blob: a60a826884c218d3a37583c65cee72e93982aaa0 [file] [log] [blame]
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"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/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"
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +000019#include "libGLESv2/renderer/ShaderExecutable11.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000020#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.coma8aac672012-12-20 21:08:00 +000021#include "libGLESv2/renderer/Image11.h"
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +000022#include "libGLESv2/renderer/VertexBuffer11.h"
daniel@transgaming.com11c2af52012-12-20 21:10:01 +000023#include "libGLESv2/renderer/IndexBuffer11.h"
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +000024#include "libGLESv2/renderer/BufferStorage11.h"
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000025#include "libGLESv2/renderer/VertexDataManager.h"
26#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +000027#include "libGLESv2/renderer/TextureStorage11.h"
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +000028#include "libGLESv2/renderer/Query11.h"
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +000029#include "libGLESv2/renderer/Fence11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000030
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000031#include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h"
32#include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h"
33#include "libGLESv2/renderer/shaders/compiled/passthroughrgb11ps.h"
34#include "libGLESv2/renderer/shaders/compiled/passthroughlum11ps.h"
35#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha11ps.h"
36
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000037#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
38#include "libGLESv2/renderer/shaders/compiled/clear11ps.h"
39
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000040#include "libEGL/Display.h"
41
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000042namespace rx
43{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000044static const DXGI_FORMAT RenderTargetFormats[] =
45 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000046 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000047 DXGI_FORMAT_R8G8B8A8_UNORM
48 };
49
50static const DXGI_FORMAT DepthStencilFormats[] =
51 {
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +000052 DXGI_FORMAT_UNKNOWN,
53 DXGI_FORMAT_D24_UNORM_S8_UINT,
54 DXGI_FORMAT_D16_UNORM
daniel@transgaming.com65e65372012-11-28 19:33:50 +000055 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000056
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000057enum
58{
59 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
60};
61
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000062Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
63{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000064 mVertexDataManager = NULL;
65 mIndexDataManager = NULL;
66
daniel@transgaming.comc5114302012-12-20 21:11:36 +000067 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000068 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000069
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000070 mCopyResourcesInitialized = false;
71 mCopyVB = NULL;
72 mCopySampler = NULL;
73 mCopyIL = NULL;
74 mCopyVS = NULL;
75 mCopyRGBAPS = NULL;
76 mCopyRGBPS = NULL;
77 mCopyLumPS = NULL;
78 mCopyLumAlphaPS = NULL;
79
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000080 mClearResourcesInitialized = false;
81 mClearVB = NULL;
82 mClearIL = NULL;
83 mClearVS = NULL;
84 mClearPS = NULL;
85 mClearScissorRS = NULL;
86 mClearNoScissorRS = NULL;
87
daniel@transgaming.combdf787f2013-02-01 03:20:36 +000088 mSyncQuery = NULL;
89
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000090 mD3d11Module = NULL;
91 mDxgiModule = NULL;
92
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000093 mDeviceLost = false;
94
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +000095 mMaxSupportedSamples = 0;
96
daniel@transgaming.com25072f62012-11-28 19:31:32 +000097 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000098 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000099 mDxgiAdapter = NULL;
100 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000101
102 mDriverConstantBufferVS = NULL;
103 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000104
105 mBGRATextureSupport = false;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +0000106
107 mIsGeometryShaderActive = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000108}
109
110Renderer11::~Renderer11()
111{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000112 release();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000113}
114
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000115Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
116{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000117 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000118 return static_cast<rx::Renderer11*>(renderer);
119}
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
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000147 D3D_FEATURE_LEVEL featureLevel[] =
148 {
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
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000154 HRESULT result = D3D11CreateDevice(NULL,
155 D3D_DRIVER_TYPE_HARDWARE,
156 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000157 #if defined(_DEBUG)
158 D3D11_CREATE_DEVICE_DEBUG,
159 #else
160 0,
161 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000162 featureLevel,
163 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000164 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000165 &mDevice,
166 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000167 &mDeviceContext);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000168
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000169 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000170 {
171 ERR("Could not create D3D11 device - aborting!\n");
172 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
173 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000174
175 IDXGIDevice *dxgiDevice = NULL;
176 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
177
178 if (FAILED(result))
179 {
180 ERR("Could not query DXGI device - aborting!\n");
181 return EGL_NOT_INITIALIZED;
182 }
183
184 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
185
186 if (FAILED(result))
187 {
188 ERR("Could not retrieve DXGI adapter - aborting!\n");
189 return EGL_NOT_INITIALIZED;
190 }
191
192 dxgiDevice->Release();
193
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000194 mDxgiAdapter->GetDesc(&mAdapterDescription);
195 memset(mDescription, 0, sizeof(mDescription));
196 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
197
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000198 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
199
200 if (!mDxgiFactory || FAILED(result))
201 {
202 ERR("Could not create DXGI factory - aborting!\n");
203 return EGL_NOT_INITIALIZED;
204 }
205
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000206 unsigned int maxSupportedSamples = 0;
207 unsigned int rtFormatCount = sizeof(RenderTargetFormats) / sizeof(DXGI_FORMAT);
208 unsigned int dsFormatCount = sizeof(DepthStencilFormats) / sizeof(DXGI_FORMAT);
209 for (unsigned int i = 0; i < rtFormatCount + dsFormatCount; ++i)
210 {
211 DXGI_FORMAT format = (i < rtFormatCount) ? RenderTargetFormats[i] : DepthStencilFormats[i - rtFormatCount];
212 if (format != DXGI_FORMAT_UNKNOWN)
213 {
214 UINT formatSupport;
215 result = mDevice->CheckFormatSupport(format, &formatSupport);
216 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
217 {
218 MultisampleSupportInfo supportInfo;
219
220 for (unsigned int j = 1; j <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; j++)
221 {
222 result = mDevice->CheckMultisampleQualityLevels(format, j, &supportInfo.qualityLevels[j - 1]);
223 if (SUCCEEDED(result) && supportInfo.qualityLevels[j - 1] > 0)
224 {
225 maxSupportedSamples = std::max(j, maxSupportedSamples);
226 }
227 else
228 {
229 supportInfo.qualityLevels[j - 1] = 0;
230 }
231 }
232
233 mMultisampleSupportMap.insert(std::make_pair(format, supportInfo));
234 }
235 }
236 }
237 mMaxSupportedSamples = maxSupportedSamples;
238
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000239 initializeDevice();
240
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000241 // BGRA texture support is optional in feature levels 10 and 10_1
242 UINT formatSupport;
243 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
244 if (FAILED(result))
245 {
246 ERR("Error checking BGRA format support: 0x%08X", result);
247 }
248 else
249 {
250 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
251 mBGRATextureSupport = (formatSupport & flags) == flags;
252 }
253
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +0000254 // Check floating point texture support
255 static const unsigned int requiredTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE;
256 static const unsigned int requiredRenderableFlags = D3D11_FORMAT_SUPPORT_RENDER_TARGET;
257 static const unsigned int requiredFilterFlags = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
258
259 DXGI_FORMAT float16Formats[] =
260 {
261 DXGI_FORMAT_R16_FLOAT,
262 DXGI_FORMAT_R16G16_FLOAT,
263 DXGI_FORMAT_R16G16B16A16_FLOAT,
264 };
265
266 DXGI_FORMAT float32Formats[] =
267 {
268 DXGI_FORMAT_R32_FLOAT,
269 DXGI_FORMAT_R32G32_FLOAT,
270 DXGI_FORMAT_R32G32B32_FLOAT,
271 DXGI_FORMAT_R32G32B32A32_FLOAT,
272 };
273
274 mFloat16TextureSupport = true;
275 mFloat16FilterSupport = true;
276 mFloat16RenderSupport = true;
277 for (unsigned int i = 0; i < ArraySize(float16Formats); i++)
278 {
279 if (SUCCEEDED(mDevice->CheckFormatSupport(float16Formats[i], &formatSupport)))
280 {
281 mFloat16TextureSupport = mFloat16TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
282 mFloat16FilterSupport = mFloat16FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
283 mFloat16RenderSupport = mFloat16RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
284 }
285 else
286 {
287 mFloat16TextureSupport = false;
288 mFloat16RenderSupport = false;
289 mFloat16FilterSupport = false;
290 }
291 }
292
293 mFloat32TextureSupport = true;
294 mFloat32FilterSupport = true;
295 mFloat32RenderSupport = true;
296 for (unsigned int i = 0; i < ArraySize(float32Formats); i++)
297 {
298 if (SUCCEEDED(mDevice->CheckFormatSupport(float32Formats[i], &formatSupport)))
299 {
300 mFloat32TextureSupport = mFloat32TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
301 mFloat32FilterSupport = mFloat32FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
302 mFloat32RenderSupport = mFloat32RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
303 }
304 else
305 {
306 mFloat32TextureSupport = false;
307 mFloat32FilterSupport = false;
308 mFloat32RenderSupport = false;
309 }
310 }
311
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +0000312 // Check compressed texture support
313 const unsigned int requiredCompressedTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D;
314
315 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC1_UNORM, &formatSupport)))
316 {
317 mDXT1TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
318 }
319 else
320 {
321 mDXT1TextureSupport = false;
322 }
323
324 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC3_UNORM, &formatSupport)))
325 {
326 mDXT3TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
327 }
328 else
329 {
330 mDXT3TextureSupport = false;
331 }
332
333 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC5_UNORM, &formatSupport)))
334 {
335 mDXT5TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
336 }
337 else
338 {
339 mDXT5TextureSupport = false;
340 }
341
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000342 return EGL_SUCCESS;
343}
344
345// do any one-time device initialization
346// NOTE: this is also needed after a device lost/reset
347// to reset the scene status and ensure the default states are reset.
