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daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001//
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00002// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00003// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
8
9#include "common/debug.h"
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000013#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000014#include "libGLESv2/Program.h"
15#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000016#include "libGLESv2/Framebuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000017#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000018#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000019#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +000020#include "libGLESv2/renderer/ShaderExecutable11.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000021#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.coma8aac672012-12-20 21:08:00 +000022#include "libGLESv2/renderer/Image11.h"
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +000023#include "libGLESv2/renderer/VertexBuffer11.h"
daniel@transgaming.com11c2af52012-12-20 21:10:01 +000024#include "libGLESv2/renderer/IndexBuffer11.h"
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"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000028
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000029#include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h"
30#include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h"
31#include "libGLESv2/renderer/shaders/compiled/passthroughrgb11ps.h"
32#include "libGLESv2/renderer/shaders/compiled/passthroughlum11ps.h"
33#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha11ps.h"
34
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000035#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
36#include "libGLESv2/renderer/shaders/compiled/clear11ps.h"
37
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +000038#include <sstream>
39
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000040namespace rx
41{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000042static const DXGI_FORMAT RenderTargetFormats[] =
43 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000044 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000045 DXGI_FORMAT_R8G8B8A8_UNORM
46 };
47
48static const DXGI_FORMAT DepthStencilFormats[] =
49 {
50 DXGI_FORMAT_D24_UNORM_S8_UINT
51 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000052
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000053enum
54{
55 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
56};
57
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000058Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
59{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000060 mVertexDataManager = NULL;
61 mIndexDataManager = NULL;
62
daniel@transgaming.comc5114302012-12-20 21:11:36 +000063 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000064 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000065
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000066 mCopyResourcesInitialized = false;
67 mCopyVB = NULL;
68 mCopySampler = NULL;
69 mCopyIL = NULL;
70 mCopyVS = NULL;
71 mCopyRGBAPS = NULL;
72 mCopyRGBPS = NULL;
73 mCopyLumPS = NULL;
74 mCopyLumAlphaPS = NULL;
75
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000076 mClearResourcesInitialized = false;
77 mClearVB = NULL;
78 mClearIL = NULL;
79 mClearVS = NULL;
80 mClearPS = NULL;
81 mClearScissorRS = NULL;
82 mClearNoScissorRS = NULL;
83
daniel@transgaming.combdf787f2013-02-01 03:20:36 +000084 mSyncQuery = NULL;
85
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000086 mD3d11Module = NULL;
87 mDxgiModule = NULL;
88
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000089 mDeviceLost = false;
90
daniel@transgaming.com25072f62012-11-28 19:31:32 +000091 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000092 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000093 mDxgiAdapter = NULL;
94 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +000095
96 mDriverConstantBufferVS = NULL;
97 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +000098
99 mBGRATextureSupport = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000100}
101
102Renderer11::~Renderer11()
103{
104 releaseDeviceResources();
105
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000106 if (mDxgiFactory)
107 {
108 mDxgiFactory->Release();
109 mDxgiFactory = NULL;
110 }
111
112 if (mDxgiAdapter)
113 {
114 mDxgiAdapter->Release();
115 mDxgiAdapter = NULL;
116 }
117
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000118 if (mDeviceContext)
119 {
daniel@transgaming.comd5df4e82013-01-11 04:11:21 +0000120 mDeviceContext->ClearState();
121 mDeviceContext->Flush();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000122 mDeviceContext->Release();
123 mDeviceContext = NULL;
124 }
125
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000126 if (mDevice)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000127 {
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000128 mDevice->Release();
129 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000130 }
131
132 if (mD3d11Module)
133 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000134 FreeLibrary(mD3d11Module);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000135 mD3d11Module = NULL;
136 }
137
138 if (mDxgiModule)
139 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000140 FreeLibrary(mDxgiModule);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000141 mDxgiModule = NULL;
142 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000143}
144
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000145Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
146{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000147 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000148 return static_cast<rx::Renderer11*>(renderer);
149}
150
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000151EGLint Renderer11::initialize()
152{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000153 if (!initializeCompiler())
154 {
155 return EGL_NOT_INITIALIZED;
156 }
157
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000158 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
159 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000160
161 if (mD3d11Module == NULL || mDxgiModule == NULL)
162 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000163 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000164 return EGL_NOT_INITIALIZED;
165 }
166
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000167 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000168
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000169 if (D3D11CreateDevice == NULL)
170 {
171 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
172 return EGL_NOT_INITIALIZED;
173 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000174
175 D3D_FEATURE_LEVEL featureLevel[] =
176 {
177 D3D_FEATURE_LEVEL_11_0,
178 D3D_FEATURE_LEVEL_10_1,
179 D3D_FEATURE_LEVEL_10_0,
180 };
181
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000182 HRESULT result = D3D11CreateDevice(NULL,
183 D3D_DRIVER_TYPE_HARDWARE,
184 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000185 #if defined(_DEBUG)
186 D3D11_CREATE_DEVICE_DEBUG,
187 #else
188 0,
189 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000190 featureLevel,
191 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000192 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000193 &mDevice,
194 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000195 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000196
197 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000198 {
199 ERR("Could not create D3D11 device - aborting!\n");
200 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
201 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000202
203 IDXGIDevice *dxgiDevice = NULL;
204 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
205
206 if (FAILED(result))
207 {
208 ERR("Could not query DXGI device - aborting!\n");
209 return EGL_NOT_INITIALIZED;
210 }
211
212 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
213
214 if (FAILED(result))
215 {
216 ERR("Could not retrieve DXGI adapter - aborting!\n");
217 return EGL_NOT_INITIALIZED;
218 }
219
220 dxgiDevice->Release();
221
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000222 mDxgiAdapter->GetDesc(&mAdapterDescription);
223 memset(mDescription, 0, sizeof(mDescription));
224 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
225
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000226 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
227
228 if (!mDxgiFactory || FAILED(result))
229 {
230 ERR("Could not create DXGI factory - aborting!\n");
231 return EGL_NOT_INITIALIZED;
232 }
233
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000234 initializeDevice();
235
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000236 // BGRA texture support is optional in feature levels 10 and 10_1
237 UINT formatSupport;
238 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
239 if (FAILED(result))
240 {
241 ERR("Error checking BGRA format support: 0x%08X", result);
242 }
243 else
244 {
245 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
246 mBGRATextureSupport = (formatSupport & flags) == flags;
247 }
248
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000249 return EGL_SUCCESS;
250}
251
252// do any one-time device initialization
253// NOTE: this is also needed after a device lost/reset
254// to reset the scene status and ensure the default states are reset.
