33Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
34{
35 mD3d11Module = NULL;
36 mDxgiModule = NULL;
37
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000038 mDeviceLost = false;
39
daniel@transgaming.com25072f62012-11-28 19:31:32 +000040 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000041 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000042 mDxgiAdapter = NULL;
43 mDxgiFactory = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000044}
45
46Renderer11::~Renderer11()
47{
48 releaseDeviceResources();
49
daniel@transgaming.com65e65372012-11-28 19:33:50 +000050 if (mDxgiFactory)
51 {
52 mDxgiFactory->Release();
53 mDxgiFactory = NULL;
54 }
55
56 if (mDxgiAdapter)
57 {
58 mDxgiAdapter->Release();
59 mDxgiAdapter = NULL;
60 }
61
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000062 if (mDeviceContext)
63 {
64 mDeviceContext->Release();
65 mDeviceContext = NULL;
66 }
67
daniel@transgaming.com25072f62012-11-28 19:31:32 +000068 if (mDevice)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000069 {
daniel@transgaming.com25072f62012-11-28 19:31:32 +000070 mDevice->Release();
71 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000072 }
73
74 if (mD3d11Module)
75 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000076 FreeLibrary(mD3d11Module);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000077 mD3d11Module = NULL;
78 }
79
80 if (mDxgiModule)
81 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000082 FreeLibrary(mDxgiModule);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000083 mDxgiModule = NULL;
84 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000085}
86
daniel@transgaming.comb64ed282012-11-28 20:54:02 +000087Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
88{
89 ASSERT(dynamic_cast<rx::Renderer11*>(renderer) != NULL);
90 return static_cast<rx::Renderer11*>(renderer);
91}
92
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000093EGLint Renderer11::initialize()
94{
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000095 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
96 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000097
98 if (mD3d11Module == NULL || mDxgiModule == NULL)
99 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000100 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000101 return EGL_NOT_INITIALIZED;
102 }
103
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000104 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000105
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000106 if (D3D11CreateDevice == NULL)
107 {
108 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
109 return EGL_NOT_INITIALIZED;
110 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000111
112 D3D_FEATURE_LEVEL featureLevel[] =
113 {
114 D3D_FEATURE_LEVEL_11_0,
115 D3D_FEATURE_LEVEL_10_1,
116 D3D_FEATURE_LEVEL_10_0,
117 };
118
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000119 HRESULT result = D3D11CreateDevice(NULL,
120 D3D_DRIVER_TYPE_HARDWARE,
121 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000122 #if defined(_DEBUG)
123 D3D11_CREATE_DEVICE_DEBUG,
124 #else
125 0,
126 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000127 featureLevel,
128 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000129 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000130 &mDevice,
131 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000132 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000133
134 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000135 {
136 ERR("Could not create D3D11 device - aborting!\n");
137 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
138 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000139
140 IDXGIDevice *dxgiDevice = NULL;
141 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
142
143 if (FAILED(result))
144 {
145 ERR("Could not query DXGI device - aborting!\n");
146 return EGL_NOT_INITIALIZED;
147 }
148
149 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
150
151 if (FAILED(result))
152 {
153 ERR("Could not retrieve DXGI adapter - aborting!\n");
154 return EGL_NOT_INITIALIZED;
155 }
156
157 dxgiDevice->Release();
158
159 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
160
161 if (!mDxgiFactory || FAILED(result))
162 {
163 ERR("Could not create DXGI factory - aborting!\n");
164 return EGL_NOT_INITIALIZED;
165 }
166
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000167 initializeDevice();
168
169 return EGL_SUCCESS;
170}
171
172// do any one-time device initialization
173// NOTE: this is also needed after a device lost/reset
174// to reset the scene status and ensure the default states are reset.
175void Renderer11::initializeDevice()
176{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000177 mStateCache.initialize(mDevice);
178
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000179 markAllStateDirty();
180
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000181 // Permanent non-default states
182 // TODO
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000183 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000184}
185
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000186int Renderer11::generateConfigs(ConfigDesc **configDescList)
187{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000188 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
189 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000190 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
191 int numConfigs = 0;
192
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000193 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000194 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000195 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000196 {
197 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
198
199 UINT formatSupport = 0;
200 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
201
202 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
203 {
204 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
205
206 UINT formatSupport = 0;
207 HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
208
209 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL))
210 {
211 ConfigDesc newConfig;
212 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
213 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
214 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
215 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
216
217 (*configDescList)[numConfigs++] = newConfig;
218 }
219 }
220 }
221 }
222
223 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000224}
225
226void Renderer11::deleteConfigs(ConfigDesc *configDescList)
227{
228 delete [] (configDescList);
229}
230
231void Renderer11::startScene()
232{
233 // TODO: nop in d3d11?