348void Renderer11::initializeDevice()
349{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000350 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000351 mInputLayoutCache.initialize(mDevice, mDeviceContext);
352
353 ASSERT(!mVertexDataManager && !mIndexDataManager);
354 mVertexDataManager = new VertexDataManager(this);
355 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000356
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000357 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000358}
359
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000360int Renderer11::generateConfigs(ConfigDesc **configDescList)
361{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000362 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
363 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000364 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
365 int numConfigs = 0;
366
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000367 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000368 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000369 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000370 {
371 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
372
373 UINT formatSupport = 0;
374 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000375
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000376 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
377 {
378 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
379
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000380 bool depthStencilFormatOK = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000381
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000382 if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
383 {
384 UINT formatSupport = 0;
385 result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
386 depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
387 }
388
389 if (depthStencilFormatOK)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000390 {
391 ConfigDesc newConfig;
392 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
393 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
394 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
395 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
396
397 (*configDescList)[numConfigs++] = newConfig;
398 }
399 }
400 }
401 }
402
403 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000404}
405
406void Renderer11::deleteConfigs(ConfigDesc *configDescList)
407{
408 delete [] (configDescList);
409}
410
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000411void Renderer11::sync(bool block)
412{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000413 if (block)
414 {
415 HRESULT result;
416
417 if (!mSyncQuery)
418 {
419 D3D11_QUERY_DESC queryDesc;
420 queryDesc.Query = D3D11_QUERY_EVENT;
421 queryDesc.MiscFlags = 0;
422
423 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
424 ASSERT(SUCCEEDED(result));
425 }
426
427 mDeviceContext->End(mSyncQuery);
428 mDeviceContext->Flush();
429
430 do
431 {
432 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
433
434 // Keep polling, but allow other threads to do something useful first
435 Sleep(0);
436
437 if (testDeviceLost(true))
438 {
439 return;
440 }
441 }
442 while (result == S_FALSE);
443 }
444 else
445 {
446 mDeviceContext->Flush();
447 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000448}
449
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000450SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
451{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000452 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000453}
454
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000455void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
456{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000457 if (type == gl::SAMPLER_PIXEL)
458 {
459 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
460 {
461 ERR("Pixel shader sampler index %i is not valid.", index);
462 return;
463 }
464
465 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
466 {
467 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
468
469 if (!dxSamplerState)
470 {
471 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
472 "sampler state for pixel shaders at slot %i.", index);
473 }
474
475 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
476
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000477 mCurPixelSamplerStates[index] = samplerState;
478 }
479
480 mForceSetPixelSamplerStates[index] = false;
481 }
482 else if (type == gl::SAMPLER_VERTEX)
483 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000484 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000485 {
486 ERR("Vertex shader sampler index %i is not valid.", index);
487 return;
488 }
489
490 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
491 {
492 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
493
494 if (!dxSamplerState)
495 {
496 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
497 "sampler state for vertex shaders at slot %i.", index);
498 }
499
500 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
501
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000502 mCurVertexSamplerStates[index] = samplerState;
503 }
504
505 mForceSetVertexSamplerStates[index] = false;
506 }
507 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000508}
509
510void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
511{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000512 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000513 unsigned int serial = 0;
514 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000515
516 if (texture)
517 {
518 TextureStorageInterface *texStorage = texture->getNativeTexture();
519 if (texStorage)
520 {
521 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
522 textureSRV = storage11->getSRV();
523 }
524
525 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
526 // missing the shader resource view
527 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000528
529 serial = texture->getTextureSerial();
530 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000531 }
532
533 if (type == gl::SAMPLER_PIXEL)
534 {
535 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
536 {
537 ERR("Pixel shader sampler index %i is not valid.", index);
538 return;
539 }
540
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000541 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
542 {
543 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
544 }
545
546 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000547 }
548 else if (type == gl::SAMPLER_VERTEX)
549 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000550 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000551 {
552 ERR("Vertex shader sampler index %i is not valid.", index);
553 return;
554 }
555
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000556 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
557 {
558 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
559 }
560
561 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000562 }
563 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000564}
565
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000566void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000567{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000568 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000569 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000570 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
571 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000572 if (!dxRasterState)
573 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000574 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000575 "rasterizer state.");
576 }
577
578 mDeviceContext->RSSetState(dxRasterState);
579
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000580 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000581 }
582
583 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000584}
585
586void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
587 unsigned int sampleMask)
588{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000589 if (mForceSetBlendState ||
590 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
591 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
592 sampleMask != mCurSampleMask)
593 {
594 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
595 if (!dxBlendState)
596 {
597 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
598 "blend state.");
599 }
600
601 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
602 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
603
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000604 mCurBlendState = blendState;
605 mCurBlendColor = blendColor;
606 mCurSampleMask = sampleMask;
607 }
608
609 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000610}
611
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000612void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000613 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000614{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000615 if (mForceSetDepthStencilState ||
616 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
617 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
618 {
619 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
620 stencilRef != stencilBackRef ||
621 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
622 {
623 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
624 "invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000625 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000626 }
627
628 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
629 if (!dxDepthStencilState)
630 {
631 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
632 "setting the default depth stencil state.");
633 }
634
635 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
636
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000637 mCurDepthStencilState = depthStencilState;
638 mCurStencilRef = stencilRef;
639 mCurStencilBackRef = stencilBackRef;
640 }
641
642 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000643}
644
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000645void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000646{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000647 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
648 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000649 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000650 if (enabled)
651 {
652 D3D11_RECT rect;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000653 rect.left = std::max(0, scissor.x);
654 rect.top = std::max(0, scissor.y);
655 rect.right = scissor.x + std::max(0, scissor.width);
656 rect.bottom = scissor.y + std::max(0, scissor.height);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000657
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000658 mDeviceContext->RSSetScissorRects(1, &rect);
659 }
660
661 if (enabled != mScissorEnabled)
662 {
663 mForceSetRasterState = true;
664 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000665
666 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000667 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000668 }
669
670 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000671}
672
daniel@transgaming.com12985182012-12-20 20:56:31 +0000673bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000674 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000675{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000676 gl::Rectangle actualViewport = viewport;
677 float actualZNear = gl::clamp01(zNear);
678 float actualZFar = gl::clamp01(zFar);
679 if (ignoreViewport)
680 {
681 actualViewport.x = 0;
682 actualViewport.y = 0;
683 actualViewport.width = mRenderTargetDesc.width;
684 actualViewport.height = mRenderTargetDesc.height;
685 actualZNear = 0.0f;
686 actualZFar = 1.0f;
687 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000688
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000689 // Get D3D viewport bounds, which depends on the feature level
690 const Range& viewportBounds = getViewportBounds();
691
692 // 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 +0000693 D3D11_VIEWPORT dxViewport;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000694 dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end);
695 dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end);
696 dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension());
697 dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension());
698 dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX));
699 dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY));
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000700 dxViewport.MinDepth = actualZNear;
701 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000702
703 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
704 {
705 return false; // Nothing to render
706 }
707
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000708 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
709 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000710
daniel@transgaming.com53670042012-11-28 20:55:51 +0000711 if (viewportChanged)
712 {
713 mDeviceContext->RSSetViewports(1, &dxViewport);
714
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000715 mCurViewport = actualViewport;
716 mCurNear = actualZNear;
717 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000718
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +0000719 mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f;
720 mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f;
721 mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
722 mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000723
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000724 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
725 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000726
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000727 mVertexConstants.depthRange[0] = actualZNear;
728 mVertexConstants.depthRange[1] = actualZFar;
729 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000730
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000731 mPixelConstants.depthRange[0] = actualZNear;
732 mPixelConstants.depthRange[1] = actualZFar;
733 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000734 }
735
736 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000737 return true;
738}
739
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000740bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
741{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000742 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000743
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000744 switch (mode)
745 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000746 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
747 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000748 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000749 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
750 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
751 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000752 // emulate fans via rewriting index buffer
753 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000754 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000755 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000756 }
757
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000758 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000759
760 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000761}
762
763bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000764{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000765 // Get the color render buffer and serial
766 gl::Renderbuffer *renderbufferObject = NULL;
767 unsigned int renderTargetSerial = 0;
768 if (framebuffer->getColorbufferType() != GL_NONE)
769 {
770 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000771
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000772 if (!renderbufferObject)
773 {
774 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000775 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000776 }
777
shannon.woods@transgaming.com3e3da582013-02-28 23:09:03 +0000778 // check for zero-sized default framebuffer, which is a special case.
779 // in this case we do not wish to modify any state and just silently return false.
780 // this will not report any gl error but will cause the calling method to return.
781 if (renderbufferObject->getWidth() == 0 || renderbufferObject->getHeight() == 0)
782 {
783 return false;
784 }
785
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000786 renderTargetSerial = renderbufferObject->getSerial();
787 }
788
789 // Get the depth stencil render buffer and serials
790 gl::Renderbuffer *depthStencil = NULL;
791 unsigned int depthbufferSerial = 0;
792 unsigned int stencilbufferSerial = 0;
793 if (framebuffer->getDepthbufferType() != GL_NONE)
794 {
795 depthStencil = framebuffer->getDepthbuffer();
796 if (!depthStencil)
797 {
798 ERR("Depth stencil pointer unexpectedly null.");
799 return false;
800 }
801
802 depthbufferSerial = depthStencil->getSerial();
803 }
804 else if (framebuffer->getStencilbufferType() != GL_NONE)
805 {
806 depthStencil = framebuffer->getStencilbuffer();
807 if (!depthStencil)
808 {
809 ERR("Depth stencil pointer unexpectedly null.");
810 return false;
811 }
812
813 stencilbufferSerial = depthStencil->getSerial();
814 }
815
816 // Extract the render target dimensions and view
817 unsigned int renderTargetWidth = 0;
818 unsigned int renderTargetHeight = 0;
819 GLenum renderTargetFormat = 0;
820 ID3D11RenderTargetView* framebufferRTV = NULL;
821 if (renderbufferObject)
822 {
823 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
824 if (!renderTarget)
825 {
826 ERR("render target pointer unexpectedly null.");
827 return false;
828 }
829
830 framebufferRTV = renderTarget->getRenderTargetView();
831 if (!framebufferRTV)
832 {
833 ERR("render target view pointer unexpectedly null.");
834 return false;
835 }
836
837 renderTargetWidth = renderbufferObject->getWidth();
838 renderTargetHeight = renderbufferObject->getHeight();
839 renderTargetFormat = renderbufferObject->getActualFormat();
840 }
841
842 // Extract the depth stencil sizes and view
843 unsigned int depthSize = 0;
844 unsigned int stencilSize = 0;
845 ID3D11DepthStencilView* framebufferDSV = NULL;
846 if (depthStencil)
847 {
848 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
849 if (!depthStencilRenderTarget)
850 {
851 ERR("render target pointer unexpectedly null.");
852 if (framebufferRTV)
853 {
854 framebufferRTV->Release();
855 }
856 return false;
857 }
858
859 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
860 if (!framebufferDSV)
861 {
862 ERR("depth stencil view pointer unexpectedly null.");
863 if (framebufferRTV)
864 {
865 framebufferRTV->Release();
866 }
867 return false;
868 }
869
870 // If there is no render buffer, the width, height and format values come from
871 // the depth stencil
872 if (!renderbufferObject)
873 {
874 renderTargetWidth = depthStencil->getWidth();
875 renderTargetHeight = depthStencil->getHeight();
876 renderTargetFormat = depthStencil->getActualFormat();
877 }
878
879 depthSize = depthStencil->getDepthSize();
880 stencilSize = depthStencil->getStencilSize();
881 }
882
883 // Apply the render target and depth stencil
884 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
885 renderTargetSerial != mAppliedRenderTargetSerial ||
886 depthbufferSerial != mAppliedDepthbufferSerial ||
887 stencilbufferSerial != mAppliedStencilbufferSerial)
888 {
889 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
890
891 mRenderTargetDesc.width = renderTargetWidth;
892 mRenderTargetDesc.height = renderTargetHeight;
893 mRenderTargetDesc.format = renderTargetFormat;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000894 mForceSetViewport = true;
895 mForceSetScissor = true;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000896
897 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
898 {
899 mCurDepthSize = depthSize;
900 mForceSetRasterState = true;
901 }
902
903 mCurStencilSize = stencilSize;
904
905 mAppliedRenderTargetSerial = renderTargetSerial;
906 mAppliedDepthbufferSerial = depthbufferSerial;
907 mAppliedStencilbufferSerial = stencilbufferSerial;
908 mRenderTargetDescInitialized = true;
909 mDepthStencilInitialized = true;
910 }
911
912 if (framebufferRTV)
913 {
914 framebufferRTV->Release();
915 }
916 if (framebufferDSV)
917 {
918 framebufferDSV->Release();
919 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000920
921 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000922}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000923
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000924GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000925{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000926 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
927 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
928 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000929 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000930 return err;
931 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000932
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000933 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000934}
935
daniel@transgaming.com31240482012-11-28 21:06:41 +0000936GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000937{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000938 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000939
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000940 if (err == GL_NO_ERROR)
941 {
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +0000942 if (indexInfo->storage)
943 {
944 if (indexInfo->serial != mAppliedStorageIBSerial || indexInfo->startOffset != mAppliedIBOffset)
945 {
946 BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(indexInfo->storage);
947 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
948
949 mDeviceContext->IASetIndexBuffer(storage->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
950
951 mAppliedIBSerial = 0;
952 mAppliedStorageIBSerial = storage->getSerial();
953 mAppliedIBOffset = indexInfo->startOffset;
954 }
955 }
956 else if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000957 {
958 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
959
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000960 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +0000961
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000962 mAppliedIBSerial = indexInfo->serial;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +0000963 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000964 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000965 }
966 }
967
968 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000969}
970
971void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
972{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000973 if (mode == GL_LINE_LOOP)
974 {
975 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
976 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000977 else if (mode == GL_TRIANGLE_FAN)
978 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000979 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000980 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000981 else if (instances > 0)
982 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000983 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000984 }
985 else
986 {
987 mDeviceContext->Draw(count, 0);
988 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000989}
990
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000991void 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 +0000992{
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000993 if (mode == GL_LINE_LOOP)
994 {
995 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
996 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000997 else if (mode == GL_TRIANGLE_FAN)
998 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000999 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
1000 }
1001 else if (instances > 0)
1002 {
1003 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001004 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001005 else
1006 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +00001007 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001008 }
1009}
1010
1011void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1012{
1013 // Get the raw indices for an indexed draw
1014 if (type != GL_NONE && elementArrayBuffer)
1015 {
1016 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001017 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001018 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001019 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001020 }
1021
1022 if (!mLineLoopIB)
1023 {
1024 mLineLoopIB = new StreamingIndexBufferInterface(this);
1025 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1026 {
1027 delete mLineLoopIB;
1028 mLineLoopIB = NULL;
1029
1030 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001031 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001032 }
1033 }
1034
1035 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
1036 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1037 {
1038 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001039 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001040 }
1041
1042 void* mappedMemory = NULL;
1043 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1044 if (offset == -1 || mappedMemory == NULL)
1045 {
1046 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001047 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001048 }
1049
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001050 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001051 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001052
1053 switch (type)
1054 {
1055 case GL_NONE: // Non-indexed draw
1056 for (int i = 0; i < count; i++)
1057 {
1058 data[i] = i;
1059 }
1060 data[count] = 0;
1061 break;
1062 case GL_UNSIGNED_BYTE:
1063 for (int i = 0; i < count; i++)
1064 {
1065 data[i] = static_cast<const GLubyte*>(indices)[i];
1066 }
1067 data[count] = static_cast<const GLubyte*>(indices)[0];
1068 break;
1069 case GL_UNSIGNED_SHORT:
1070 for (int i = 0; i < count; i++)
1071 {
1072 data[i] = static_cast<const GLushort*>(indices)[i];
1073 }
1074 data[count] = static_cast<const GLushort*>(indices)[0];
1075 break;
1076 case GL_UNSIGNED_INT:
1077 for (int i = 0; i < count; i++)
1078 {
1079 data[i] = static_cast<const GLuint*>(indices)[i];
1080 }
1081 data[count] = static_cast<const GLuint*>(indices)[0];
1082 break;
1083 default: UNREACHABLE();
1084 }
1085
1086 if (!mLineLoopIB->unmapBuffer())
1087 {
1088 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001089 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001090 }
1091
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001092 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001093 {
1094 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
1095
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001096 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001097 mAppliedIBSerial = mLineLoopIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001098 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001099 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001100 }
1101
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001102 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001103}
1104
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001105void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001106{
1107 // Get the raw indices for an indexed draw
1108 if (type != GL_NONE && elementArrayBuffer)
1109 {
1110 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001111 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001112 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001113 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001114 }
1115
1116 if (!mTriangleFanIB)
1117 {
1118 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1119 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1120 {
1121 delete mTriangleFanIB;
1122 mTriangleFanIB = NULL;
1123
1124 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001125 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001126 }
1127 }
1128
1129 const int numTris = count - 2;
1130 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
1131 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1132 {
1133 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001134 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001135 }
1136
1137 void* mappedMemory = NULL;
1138 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
1139 if (offset == -1 || mappedMemory == NULL)
1140 {
1141 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001142 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001143 }
1144
1145 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1146 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
1147
1148 switch (type)
1149 {
1150 case GL_NONE: // Non-indexed draw
1151 for (int i = 0; i < numTris; i++)
1152 {
1153 data[i*3 + 0] = 0;
1154 data[i*3 + 1] = i + 1;
1155 data[i*3 + 2] = i + 2;
1156 }
1157 break;
1158 case GL_UNSIGNED_BYTE:
1159 for (int i = 0; i < numTris; i++)
1160 {
1161 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1162 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1163 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1164 }
1165 break;
1166 case GL_UNSIGNED_SHORT:
1167 for (int i = 0; i < numTris; i++)
1168 {
1169 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1170 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1171 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1172 }
1173 break;
1174 case GL_UNSIGNED_INT:
1175 for (int i = 0; i < numTris; i++)
1176 {
1177 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1178 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1179 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1180 }
1181 break;
1182 default: UNREACHABLE();
1183 }
1184
1185 if (!mTriangleFanIB->unmapBuffer())
1186 {
1187 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001188 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001189 }
1190
1191 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1192 {
1193 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1194
1195 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1196 mAppliedIBSerial = mTriangleFanIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001197 mAppliedStorageIBSerial = 0;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001198 mAppliedIBOffset = indexBufferOffset;
1199 }
1200
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001201 if (instances > 0)
1202 {
1203 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1204 }
1205 else
1206 {
1207 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1208 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001209}
1210
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001211void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1212{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001213 unsigned int programBinarySerial = programBinary->getSerial();
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001214 const bool updateProgramState = (programBinarySerial != mAppliedProgramBinarySerial);
1215
1216 if (updateProgramState)
daniel@transgaming.come4991412012-12-20 20:55:34 +00001217 {
1218 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1219 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001220
daniel@transgaming.come4991412012-12-20 20:55:34 +00001221 ID3D11VertexShader *vertexShader = NULL;
1222 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001223
daniel@transgaming.come4991412012-12-20 20:55:34 +00001224 ID3D11PixelShader *pixelShader = NULL;
1225 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001226
daniel@transgaming.come4991412012-12-20 20:55:34 +00001227 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1228 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001229
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001230 programBinary->dirtyAllUniforms();
1231
1232 mAppliedProgramBinarySerial = programBinarySerial;
1233 }
1234
1235 // Only use the geometry shader currently for point sprite drawing
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001236 const bool usesGeometryShader = (programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode);
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001237
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001238 if (updateProgramState || usesGeometryShader != mIsGeometryShaderActive)
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001239 {
1240 if (usesGeometryShader)
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001241 {
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001242 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
1243 ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001244 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1245 }
1246 else
1247 {
1248 mDeviceContext->GSSetShader(NULL, NULL, 0);
1249 }
1250
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001251 mIsGeometryShaderActive = usesGeometryShader;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001252 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001253}
1254
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001255void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001256{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001257 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1258 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001259
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001260 unsigned int totalRegisterCountVS = 0;
1261 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001262
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001263 bool vertexUniformsDirty = false;
1264 bool pixelUniformsDirty = false;
1265
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001266 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1267 {
1268 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001269
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001270 if (uniform->vsRegisterIndex >= 0)
1271 {
1272 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001273 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001274 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001275
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001276 if (uniform->psRegisterIndex >= 0)
1277 {
1278 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001279 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001280 }
1281 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001282
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001283 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1284 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1285
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001286 float (*mapVS)[4] = NULL;
1287 float (*mapPS)[4] = NULL;
1288
1289 if (totalRegisterCountVS > 0 && vertexUniformsDirty)
1290 {
1291 D3D11_MAPPED_SUBRESOURCE map = {0};
1292 HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1293 ASSERT(SUCCEEDED(result));
1294 mapVS = (float(*)[4])map.pData;
1295 }
1296
1297 if (totalRegisterCountPS > 0 && pixelUniformsDirty)
1298 {
1299 D3D11_MAPPED_SUBRESOURCE map = {0};
1300 HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1301 ASSERT(SUCCEEDED(result));
1302 mapPS = (float(*)[4])map.pData;
1303 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001304
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001305 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001306 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001307 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001308
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001309 if (uniform->type != GL_SAMPLER_2D && uniform->type != GL_SAMPLER_CUBE)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001310 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001311 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001312 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001313 memcpy(mapVS + uniform->vsRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001314 }
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001315
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001316 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001317 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001318 memcpy(mapPS + uniform->psRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001319 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001320 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001321
1322 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001323 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001324