234}
235
236void Renderer11::endScene()
237{
238 // TODO: nop in d3d11?
239}
240
241void Renderer11::sync(bool block)
242{
243 // TODO
244 UNIMPLEMENTED();
245}
246
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000247SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
248{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000249 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000250}
251
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000252void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
253{
254 // TODO
255 UNIMPLEMENTED();
256}
257
258void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
259{
260 // TODO
261 UNIMPLEMENTED();
262}
263
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000264void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState, unsigned int depthSize)
265{
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000266 if (mForceSetRasterState ||
267 memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0 ||
268 depthSize != mCurDepthSize)
269 {
270 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, depthSize);
271 if (!dxRasterState)
272 {
273 ERR("NULL blend state returned by RenderStateCache::getRasterizerState, setting the "
274 "rasterizer state.");
275 }
276
277 mDeviceContext->RSSetState(dxRasterState);
278
279 if (dxRasterState)
280 {
281 dxRasterState->Release();
282 }
283 mCurRasterState = rasterState;
284 mCurDepthSize = depthSize;
285 }
286
287 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000288}
289
290void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
291 unsigned int sampleMask)
292{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000293 if (mForceSetBlendState ||
294 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
295 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
296 sampleMask != mCurSampleMask)
297 {
298 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
299 if (!dxBlendState)
300 {
301 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
302 "blend state.");
303 }
304
305 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
306 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
307
308 if (dxBlendState)
309 {
310 dxBlendState->Release();
311 }
312 mCurBlendState = blendState;
313 mCurBlendColor = blendColor;
314 mCurSampleMask = sampleMask;
315 }
316
317 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000318}
319
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000320void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
321 int stencilBackRef, bool frontFaceCCW, unsigned int stencilSize)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000322{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000323 if (mForceSetDepthStencilState ||
324 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
325 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
326 {
327 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
328 stencilRef != stencilBackRef ||
329 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
330 {
331 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
332 "invalid under WebGL.");
333 return error(GL_INVALID_OPERATION);
334 }
335
336 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
337 if (!dxDepthStencilState)
338 {
339 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
340 "setting the default depth stencil state.");
341 }
342
343 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
344
345 if (dxDepthStencilState)
346 {
347 dxDepthStencilState->Release();
348 }
349 mCurDepthStencilState = depthStencilState;
350 mCurStencilRef = stencilRef;
351 mCurStencilBackRef = stencilBackRef;
352 }
353
354 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000355}
356
357void Renderer11::setScissorRectangle(const gl::Rectangle& scissor, unsigned int renderTargetWidth,
358 unsigned int renderTargetHeight)
359{
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000360 if (mForceSetScissor ||
361 renderTargetWidth != mCurRenderTargetWidth ||
362 renderTargetHeight != mCurRenderTargetHeight ||
363 memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0)
364 {
365 D3D11_RECT rect;
366 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(renderTargetWidth));
daniel@transgaming.com1dd557a2012-11-28 19:44:00 +0000367 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(renderTargetHeight));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000368 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(renderTargetWidth));
daniel@transgaming.com1dd557a2012-11-28 19:44:00 +0000369 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(renderTargetHeight));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000370
371 mDeviceContext->RSSetScissorRects(1, &rect);
372
373 mCurScissor = scissor;
374 mCurRenderTargetWidth = renderTargetWidth;
375 mCurRenderTargetHeight = renderTargetHeight;
376 }
377
378 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000379}
380
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000381bool Renderer11::setViewport(const gl::Rectangle& viewport, float zNear, float zFar,
382 unsigned int renderTargetWidth, unsigned int renderTargetHeight,
383 gl::ProgramBinary *currentProgram, bool forceSetUniforms)
384{
385 // TODO
386 UNIMPLEMENTED();
387 return true;
388}
389