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001325 if (mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001326 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001327 mDeviceContext->Unmap(vertexConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001328 }
1329
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001330 if (mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001331 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001332 mDeviceContext->Unmap(pixelConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001333 }
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001334
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001335 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1336 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001337
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001338 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001339 if (!mDriverConstantBufferVS)
1340 {
1341 D3D11_BUFFER_DESC constantBufferDescription = {0};
1342 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1343 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1344 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1345 constantBufferDescription.CPUAccessFlags = 0;
1346 constantBufferDescription.MiscFlags = 0;
1347 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001348
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001349 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001350 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001351
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001352 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1353 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001354
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001355 if (!mDriverConstantBufferPS)
1356 {
1357 D3D11_BUFFER_DESC constantBufferDescription = {0};
1358 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1359 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1360 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1361 constantBufferDescription.CPUAccessFlags = 0;
1362 constantBufferDescription.MiscFlags = 0;
1363 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001364
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001365 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001366 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001367
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001368 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1369 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001370
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001371 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1372 {
1373 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1374 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1375 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001376
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001377 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1378 {
1379 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1380 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1381 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001382
1383 // needed for the point sprite geometry shader
1384 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001385}
1386
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001387void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001388{
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001389 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1390 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1391 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1392 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001393
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001394 unsigned int stencilUnmasked = 0x0;
1395 if (frameBuffer->hasStencil())
1396 {
1397 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1398 stencilUnmasked = (0x1 << stencilSize) - 1;
1399 }
1400 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1401 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001402
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001403 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1404 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1405 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001406
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001407 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1408 {
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001409 maskedClear(clearParams);
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001410 }
1411 else
1412 {
1413 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1414 {
1415 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
1416 if (renderbufferObject)
1417 {
1418 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1419 if (!renderTarget)
1420 {
1421 ERR("render target pointer unexpectedly null.");
1422 return;
1423 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001424
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001425 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1426 if (!framebufferRTV)
1427 {
1428 ERR("render target view pointer unexpectedly null.");
1429 return;
1430 }
1431
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001432 const float clearValues[4] = { clearParams.colorClearValue.red,
1433 clearParams.colorClearValue.green,
1434 clearParams.colorClearValue.blue,
1435 clearParams.colorClearValue.alpha };
1436 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001437
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001438 framebufferRTV->Release();
1439 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001440 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001441 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001442 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001443 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1444 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001445 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001446 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1447 if (!renderTarget)
1448 {
1449 ERR("render target pointer unexpectedly null.");
1450 return;
1451 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001452
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001453 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1454 if (!framebufferDSV)
1455 {
1456 ERR("depth stencil view pointer unexpectedly null.");
1457 return;
1458 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001459
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001460 UINT clearFlags = 0;
1461 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1462 {
1463 clearFlags |= D3D11_CLEAR_DEPTH;
1464 }
1465 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1466 {
1467 clearFlags |= D3D11_CLEAR_STENCIL;
1468 }
1469
1470 float depthClear = clearParams.depthClearValue;
1471 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1472
1473 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001474
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001475 framebufferDSV->Release();
1476 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001477 }
1478 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001479}
1480
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001481void Renderer11::maskedClear(const gl::ClearParameters &clearParams)
1482{
1483 HRESULT result;
1484
1485 if (!mClearResourcesInitialized)
1486 {
1487 ASSERT(!mClearVB && !mClearVS && !mClearPS && !mClearScissorRS && !mClearNoScissorRS);
1488
1489 D3D11_BUFFER_DESC vbDesc;
1490 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1491 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1492 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1493 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1494 vbDesc.MiscFlags = 0;
1495 vbDesc.StructureByteStride = 0;
1496
1497 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1498 ASSERT(SUCCEEDED(result));
1499 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1500
1501 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1502 {
1503 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1504 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1505 };
1506
1507 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1508 ASSERT(SUCCEEDED(result));
1509 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1510
1511 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1512 ASSERT(SUCCEEDED(result));
1513 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1514
1515 result = mDevice->CreatePixelShader(g_PS_Clear, sizeof(g_PS_Clear), NULL, &mClearPS);
1516 ASSERT(SUCCEEDED(result));
1517 d3d11::SetDebugName(mClearPS, "Renderer11 masked clear pixel shader");
1518
1519 D3D11_RASTERIZER_DESC rsScissorDesc;
1520 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1521 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1522 rsScissorDesc.FrontCounterClockwise = FALSE;
1523 rsScissorDesc.DepthBias = 0;
1524 rsScissorDesc.DepthBiasClamp = 0.0f;
1525 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1526 rsScissorDesc.DepthClipEnable = FALSE;
1527 rsScissorDesc.ScissorEnable = TRUE;
1528 rsScissorDesc.MultisampleEnable = FALSE;
1529 rsScissorDesc.AntialiasedLineEnable = FALSE;
1530
1531 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1532 ASSERT(SUCCEEDED(result));
1533 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1534
1535 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1536 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1537 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1538 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1539 rsNoScissorDesc.DepthBias = 0;
1540 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1541 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1542 rsNoScissorDesc.DepthClipEnable = FALSE;
1543 rsNoScissorDesc.ScissorEnable = FALSE;
1544 rsNoScissorDesc.MultisampleEnable = FALSE;
1545 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1546
1547 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1548 ASSERT(SUCCEEDED(result));
1549 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1550
1551 mClearResourcesInitialized = true;
1552 }
1553
1554 // Prepare the depth stencil state to write depth values if the depth should be cleared
1555 // and stencil values if the stencil should be cleared
1556 gl::DepthStencilState glDSState;
1557 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1558 glDSState.depthFunc = GL_ALWAYS;
1559 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1560 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1561 glDSState.stencilFunc = GL_ALWAYS;
1562 glDSState.stencilMask = 0;
1563 glDSState.stencilFail = GL_REPLACE;
1564 glDSState.stencilPassDepthFail = GL_REPLACE;
1565 glDSState.stencilPassDepthPass = GL_REPLACE;
1566 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1567 glDSState.stencilBackFunc = GL_ALWAYS;
1568 glDSState.stencilBackMask = 0;
1569 glDSState.stencilBackFail = GL_REPLACE;
1570 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1571 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1572 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1573
1574 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1575
1576 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1577
1578 // Prepare the blend state to use a write mask if the color buffer should be cleared
1579 gl::BlendState glBlendState;
1580 glBlendState.blend = false;
1581 glBlendState.sourceBlendRGB = GL_ONE;
1582 glBlendState.destBlendRGB = GL_ZERO;
1583 glBlendState.sourceBlendAlpha = GL_ONE;
1584 glBlendState.destBlendAlpha = GL_ZERO;
1585 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1586 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1587 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1588 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1589 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
shannon.woods@transgaming.com50ea9932013-02-28 23:13:40 +00001590 glBlendState.colorMaskAlpha = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskAlpha : false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001591 glBlendState.sampleAlphaToCoverage = false;
1592 glBlendState.dither = false;
1593
1594 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1595 static const UINT sampleMask = 0xFFFFFFFF;
1596
1597 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1598
1599 // Set the vertices
1600 D3D11_MAPPED_SUBRESOURCE mappedResource;
1601 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1602 if (FAILED(result))
1603 {
1604 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1605 return;
1606 }
1607
1608 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1609
1610 float depthClear = gl::clamp01(clearParams.depthClearValue);
1611 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1612 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1613 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1614 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1615
1616 mDeviceContext->Unmap(mClearVB, 0);
1617
1618 // Apply state
1619 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1620 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1621 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1622
1623 // Apply shaders
1624 mDeviceContext->IASetInputLayout(mClearIL);
1625 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
1626 mDeviceContext->PSSetShader(mClearPS, NULL, 0);
shannon.woods@transgaming.com2c53e472013-02-28 23:13:56 +00001627 mDeviceContext->GSSetShader(NULL, NULL, 0);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001628
1629 // Apply vertex buffer
1630 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1631 static UINT startIdx = 0;
1632 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1633 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1634
1635 // Draw the clear quad
1636 mDeviceContext->Draw(4, 0);
1637
1638 // Clean up
1639 markAllStateDirty();
1640}
1641
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001642void Renderer11::markAllStateDirty()
1643{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001644 mAppliedRenderTargetSerial = 0;
1645 mAppliedDepthbufferSerial = 0;
1646 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001647 mDepthStencilInitialized = false;
1648 mRenderTargetDescInitialized = false;
1649
shannon.woods@transgaming.comcb4cc5a2013-02-28 23:15:21 +00001650 bool clearVertexTextureResources = false;
1651
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001652 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001653 {
shannon.woods@transgaming.comcb4cc5a2013-02-28 23:15:21 +00001654 if (mCurVertexTextureSerials[i] != 0)
1655 {
1656 clearVertexTextureResources = true;
1657 }
1658
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001659 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001660 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001661 }
shannon.woods@transgaming.comcb4cc5a2013-02-28 23:15:21 +00001662
1663 if (clearVertexTextureResources && mDeviceContext)
1664 {
1665 ID3D11ShaderResourceView *nullSRVs[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS] = {0};
1666 mDeviceContext->VSSetShaderResources(0, getMaxVertexTextureImageUnits(), nullSRVs);
1667 }
1668
1669 bool clearPixelTextureResources = false;
1670
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001671 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1672 {
shannon.woods@transgaming.comcb4cc5a2013-02-28 23:15:21 +00001673 if (mCurPixelTextureSerials[i] != 0)
1674 {
1675 clearPixelTextureResources = true;
1676 }
1677
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001678 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001679 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001680 }
1681
shannon.woods@transgaming.comcb4cc5a2013-02-28 23:15:21 +00001682 if (clearPixelTextureResources && mDeviceContext)
1683 {
1684 ID3D11ShaderResourceView *nullSRVs[gl::MAX_TEXTURE_IMAGE_UNITS] = {0};
1685 mDeviceContext->PSSetShaderResources(0, gl::MAX_TEXTURE_IMAGE_UNITS, nullSRVs);
1686 }
1687
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001688 mForceSetBlendState = true;
1689 mForceSetRasterState = true;
1690 mForceSetDepthStencilState = true;
1691 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001692 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001693
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001694 mAppliedIBSerial = 0;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001695 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001696 mAppliedIBOffset = 0;
1697
daniel@transgaming.come4991412012-12-20 20:55:34 +00001698 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001699 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1700 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001701}
1702
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001703void Renderer11::releaseDeviceResources()
1704{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001705 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001706 mInputLayoutCache.clear();
1707
1708 delete mVertexDataManager;
1709 mVertexDataManager = NULL;
1710
1711 delete mIndexDataManager;
1712 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001713
1714 delete mLineLoopIB;
1715 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001716
1717 delete mTriangleFanIB;
1718 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001719
1720 if (mCopyVB)
1721 {
1722 mCopyVB->Release();
1723 mCopyVB = NULL;
1724 }
1725
1726 if (mCopySampler)
1727 {
1728 mCopySampler->Release();
1729 mCopySampler = NULL;
1730 }
1731
1732 if (mCopyIL)
1733 {
1734 mCopyIL->Release();
1735 mCopyIL = NULL;
1736 }
1737
1738 if (mCopyVS)
1739 {
1740 mCopyVS->Release();
1741 mCopyVS = NULL;
1742 }
1743
1744 if (mCopyRGBAPS)
1745 {
1746 mCopyRGBAPS->Release();
1747 mCopyRGBAPS = NULL;
1748 }
1749
1750 if (mCopyRGBPS)
1751 {
1752 mCopyRGBPS->Release();
1753 mCopyRGBPS = NULL;
1754 }
1755
1756 if (mCopyLumPS)
1757 {
1758 mCopyLumPS->Release();
1759 mCopyLumPS = NULL;
1760 }
1761
1762 if (mCopyLumAlphaPS)
1763 {
1764 mCopyLumAlphaPS->Release();
1765 mCopyLumAlphaPS = NULL;
1766 }
1767
1768 mCopyResourcesInitialized = false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001769
1770 if (mClearVB)
1771 {
1772 mClearVB->Release();
1773 mClearVB = NULL;
1774 }
1775
1776 if (mClearIL)
1777 {
1778 mClearIL->Release();
1779 mClearIL = NULL;
1780 }
1781
1782 if (mClearVS)
1783 {
1784 mClearVS->Release();
1785 mClearVS = NULL;
1786 }
1787
1788 if (mClearPS)
1789 {
1790 mClearPS->Release();
1791 mClearPS = NULL;
1792 }
1793
1794 if (mClearScissorRS)
1795 {
1796 mClearScissorRS->Release();
1797 mClearScissorRS = NULL;
1798 }
1799
1800 if (mClearNoScissorRS)
1801 {
1802 mClearNoScissorRS->Release();
1803 mClearNoScissorRS = NULL;
1804 }
1805
1806 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001807
1808 if (mDriverConstantBufferVS)
1809 {
1810 mDriverConstantBufferVS->Release();
1811 mDriverConstantBufferVS = NULL;
1812 }
1813
1814 if (mDriverConstantBufferPS)
1815 {
1816 mDriverConstantBufferPS->Release();
1817 mDriverConstantBufferPS = NULL;
1818 }
daniel@transgaming.combdf787f2013-02-01 03:20:36 +00001819
1820 if (mSyncQuery)
1821 {
1822 mSyncQuery->Release();
1823 mSyncQuery = NULL;
1824 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001825}
1826
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001827void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001828{
1829 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001830 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001831}
1832
1833bool Renderer11::isDeviceLost()
1834{
1835 return mDeviceLost;
1836}
1837
1838// set notify to true to broadcast a message to all contexts of the device loss
1839bool Renderer11::testDeviceLost(bool notify)
1840{
1841 bool isLost = false;
1842
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001843 // GetRemovedReason is used to test if the device is removed
1844 HRESULT result = mDevice->GetDeviceRemovedReason();
1845 isLost = d3d11::isDeviceLostError(result);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001846
1847 if (isLost)
1848 {
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001849 // Log error if this is a new device lost event
1850 if (mDeviceLost == false)
1851 {
1852 ERR("The D3D11 device was removed: 0x%08X", result);
1853 }
1854
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001855 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001856 // we'll probably get this done again by notifyDeviceLost
1857 // but best to remember it!
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001858 // Note that we don't want to clear the device loss status here
1859 // -- this needs to be done by resetDevice
1860 mDeviceLost = true;
1861 if (notify)
1862 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001863 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001864 }
1865 }
1866
1867 return isLost;
1868}
1869
1870bool Renderer11::testDeviceResettable()
1871{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001872 // determine if the device is resettable by creating a dummy device
1873 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001874
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001875 if (D3D11CreateDevice == NULL)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001876 {
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001877 return false;
1878 }
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001879
1880 D3D_FEATURE_LEVEL featureLevel[] =
1881 {
1882 D3D_FEATURE_LEVEL_11_0,
1883 D3D_FEATURE_LEVEL_10_1,
1884 D3D_FEATURE_LEVEL_10_0,
1885 };
1886
1887 ID3D11Device* dummyDevice;
1888 D3D_FEATURE_LEVEL dummyFeatureLevel;
1889 ID3D11DeviceContext* dummyContext;
1890
1891 HRESULT result = D3D11CreateDevice(NULL,
1892 D3D_DRIVER_TYPE_HARDWARE,
1893 NULL,
1894 #if defined(_DEBUG)
1895 D3D11_CREATE_DEVICE_DEBUG,
1896 #else
1897 0,
1898 #endif
1899 featureLevel,
1900 sizeof(featureLevel)/sizeof(featureLevel[0]),
1901 D3D11_SDK_VERSION,
1902 &dummyDevice,
1903 &dummyFeatureLevel,
1904 &dummyContext);
1905
1906 if (!mDevice || FAILED(result))
1907 {
1908 return false;
1909 }
1910
1911 dummyContext->Release();
1912 dummyDevice->Release();
1913
1914 return true;
1915}
1916
1917void Renderer11::release()
1918{
1919 releaseDeviceResources();
1920
1921 if (mDxgiFactory)
1922 {
1923 mDxgiFactory->Release();
1924 mDxgiFactory = NULL;
1925 }
1926
1927 if (mDxgiAdapter)
1928 {
1929 mDxgiAdapter->Release();
1930 mDxgiAdapter = NULL;
1931 }
1932
1933 if (mDeviceContext)
1934 {
1935 mDeviceContext->ClearState();
1936 mDeviceContext->Flush();
1937 mDeviceContext->Release();
1938 mDeviceContext = NULL;
1939 }
1940
1941 if (mDevice)
1942 {
1943 mDevice->Release();
1944 mDevice = NULL;
1945 }
1946
1947 if (mD3d11Module)
1948 {
1949 FreeLibrary(mD3d11Module);
1950 mD3d11Module = NULL;
1951 }
1952
1953 if (mDxgiModule)
1954 {
1955 FreeLibrary(mDxgiModule);
1956 mDxgiModule = NULL;
1957 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001958}
1959
1960bool Renderer11::resetDevice()
1961{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001962 // recreate everything
1963 release();
1964 EGLint result = initialize();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001965
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001966 if (result != EGL_SUCCESS)
1967 {
1968 ERR("Could not reinitialize D3D11 device: %08X", result);
1969 return false;
1970 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001971
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001972 mDeviceLost = false;
1973
1974 return true;
1975}
1976
1977DWORD Renderer11::getAdapterVendor() const
1978{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001979 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001980}
1981
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001982std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001983{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001984 std::ostringstream rendererString;
1985
1986 rendererString << mDescription;
1987 rendererString << " Direct3D11";
1988
1989 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1990 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1991
1992 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001993}
1994
1995GUID Renderer11::getAdapterIdentifier() const
1996{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00001997 // Use the adapter LUID as our adapter ID
1998 // This number is local to a machine is only guaranteed to be unique between restarts
1999 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
2000 GUID adapterId = {0};
2001 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
2002 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002003}
2004
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00002005bool Renderer11::getBGRATextureSupport() const
2006{
2007 return mBGRATextureSupport;
2008}
2009
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002010bool Renderer11::getDXT1TextureSupport()
2011{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002012 return mDXT1TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002013}
2014
2015bool Renderer11::getDXT3TextureSupport()
2016{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002017 return mDXT3TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002018}
2019
2020bool Renderer11::getDXT5TextureSupport()
2021{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002022 return mDXT5TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002023}
2024
2025bool Renderer11::getDepthTextureSupport() const
2026{
2027 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002028 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002029 return false;
2030}
2031
2032bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
2033{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002034 *renderable = mFloat32RenderSupport;
2035 *filtering = mFloat32FilterSupport;
2036 return mFloat32TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002037}
2038
2039bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
2040{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002041 *renderable = mFloat16RenderSupport;
2042 *filtering = mFloat16FilterSupport;
2043 return mFloat16TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002044}
2045
2046bool Renderer11::getLuminanceTextureSupport()
2047{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002048 return false;
2049}
2050
2051bool Renderer11::getLuminanceAlphaTextureSupport()
2052{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002053 return false;
2054}
2055
2056bool Renderer11::getTextureFilterAnisotropySupport() const
2057{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002058 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002059}
2060
2061float Renderer11::getTextureMaxAnisotropy() const
2062{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002063 switch (mFeatureLevel)
2064 {
2065 case D3D_FEATURE_LEVEL_11_0:
2066 return D3D11_MAX_MAXANISOTROPY;
2067 case D3D_FEATURE_LEVEL_10_1:
2068 case D3D_FEATURE_LEVEL_10_0:
2069 return D3D10_MAX_MAXANISOTROPY;
2070 default: UNREACHABLE();
2071 return 0;
2072 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002073}
2074
2075bool Renderer11::getEventQuerySupport()
2076{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002077 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002078}
2079
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002080Range Renderer11::getViewportBounds() const
2081{
2082 switch (mFeatureLevel)
2083 {
2084 case D3D_FEATURE_LEVEL_11_0:
2085 return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
2086 case D3D_FEATURE_LEVEL_10_1:
2087 case D3D_FEATURE_LEVEL_10_0:
2088 return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
2089 default: UNREACHABLE();
2090 return Range(0, 0);
2091 }
2092}
2093
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002094unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002095{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002096 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2097 switch (mFeatureLevel)
2098 {
2099 case D3D_FEATURE_LEVEL_11_0:
2100 case D3D_FEATURE_LEVEL_10_1:
2101 case D3D_FEATURE_LEVEL_10_0:
2102 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
2103 default: UNREACHABLE();
2104 return 0;
2105 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002106}
2107
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002108unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
2109{
2110 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2111}
2112
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002113unsigned int Renderer11::getReservedVertexUniformVectors() const
2114{
2115 return 0; // Driver uniforms are stored in a separate constant buffer
2116}
2117
2118unsigned int Renderer11::getReservedFragmentUniformVectors() const
2119{
2120 return 0; // Driver uniforms are stored in a separate constant buffer
2121}
2122
2123unsigned int Renderer11::getMaxVertexUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002124{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002125 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2126 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2127 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002128}
2129
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002130unsigned int Renderer11::getMaxFragmentUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002131{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002132 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2133 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2134 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002135}
2136
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002137unsigned int Renderer11::getMaxVaryingVectors() const
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002138{
2139 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
2140 switch (mFeatureLevel)
2141 {
2142 case D3D_FEATURE_LEVEL_11_0:
2143 return D3D11_VS_OUTPUT_REGISTER_COUNT;
2144 case D3D_FEATURE_LEVEL_10_1:
2145 case D3D_FEATURE_LEVEL_10_0:
2146 return D3D10_VS_OUTPUT_REGISTER_COUNT;
2147 default: UNREACHABLE();
2148 return 0;
2149 }
2150}
2151
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002152bool Renderer11::getNonPower2TextureSupport() const
2153{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00002154 switch (mFeatureLevel)
2155 {
2156 case D3D_FEATURE_LEVEL_11_0:
2157 case D3D_FEATURE_LEVEL_10_1:
2158 case D3D_FEATURE_LEVEL_10_0:
2159 return true;
2160 default: UNREACHABLE();
2161 return false;
2162 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002163}
2164
2165bool Renderer11::getOcclusionQuerySupport() const
2166{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002167 switch (mFeatureLevel)
2168 {
2169 case D3D_FEATURE_LEVEL_11_0:
2170 case D3D_FEATURE_LEVEL_10_1:
2171 case D3D_FEATURE_LEVEL_10_0:
2172 return true;
2173 default: UNREACHABLE();
2174 return false;
2175 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002176}
2177
2178bool Renderer11::getInstancingSupport() const
2179{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002180 switch (mFeatureLevel)
2181 {
2182 case D3D_FEATURE_LEVEL_11_0:
2183 case D3D_FEATURE_LEVEL_10_1:
2184 case D3D_FEATURE_LEVEL_10_0:
2185 return true;
2186 default: UNREACHABLE();
2187 return false;
2188 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002189}
2190
2191bool Renderer11::getShareHandleSupport() const
2192{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002193 // We only currently support share handles with BGRA surfaces, because
2194 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002195 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002196 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002197}
2198
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002199bool Renderer11::getDerivativeInstructionSupport() const
2200{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002201 switch (mFeatureLevel)
2202 {
2203 case D3D_FEATURE_LEVEL_11_0:
2204 case D3D_FEATURE_LEVEL_10_1:
2205 case D3D_FEATURE_LEVEL_10_0:
2206 return true;
2207 default: UNREACHABLE();
2208 return false;
2209 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002210}
2211
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002212bool Renderer11::getPostSubBufferSupport() const
2213{
2214 // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2.