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000390bool Renderer11::applyRenderTarget(gl::Framebuffer *frameBuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000391{
392 // TODO
393 UNIMPLEMENTED();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000394
395 mForceSetScissor = true;
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000396
397 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000398}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000399
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000400GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances, GLsizei *repeatDraw)
401{
402 // TODO
403 UNIMPLEMENTED();
404
405 return GL_OUT_OF_MEMORY;
406}
407
daniel@transgaming.comd084c622012-11-28 19:36:05 +0000408void Renderer11::clear(GLbitfield mask, const gl::Color &colorClear, float depthClear, int stencilClear,
409 gl::Framebuffer *frameBuffer)
410{
411 // TODO
412 UNIMPLEMENTED();
413}
414
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000415void Renderer11::markAllStateDirty()
416{
417 mForceSetBlendState = true;
418 mForceSetRasterState = true;
419 mForceSetDepthStencilState = true;
420 mForceSetScissor = true;
421}
422
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000423void Renderer11::releaseDeviceResources()
424{
425 // TODO
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000426 // UNIMPLEMENTED();
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000427 mStateCache.clear();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000428}
429
430void Renderer11::markDeviceLost()
431{
432 mDeviceLost = true;
433}
434
435bool Renderer11::isDeviceLost()
436{
437 return mDeviceLost;
438}
439
440// set notify to true to broadcast a message to all contexts of the device loss
441bool Renderer11::testDeviceLost(bool notify)
442{
443 bool isLost = false;
444
445 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000446 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000447
448 if (isLost)
449 {
450 // ensure we note the device loss --
451 // we'll probably get this done again by markDeviceLost
452 // but best to remember it!
453 // Note that we don't want to clear the device loss status here
454 // -- this needs to be done by resetDevice
455 mDeviceLost = true;
456 if (notify)
457 {
458 mDisplay->notifyDeviceLost();
459 }
460 }
461
462 return isLost;
463}
464
465bool Renderer11::testDeviceResettable()
466{
467 HRESULT status = D3D_OK;
468
469 // TODO
470 UNIMPLEMENTED();
471
472 switch (status)
473 {
474 case D3DERR_DEVICENOTRESET:
475 case D3DERR_DEVICEHUNG:
476 return true;
477 default:
478 return false;
479 }
480}
481
482bool Renderer11::resetDevice()
483{
484 releaseDeviceResources();
485
486 // TODO
487 UNIMPLEMENTED();
488
489 // reset device defaults
490 initializeDevice();
491 mDeviceLost = false;
492
493 return true;
494}
495
496DWORD Renderer11::getAdapterVendor() const
497{
498 // TODO
499 UNIMPLEMENTED();
500 return 0;
501}
502
503const char *Renderer11::getAdapterDescription() const
504{
505 // TODO
506 UNIMPLEMENTED();
507 return "UNIMPLEMENTED";
508}
509
510GUID Renderer11::getAdapterIdentifier() const
511{
512 // TODO
513 UNIMPLEMENTED();
514 GUID foo = {};
515 return foo;
516}
517
518bool Renderer11::getDXT1TextureSupport()
519{
520 // TODO
521 UNIMPLEMENTED();
522 return false;
523}
524
525bool Renderer11::getDXT3TextureSupport()
526{
527 // TODO
528 UNIMPLEMENTED();
529 return false;
530}
531
532bool Renderer11::getDXT5TextureSupport()
533{
534 // TODO
535 UNIMPLEMENTED();
536 return false;
537}
538
539bool Renderer11::getDepthTextureSupport() const
540{
541 // TODO
542 UNIMPLEMENTED();
543 return false;
544}
545
546bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
547{
548 // TODO
549 UNIMPLEMENTED();
550
551 *filtering = false;
552 *renderable = false;
553 return false;
554}
555
556bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
557{
558 // TODO
559 UNIMPLEMENTED();
560
561 *filtering = false;
562 *renderable = false;
563 return false;
564}
565
566bool Renderer11::getLuminanceTextureSupport()
567{
568 // TODO
569 UNIMPLEMENTED();
570 return false;
571}
572
573bool Renderer11::getLuminanceAlphaTextureSupport()
574{
575 // TODO
576 UNIMPLEMENTED();
577 return false;
578}
579
580bool Renderer11::getTextureFilterAnisotropySupport() const
581{
582 // TODO
583 UNIMPLEMENTED();
584 return false;
585}
586
587float Renderer11::getTextureMaxAnisotropy() const
588{
589 // TODO
590 UNIMPLEMENTED();
591 return 1.0f;
592}
593
594bool Renderer11::getEventQuerySupport()
595{
596 // TODO
597 UNIMPLEMENTED();
598 return false;
599}
600
601bool Renderer11::getVertexTextureSupport() const
602{
603 // TODO
604 UNIMPLEMENTED();
605 return false;
606}
607
608bool Renderer11::getNonPower2TextureSupport() const
609{
610 // TODO
611 UNIMPLEMENTED();
612 return false;
613}
614
615bool Renderer11::getOcclusionQuerySupport() const
616{
617 // TODO
618 UNIMPLEMENTED();
619 return false;
620}
621
622bool Renderer11::getInstancingSupport() const
623{
624 // TODO
625 UNIMPLEMENTED();
626 return false;
627}
628
629bool Renderer11::getShareHandleSupport() const
630{
631 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000632 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000633
634 // PIX doesn't seem to support using share handles, so disable them.