2215 return false;
2216}
2217
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002218int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002219{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002220 switch (mFeatureLevel)
2221 {
2222 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002223 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002224 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2225 default: UNREACHABLE(); return 0;
2226 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002227}
2228
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002229int Renderer11::getMinorShaderModel() const
2230{
2231 switch (mFeatureLevel)
2232 {
2233 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2234 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2235 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2236 default: UNREACHABLE(); return 0;
2237 }
2238}
2239
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002240float Renderer11::getMaxPointSize() const
2241{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002242 // choose a reasonable maximum. we enforce this in the shader.
2243 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2244 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002245}
2246
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002247int Renderer11::getMaxViewportDimension() const
2248{
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002249 // Maximum viewport size must be at least as large as the largest render buffer (or larger).
2250 // In our case return the maximum texture size, which is the maximum render buffer size.
2251 META_ASSERT(D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D11_VIEWPORT_BOUNDS_MAX);
2252 META_ASSERT(D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D10_VIEWPORT_BOUNDS_MAX);
2253
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002254 switch (mFeatureLevel)
2255 {
2256 case D3D_FEATURE_LEVEL_11_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002257 return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002258 case D3D_FEATURE_LEVEL_10_1:
2259 case D3D_FEATURE_LEVEL_10_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002260 return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002261 default: UNREACHABLE();
2262 return 0;
2263 }
2264}
2265
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002266int Renderer11::getMaxTextureWidth() const
2267{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002268 switch (mFeatureLevel)
2269 {
2270 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2271 case D3D_FEATURE_LEVEL_10_1:
2272 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2273 default: UNREACHABLE(); return 0;
2274 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002275}
2276
2277int Renderer11::getMaxTextureHeight() const
2278{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002279 switch (mFeatureLevel)
2280 {
2281 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2282 case D3D_FEATURE_LEVEL_10_1:
2283 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2284 default: UNREACHABLE(); return 0;
2285 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002286}
2287
2288bool Renderer11::get32BitIndexSupport() const
2289{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002290 switch (mFeatureLevel)
2291 {
2292 case D3D_FEATURE_LEVEL_11_0:
2293 case D3D_FEATURE_LEVEL_10_1:
2294 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2295 default: UNREACHABLE(); return false;
2296 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002297}
2298
2299int Renderer11::getMinSwapInterval() const
2300{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002301 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002302}
2303
2304int Renderer11::getMaxSwapInterval() const
2305{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002306 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002307}
2308
2309int Renderer11::getMaxSupportedSamples() const
2310{
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +00002311 return mMaxSupportedSamples;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002312}
2313
shannon.woods@transgaming.com88fbd0f2013-02-28 23:05:46 +00002314int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
2315{
2316 if (requested == 0)
2317 {
2318 return 0;
2319 }
2320
2321 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2322 if (iter != mMultisampleSupportMap.end())
2323 {
2324 const MultisampleSupportInfo& info = iter->second;
2325 for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2326 {
2327 if (info.qualityLevels[i] > 0)
2328 {
2329 return i + 1;
2330 }
2331 }
2332 }
2333
2334 return -1;
2335}
2336
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002337bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002338{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002339 if (source && dest)
2340 {
2341 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2342 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2343
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002344 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002345 return true;
2346 }
2347
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002348 return false;
2349}
2350
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002351bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002352{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002353 if (source && dest)
2354 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002355 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2356 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002357
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002358 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002359 return true;
2360 }
2361
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002362 return false;
2363}
2364
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002365bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002366 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002367{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002368 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2369 if (!colorbuffer)
2370 {
2371 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002372 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002373 }
2374
2375 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2376 if (!sourceRenderTarget)
2377 {
2378 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002379 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002380 }
2381
2382 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2383 if (!source)
2384 {
2385 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002386 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002387 }
2388
2389 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2390 if (!storage11)
2391 {
2392 source->Release();
2393 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002394 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002395 }
2396
2397 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2398 if (!destRenderTarget)
2399 {
2400 source->Release();
2401 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002402 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002403 }
2404
2405 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2406 if (!dest)
2407 {
2408 source->Release();
2409 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002410 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002411 }
2412
2413 gl::Rectangle destRect;
2414 destRect.x = xoffset;
2415 destRect.y = yoffset;
2416 destRect.width = sourceRect.width;
2417 destRect.height = sourceRect.height;
2418
2419 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2420 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2421
2422 source->Release();
2423 dest->Release();
2424
2425 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002426}
2427
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002428bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002429 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002430{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002431 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2432 if (!colorbuffer)
2433 {
2434 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002435 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002436 }
2437
2438 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2439 if (!sourceRenderTarget)
2440 {
2441 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002442 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002443 }
2444
2445 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2446 if (!source)
2447 {
2448 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002449 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002450 }
2451
2452 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2453 if (!storage11)
2454 {
2455 source->Release();
2456 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002457 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002458 }
2459
2460 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
2461 if (!destRenderTarget)
2462 {
2463 source->Release();
2464 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002465 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002466 }
2467
2468 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2469 if (!dest)
2470 {
2471 source->Release();
2472 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002473 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002474 }
2475
2476 gl::Rectangle destRect;
2477 destRect.x = xoffset;
2478 destRect.y = yoffset;
2479 destRect.width = sourceRect.width;
2480 destRect.height = sourceRect.height;
2481
2482 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2483 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2484
2485 source->Release();
2486 dest->Release();
2487
2488 return ret;
2489}
2490
2491bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight,
2492 ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat)
2493{
2494 HRESULT result;
2495
2496 if (!mCopyResourcesInitialized)
2497 {
2498 ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS);
2499
2500 D3D11_BUFFER_DESC vbDesc;
2501 vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
2502 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
2503 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
2504 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2505 vbDesc.MiscFlags = 0;
2506 vbDesc.StructureByteStride = 0;
2507
2508 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
2509 ASSERT(SUCCEEDED(result));
2510 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
2511
2512 D3D11_SAMPLER_DESC samplerDesc;
2513 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
2514 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
2515 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
2516 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
2517 samplerDesc.MipLODBias = 0.0f;
2518 samplerDesc.MaxAnisotropy = 0;
2519 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
2520 samplerDesc.BorderColor[0] = 0.0f;
2521 samplerDesc.BorderColor[1] = 0.0f;
2522 samplerDesc.BorderColor[2] = 0.0f;
2523 samplerDesc.BorderColor[3] = 0.0f;
2524 samplerDesc.MinLOD = 0.0f;
2525 samplerDesc.MaxLOD = 0.0f;
2526
2527 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
2528 ASSERT(SUCCEEDED(result));
2529 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
2530
2531 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
2532 {
2533 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2534 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2535 };
2536
2537 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL);
2538 ASSERT(SUCCEEDED(result));
2539 d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout");
2540
2541 result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS);
2542 ASSERT(SUCCEEDED(result));
2543 d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader");
2544
2545 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS);
2546 ASSERT(SUCCEEDED(result));
2547 d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader");
2548
2549 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS);
2550 ASSERT(SUCCEEDED(result));
2551 d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader");
2552
2553 result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS);
2554 ASSERT(SUCCEEDED(result));
2555 d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader");
2556
2557 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS);
2558 ASSERT(SUCCEEDED(result));
2559 d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader");
2560
2561 mCopyResourcesInitialized = true;
2562 }
2563
2564 // Verify the source and destination area sizes
2565 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
2566 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
2567 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
2568 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight))
2569 {
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002570 return gl::error(GL_INVALID_VALUE, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002571 }
2572
2573 // Set vertices
2574 D3D11_MAPPED_SUBRESOURCE mappedResource;
2575 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
2576 if (FAILED(result))
2577 {
2578 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002579 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002580 }
2581
2582 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
2583
2584 // Create a quad in homogeneous coordinates
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002585 float x1 = (destArea.x / float(destWidth)) * 2.0f - 1.0f;
shannon.woods@transgaming.comcfdfd462013-02-28 23:13:01 +00002586 float y1 = ((destHeight - destArea.y - destArea.height) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002587 float x2 = ((destArea.x + destArea.width) / float(destWidth)) * 2.0f - 1.0f;
shannon.woods@transgaming.comcfdfd462013-02-28 23:13:01 +00002588 float y2 = ((destHeight - destArea.y) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002589
2590 float u1 = sourceArea.x / float(sourceWidth);
2591 float v1 = sourceArea.y / float(sourceHeight);
2592 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
2593 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
2594
2595 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
2596 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
2597 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
2598 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
2599
2600 mDeviceContext->Unmap(mCopyVB, 0);
2601
2602 static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
2603 static UINT startIdx = 0;
2604 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
2605
2606 // Apply state
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002607 mDeviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002608 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
2609 mDeviceContext->RSSetState(NULL);
2610
2611 // Apply shaders
2612 mDeviceContext->IASetInputLayout(mCopyIL);
2613 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
2614 mDeviceContext->VSSetShader(mCopyVS, NULL, 0);
2615
2616 ID3D11PixelShader *ps = NULL;
2617 switch(destFormat)
2618 {
2619 case GL_RGBA: ps = mCopyRGBAPS; break;
2620 case GL_RGB: ps = mCopyRGBPS; break;
2621 case GL_ALPHA: ps = mCopyRGBAPS; break;
2622 case GL_BGRA_EXT: ps = mCopyRGBAPS; break;
2623 case GL_LUMINANCE: ps = mCopyLumPS; break;
2624 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break;
2625 default: UNREACHABLE(); ps = NULL; break;
2626 }
2627
2628 mDeviceContext->PSSetShader(ps, NULL, 0);
shannon.woods@transgaming.com28e7ba02013-02-28 23:09:28 +00002629 mDeviceContext->GSSetShader(NULL, NULL, 0);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002630
2631 // Unset the currently bound shader resource to avoid conflicts
2632 static ID3D11ShaderResourceView *const nullSRV = NULL;
2633 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2634
2635 // Apply render targets
2636 mDeviceContext->OMSetRenderTargets(1, &dest, NULL);
2637
2638 // Set the viewport
2639 D3D11_VIEWPORT viewport;
2640 viewport.TopLeftX = 0;
2641 viewport.TopLeftY = 0;
2642 viewport.Width = destWidth;
2643 viewport.Height = destHeight;
2644 viewport.MinDepth = 0.0f;
2645 viewport.MaxDepth = 1.0f;
2646 mDeviceContext->RSSetViewports(1, &viewport);
2647
2648 // Apply textures
2649 mDeviceContext->PSSetShaderResources(0, 1, &source);
2650 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
2651
2652 // Draw the quad
2653 mDeviceContext->Draw(4, 0);
2654
2655 // Unbind textures and render targets and vertex buffer
2656 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2657
2658 static ID3D11RenderTargetView *const nullRTV = NULL;
2659 mDeviceContext->OMSetRenderTargets(1, &nullRTV, NULL);
2660
2661 static UINT zero = 0;
2662 static ID3D11Buffer *const nullBuffer = NULL;
2663 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
2664
2665 markAllStateDirty();
2666
2667 return true;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002668}
2669
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002670RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2671{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002672 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002673 RenderTarget11 *renderTarget = NULL;
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002674
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002675 if (depth)
2676 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002677 // Note: depth stencil may be NULL for 0 sized surfaces
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002678 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
2679 swapChain11->getDepthStencilTexture(), NULL,
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002680 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002681 }
2682 else
2683 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002684 // Note: render target may be NULL for 0 sized surfaces
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002685 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002686 swapChain11->getOffscreenTexture(),
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002687 swapChain11->getRenderTargetShaderResource(),
2688 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002689 }
2690 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002691}
2692
2693RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2694{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002695 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
2696 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002697}
2698
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002699ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002700{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002701 ShaderExecutable11 *executable = NULL;
2702
2703 switch (type)
2704 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002705 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002706 {
2707 ID3D11VertexShader *vshader = NULL;
2708 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2709 ASSERT(SUCCEEDED(result));
2710
2711 if (vshader)
2712 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002713 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002714 }
2715 }
2716 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002717 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002718 {
2719 ID3D11PixelShader *pshader = NULL;
2720 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2721 ASSERT(SUCCEEDED(result));
2722
2723 if (pshader)
2724 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002725 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002726 }
2727 }
2728 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002729 case rx::SHADER_GEOMETRY:
2730 {
2731 ID3D11GeometryShader *gshader = NULL;
2732 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
2733 ASSERT(SUCCEEDED(result));
2734
2735 if (gshader)
2736 {
2737 executable = new ShaderExecutable11(function, length, gshader);
2738 }
2739 }
2740 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002741 default:
2742 UNREACHABLE();
2743 break;
2744 }
2745
2746 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002747}
2748
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002749ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002750{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002751 const char *profile = NULL;
2752
2753 switch (type)
2754 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002755 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002756 profile = "vs_4_0";
2757 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002758 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002759 profile = "ps_4_0";
2760 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002761 case rx::SHADER_GEOMETRY:
2762 profile = "gs_4_0";
2763 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002764 default:
2765 UNREACHABLE();
2766 return NULL;
2767 }
2768
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +00002769 ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, D3DCOMPILE_OPTIMIZATION_LEVEL0, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002770 if (!binary)
2771 return NULL;
2772
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002773 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002774 binary->Release();
2775
2776 return executable;
2777}
2778
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002779VertexBuffer *Renderer11::createVertexBuffer()
2780{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00002781 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002782}
2783
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002784IndexBuffer *Renderer11::createIndexBuffer()
2785{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00002786 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002787}
2788
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +00002789BufferStorage *Renderer11::createBufferStorage()
2790{
2791 return new BufferStorage11(this);
2792}
2793
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002794QueryImpl *Renderer11::createQuery(GLenum type)
2795{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002796 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002797}
2798
2799FenceImpl *Renderer11::createFence()
2800{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002801 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002802}
2803
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002804bool Renderer11::getRenderTargetResource(gl::Framebuffer *framebuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
2805{
2806 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2807 if (colorbuffer)
2808 {
2809 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2810 if (renderTarget)
2811 {
2812 *subresourceIndex = renderTarget->getSubresourceIndex();
2813
2814 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
2815 if (colorBufferRTV)
2816 {
2817 ID3D11Resource *textureResource = NULL;
2818 colorBufferRTV->GetResource(&textureResource);
2819 colorBufferRTV->Release();
2820
2821 if (textureResource)
2822 {
2823 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
2824 textureResource->Release();
2825
2826 if (SUCCEEDED(result))
2827 {
2828 return true;
2829 }
2830 else
2831 {
2832 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
2833 "HRESULT: 0x%X.", result);
2834 }
2835 }
2836 }
2837 }
2838 }
2839
2840 return false;
2841}
2842
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002843bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002844 bool blitRenderTarget, bool blitDepthStencil)
2845{
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002846 if (blitRenderTarget && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_RENDERTARGET))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002847 {
2848 return false;
2849 }
2850
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002851 if (blitDepthStencil && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_DEPTHSTENCIL))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002852 {
2853 return false;
2854 }
2855
2856 return true;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002857}
2858
2859void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2860 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2861{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002862 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002863 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002864
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002865 if (getRenderTargetResource(framebuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002866 {
2867 gl::Rectangle area;
2868 area.x = x;
2869 area.y = y;
2870 area.width = width;
2871 area.height = height;
2872
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002873 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
2874 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002875
2876 colorBufferTexture->Release();
2877 colorBufferTexture = NULL;
2878 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002879}
2880
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002881Image *Renderer11::createImage()
2882{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00002883 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002884}
2885
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002886void Renderer11::generateMipmap(Image *dest, Image *src)
2887{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00002888 Image11 *dest11 = Image11::makeImage11(dest);
2889 Image11 *src11 = Image11::makeImage11(src);
2890 Image11::generateMipmap(dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002891}
2892
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002893TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
2894{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002895 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
2896 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002897}
2898
2899TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
2900{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002901 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002902}
2903
2904TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
2905{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002906 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002907}
2908
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002909static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
2910{
2911 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
2912 destFormat == GL_ALPHA &&
2913 destType == GL_UNSIGNED_BYTE)
2914 {
2915 return 1;
2916 }
2917 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
2918 destFormat == GL_RGBA &&
2919 destType == GL_UNSIGNED_BYTE)
2920 {
2921 return 4;
2922 }
2923 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
2924 destFormat == GL_BGRA_EXT &&
2925 destType == GL_UNSIGNED_BYTE)
2926 {
2927 return 4;
2928 }
2929 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
2930 destFormat == GL_RGBA &&
2931 destType == GL_HALF_FLOAT_OES)
2932 {
2933 return 8;
2934 }
2935 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
2936 destFormat == GL_RGB &&
2937 destType == GL_FLOAT)
2938 {
2939 return 12;
2940 }
2941 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
2942 destFormat == GL_RGBA &&
2943 destType == GL_FLOAT)
2944 {
2945 return 16;
2946 }
2947 else
2948 {
2949 return 0;
2950 }
2951}
2952
2953static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
2954 unsigned int y, int inputPitch, gl::Color *outColor)
2955{
2956 switch (format)
2957 {
2958 case DXGI_FORMAT_R8G8B8A8_UNORM:
2959 {
2960 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00002961 outColor->red = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
2962 outColor->green = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
2963 outColor->blue = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
2964 outColor->alpha = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002965 }
2966 break;
2967
2968 case DXGI_FORMAT_A8_UNORM:
2969 {
2970 outColor->red = 0.0f;
2971 outColor->green = 0.0f;
2972 outColor->blue = 0.0f;
2973 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
2974 }
2975 break;
2976
2977 case DXGI_FORMAT_R32G32B32A32_FLOAT:
2978 {
2979 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