635 return false && !gl::perfActive();
636}
637
638bool Renderer11::getShaderModel3Support() const
639{
640 // TODO
641 UNIMPLEMENTED();
642 return true;
643}
644
645float Renderer11::getMaxPointSize() const
646{
647 // TODO
648 UNIMPLEMENTED();
649 return 1.0f;
650}
651
652int Renderer11::getMaxTextureWidth() const
653{
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000654 switch (mFeatureLevel)
655 {
656 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
657 case D3D_FEATURE_LEVEL_10_1:
658 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
659 default: UNREACHABLE(); return 0;
660 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000661}
662
663int Renderer11::getMaxTextureHeight() const
664{
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000665 switch (mFeatureLevel)
666 {
667 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
668 case D3D_FEATURE_LEVEL_10_1:
669 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
670 default: UNREACHABLE(); return 0;
671 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000672}
673
674bool Renderer11::get32BitIndexSupport() const
675{
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000676 switch (mFeatureLevel)
677 {
678 case D3D_FEATURE_LEVEL_11_0:
679 case D3D_FEATURE_LEVEL_10_1:
680 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
681 default: UNREACHABLE(); return false;
682 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000683}
684
685int Renderer11::getMinSwapInterval() const
686{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +0000687 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000688}
689
690int Renderer11::getMaxSwapInterval() const
691{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +0000692 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000693}
694
695int Renderer11::getMaxSupportedSamples() const
696{
697 // TODO
698 UNIMPLEMENTED();
699 return 1;
700}
701
daniel@transgaming.com31b13e12012-11-28 19:34:30 +0000702bool Renderer11::copyToRenderTarget(TextureStorage2D *dest, TextureStorage2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +0000703{
704 // TODO
705 UNIMPLEMENTED();
706 return false;
707}
708
daniel@transgaming.com31b13e12012-11-28 19:34:30 +0000709bool Renderer11::copyToRenderTarget(TextureStorageCubeMap *dest, TextureStorageCubeMap *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +0000710{
711 // TODO
712 UNIMPLEMENTED();
713 return false;
714}
715
daniel@transgaming.com38380882012-11-28 19:36:39 +0000716bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
717 GLint xoffset, GLint yoffset, TextureStorage2D *storage, GLint level)
718{
719 // TODO
720 UNIMPLEMENTED();
721 return false;
722}
723
724bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
725 GLint xoffset, GLint yoffset, TextureStorageCubeMap *storage, GLenum target, GLint level)
726{
727 // TODO
728 UNIMPLEMENTED();
729 return false;
730}
731
daniel@transgaming.comf2423652012-11-28 20:53:50 +0000732RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
733{
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +0000734 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
735 RenderTarget11 *renderTarget = NULL;
736 if (depth)
737 {
738 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), swapChain11->getWidth(), swapChain11->getHeight());
739 }
740 else
741 {
742 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(), swapChain11->getWidth(), swapChain11->getHeight());
743 }
744 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +0000745}
746
747RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
748{
749 // TODO
750 UNIMPLEMENTED();
751 return NULL;
752}
753
daniel@transgaming.com6c872172012-11-28 19:39:33 +0000754bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
755 bool blitRenderTarget, bool blitDepthStencil)
756{
757 // TODO
758 UNIMPLEMENTED();
759 return false;
760}
761
762void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
763 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
764{
765 // TODO
766 UNIMPLEMENTED();
767 return;
768}
769
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000770}