2980 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
2981 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
2982 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
2983 }
2984 break;
2985
2986 case DXGI_FORMAT_R32G32B32_FLOAT:
2987 {
2988 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
2989 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
2990 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
2991 outColor->alpha = 1.0f;
2992 }
2993 break;
2994
2995 case DXGI_FORMAT_R16G16B16A16_FLOAT:
2996 {
2997 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
2998 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
2999 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
3000 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
3001 }
3002 break;
3003
3004 case DXGI_FORMAT_B8G8R8A8_UNORM:
3005 {
3006 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00003007 outColor->red = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
3008 outColor->blue = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
3009 outColor->green = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
3010 outColor->alpha = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003011 }
3012 break;
3013
3014 case DXGI_FORMAT_R8_UNORM:
3015 {
3016 outColor->red = *(data + x + y * inputPitch) / 255.0f;
3017 outColor->green = 0.0f;
3018 outColor->blue = 0.0f;
3019 outColor->alpha = 1.0f;
3020 }
3021 break;
3022
3023 case DXGI_FORMAT_R8G8_UNORM:
3024 {
3025 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
3026
3027 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
3028 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
3029 outColor->blue = 0.0f;
3030 outColor->alpha = 1.0f;
3031 }
3032 break;
3033
3034 case DXGI_FORMAT_R16_FLOAT:
3035 {
3036 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
3037 outColor->green = 0.0f;
3038 outColor->blue = 0.0f;
3039 outColor->alpha = 1.0f;
3040 }
3041 break;
3042
3043 case DXGI_FORMAT_R16G16_FLOAT:
3044 {
3045 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
3046 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
3047 outColor->blue = 0.0f;
3048 outColor->alpha = 1.0f;
3049 }
3050 break;
3051
3052 default:
3053 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
3054 UNIMPLEMENTED();
3055 break;
3056 }
3057}
3058
3059static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
3060 unsigned int y, int outputPitch, void *outData)
3061{
3062 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
3063 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
3064
3065 switch (format)
3066 {
3067 case GL_RGBA:
3068 switch (type)
3069 {
3070 case GL_UNSIGNED_BYTE:
3071 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3072 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3073 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3074 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3075 break;
3076
3077 default:
3078 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
3079 UNIMPLEMENTED();
3080 break;
3081 }
3082 break;
3083
3084 case GL_BGRA_EXT:
3085 switch (type)
3086 {
3087 case GL_UNSIGNED_BYTE:
3088 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3089 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3090 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
3091 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3092 break;
3093
3094 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
3095 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3096 // this type is packed as follows:
3097 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3098 // --------------------------------------------------------------------------------
3099 // | 4th | 3rd | 2nd | 1st component |
3100 // --------------------------------------------------------------------------------
3101 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3102 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3103 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
3104 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
3105 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
3106 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
3107 break;
3108
3109 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
3110 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3111 // this type is packed as follows:
3112 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3113 // --------------------------------------------------------------------------------
3114 // | 4th | 3rd | 2nd | 1st component |
3115 // --------------------------------------------------------------------------------
3116 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3117 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3118 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
3119 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
3120 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
3121 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
3122 break;
3123
3124 default:
3125 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
3126 UNIMPLEMENTED();
3127 break;
3128 }
3129 break;
3130
3131 case GL_RGB:
3132 switch (type)
3133 {
3134 case GL_UNSIGNED_SHORT_5_6_5:
3135 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3136 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
3137 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
3138 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
3139 break;
3140
3141 case GL_UNSIGNED_BYTE:
3142 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3143 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3144 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3145 break;
3146
3147 default:
3148 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
3149 UNIMPLEMENTED();
3150 break;
3151 }
3152 break;
3153
3154 default:
3155 ERR("WritePixelColor not implemented for format 0x%X.", format);
3156 UNIMPLEMENTED();
3157 break;
3158 }
3159}
3160
3161void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
3162 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
3163 GLint packAlignment, void *pixels)
3164{
3165 D3D11_TEXTURE2D_DESC textureDesc;
3166 texture->GetDesc(&textureDesc);
3167
3168 D3D11_TEXTURE2D_DESC stagingDesc;
3169 stagingDesc.Width = area.width;
3170 stagingDesc.Height = area.height;
3171 stagingDesc.MipLevels = 1;
3172 stagingDesc.ArraySize = 1;
3173 stagingDesc.Format = textureDesc.Format;
3174 stagingDesc.SampleDesc.Count = 1;
3175 stagingDesc.SampleDesc.Quality = 0;
3176 stagingDesc.Usage = D3D11_USAGE_STAGING;
3177 stagingDesc.BindFlags = 0;
3178 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
3179 stagingDesc.MiscFlags = 0;
3180
3181 ID3D11Texture2D* stagingTex = NULL;
3182 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
3183 if (FAILED(result))
3184 {
3185 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
3186 return;
3187 }
3188
3189 ID3D11Texture2D* srcTex = NULL;
3190 if (textureDesc.SampleDesc.Count > 1)
3191 {
3192 D3D11_TEXTURE2D_DESC resolveDesc;
3193 resolveDesc.Width = textureDesc.Width;
3194 resolveDesc.Height = textureDesc.Height;
3195 resolveDesc.MipLevels = 1;
3196 resolveDesc.ArraySize = 1;
3197 resolveDesc.Format = textureDesc.Format;
3198 resolveDesc.SampleDesc.Count = 1;
3199 resolveDesc.SampleDesc.Quality = 0;
3200 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
3201 resolveDesc.BindFlags = 0;
3202 resolveDesc.CPUAccessFlags = 0;
3203 resolveDesc.MiscFlags = 0;
3204
3205 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
3206 if (FAILED(result))
3207 {
3208 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
3209 stagingTex->Release();
3210 return;
3211 }
3212
3213 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
3214 subResource = 0;
3215 }
3216 else
3217 {
3218 srcTex = texture;
3219 srcTex->AddRef();
3220 }
3221
3222 D3D11_BOX srcBox;
3223 srcBox.left = area.x;
3224 srcBox.right = area.x + area.width;
3225 srcBox.top = area.y;
3226 srcBox.bottom = area.y + area.height;
3227 srcBox.front = 0;
3228 srcBox.back = 1;
3229
3230 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
3231
3232 srcTex->Release();
3233 srcTex = NULL;
3234
3235 D3D11_MAPPED_SUBRESOURCE mapping;
3236 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
3237
3238 unsigned char *source;
3239 int inputPitch;
3240 if (packReverseRowOrder)
3241 {
3242 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
3243 inputPitch = -static_cast<int>(mapping.RowPitch);
3244 }
3245 else
3246 {
3247 source = static_cast<unsigned char*>(mapping.pData);
3248 inputPitch = static_cast<int>(mapping.RowPitch);
3249 }
3250
3251 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
3252 if (fastPixelSize != 0)
3253 {
3254 unsigned char *dest = static_cast<unsigned char*>(pixels);
3255 for (int j = 0; j < area.height; j++)
3256 {
3257 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
3258 }
3259 }
3260 else
3261 {
3262 gl::Color pixelColor;
3263 for (int j = 0; j < area.height; j++)
3264 {
3265 for (int i = 0; i < area.width; i++)
3266 {
3267 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
3268 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
3269 }
3270 }
3271 }
3272
3273 mDeviceContext->Unmap(stagingTex, 0);
3274
3275 stagingTex->Release();
3276 stagingTex = NULL;
3277}
3278
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003279bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget,
3280 const gl::Rectangle &drawRect, BlitTarget target)
3281{
3282 ASSERT(readRect.width == drawRect.width && readRect.height == drawRect.height);
3283
3284 gl::Renderbuffer *readBuffer = NULL;
3285 switch (target)
3286 {
3287 case BLIT_RENDERTARGET:
3288 readBuffer = readTarget->getColorbuffer();
3289 break;
3290 case BLIT_DEPTHSTENCIL:
3291 readBuffer = readTarget->getDepthOrStencilbuffer();
3292 break;
3293 default: UNREACHABLE();
3294 }
3295 if (!readBuffer)
3296 {
3297 ERR("Failed to retrieve the color buffer from the read target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003298 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003299 }
3300
3301 RenderTarget11 *sourceRenderTarget = NULL;
3302 switch (target)
3303 {
3304 case BLIT_RENDERTARGET:
3305 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getRenderTarget());
3306 break;
3307 case BLIT_DEPTHSTENCIL:
3308 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getDepthStencil());
3309 break;
3310 default: UNREACHABLE();
3311 }
3312 if (!sourceRenderTarget)
3313 {
3314 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003315 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003316 }
3317
3318 ID3D11Texture2D *source = NULL;
3319 unsigned int sourceSubresource = 0;
3320 if (sourceRenderTarget->getSamples() > 0)
3321 {
3322 ID3D11Texture2D *unresolvedTexture = sourceRenderTarget->getTexture();
3323
3324 source = resolveMultisampledTexture(unresolvedTexture, sourceRenderTarget->getSubresourceIndex());
3325 sourceSubresource = 0;
3326
3327 unresolvedTexture->Release();
3328 }
3329 else
3330 {
3331 source = sourceRenderTarget->getTexture();
3332 sourceSubresource = sourceRenderTarget->getSubresourceIndex();
3333 }
3334
3335 if (!source)
3336 {
3337 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003338 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003339 }
3340
3341
3342 gl::Renderbuffer *drawBuffer = NULL;
3343 switch (target)
3344 {
3345 case BLIT_RENDERTARGET:
3346 drawBuffer = drawTarget->getColorbuffer();
3347 break;
3348 case BLIT_DEPTHSTENCIL:
3349 drawBuffer = drawTarget->getDepthOrStencilbuffer();
3350 break;
3351 default: UNREACHABLE();
3352 }
3353 if (!drawBuffer)
3354 {
3355 source->Release();
3356 ERR("Failed to retrieve the color buffer from the draw buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003357 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003358 }
3359
3360 RenderTarget11 *drawRenderTarget = NULL;
3361 switch (target)
3362 {
3363 case BLIT_RENDERTARGET:
3364 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getRenderTarget());
3365 break;
3366 case BLIT_DEPTHSTENCIL:
3367 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getDepthStencil());
3368 break;
3369 default: UNREACHABLE();
3370 }
3371 if (!drawRenderTarget)
3372 {
3373 source->Release();
3374 ERR("Failed to retrieve the render target from the render buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003375 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003376 }
3377
3378 ID3D11Texture2D *dest = drawRenderTarget->getTexture();
3379 unsigned int destSubresource = drawRenderTarget->getSubresourceIndex();
3380
3381 D3D11_BOX srcBox;
3382 srcBox.left = readRect.x;
3383 srcBox.right = readRect.x + readRect.width;
3384 srcBox.top = readRect.y;
3385 srcBox.bottom = readRect.y + readRect.height;
3386 srcBox.front = 0;
3387 srcBox.back = 1;
3388
3389 mDeviceContext->CopySubresourceRegion(dest, destSubresource, drawRect.x, drawRect.y, 0,
3390 source, sourceSubresource, &srcBox);
3391
3392 source->Release();
3393 dest->Release();
3394
3395 return true;
3396}
3397
shannon.woods@transgaming.comd67f9ce2013-02-28 23:06:09 +00003398ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
3399{
3400 D3D11_TEXTURE2D_DESC textureDesc;
3401 source->GetDesc(&textureDesc);
3402
3403 if (textureDesc.SampleDesc.Count > 1)
3404 {
3405 D3D11_TEXTURE2D_DESC resolveDesc;
3406 resolveDesc.Width = textureDesc.Width;
3407 resolveDesc.Height = textureDesc.Height;
3408 resolveDesc.MipLevels = 1;
3409 resolveDesc.ArraySize = 1;
3410 resolveDesc.Format = textureDesc.Format;
3411 resolveDesc.SampleDesc.Count = 1;
3412 resolveDesc.SampleDesc.Quality = 0;
3413 resolveDesc.Usage = textureDesc.Usage;
3414 resolveDesc.BindFlags = textureDesc.BindFlags;
3415 resolveDesc.CPUAccessFlags = 0;
3416 resolveDesc.MiscFlags = 0;
3417
3418 ID3D11Texture2D *resolveTexture = NULL;
3419 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
3420 if (FAILED(result))
3421 {
3422 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
3423 return NULL;
3424 }
3425
3426 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
3427 return resolveTexture;
3428 }
3429 else
3430 {
3431 source->AddRef();
3432 return source;
3433 }
3434}
3435
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003436}