255void Renderer11::initializeDevice()
256{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000257 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000258 mInputLayoutCache.initialize(mDevice, mDeviceContext);
259
260 ASSERT(!mVertexDataManager && !mIndexDataManager);
261 mVertexDataManager = new VertexDataManager(this);
262 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000263
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000264 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000265}
266
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000267int Renderer11::generateConfigs(ConfigDesc **configDescList)
268{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000269 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
270 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000271 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
272 int numConfigs = 0;
273
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000274 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000275 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000276 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000277 {
278 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
279
280 UINT formatSupport = 0;
281 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
282
283 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
284 {
285 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
286
287 UINT formatSupport = 0;
288 HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
289
290 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL))
291 {
292 ConfigDesc newConfig;
293 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
294 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
295 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
296 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
297
298 (*configDescList)[numConfigs++] = newConfig;
299 }
300 }
301 }
302 }
303
304 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000305}
306
307void Renderer11::deleteConfigs(ConfigDesc *configDescList)
308{
309 delete [] (configDescList);
310}
311
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000312void Renderer11::sync(bool block)
313{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000314 if (block)
315 {
316 HRESULT result;
317
318 if (!mSyncQuery)
319 {
320 D3D11_QUERY_DESC queryDesc;
321 queryDesc.Query = D3D11_QUERY_EVENT;
322 queryDesc.MiscFlags = 0;
323
324 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
325 ASSERT(SUCCEEDED(result));
326 }
327
328 mDeviceContext->End(mSyncQuery);
329 mDeviceContext->Flush();
330
331 do
332 {
333 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
334
335 // Keep polling, but allow other threads to do something useful first
336 Sleep(0);
337
338 if (testDeviceLost(true))
339 {
340 return;
341 }
342 }
343 while (result == S_FALSE);
344 }
345 else
346 {
347 mDeviceContext->Flush();
348 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000349}
350
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000351SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
352{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000353 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000354}
355
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000356void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
357{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000358 if (type == gl::SAMPLER_PIXEL)
359 {
360 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
361 {
362 ERR("Pixel shader sampler index %i is not valid.", index);
363 return;
364 }
365
366 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
367 {
368 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
369
370 if (!dxSamplerState)
371 {
372 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
373 "sampler state for pixel shaders at slot %i.", index);
374 }
375
376 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
377
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000378 mCurPixelSamplerStates[index] = samplerState;
379 }
380
381 mForceSetPixelSamplerStates[index] = false;
382 }
383 else if (type == gl::SAMPLER_VERTEX)
384 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000385 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000386 {
387 ERR("Vertex shader sampler index %i is not valid.", index);
388 return;
389 }
390
391 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
392 {
393 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
394
395 if (!dxSamplerState)
396 {
397 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
398 "sampler state for vertex shaders at slot %i.", index);
399 }
400
401 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
402
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000403 mCurVertexSamplerStates[index] = samplerState;
404 }
405
406 mForceSetVertexSamplerStates[index] = false;
407 }
408 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000409}
410
411void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
412{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000413 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000414 unsigned int serial = 0;
415 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000416
417 if (texture)
418 {
419 TextureStorageInterface *texStorage = texture->getNativeTexture();
420 if (texStorage)
421 {
422 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
423 textureSRV = storage11->getSRV();
424 }
425
426 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
427 // missing the shader resource view
428 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000429
430 serial = texture->getTextureSerial();
431 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000432 }
433
434 if (type == gl::SAMPLER_PIXEL)
435 {
436 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
437 {
438 ERR("Pixel shader sampler index %i is not valid.", index);
439 return;
440 }
441
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000442 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
443 {
444 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
445 }
446
447 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000448 }
449 else if (type == gl::SAMPLER_VERTEX)
450 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000451 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000452 {
453 ERR("Vertex shader sampler index %i is not valid.", index);
454 return;
455 }
456
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000457 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
458 {
459 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
460 }
461
462 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000463 }
464 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000465}
466
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000467void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000468{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000469 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000470 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000471 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
472 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000473 if (!dxRasterState)
474 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000475 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000476 "rasterizer state.");
477 }
478
479 mDeviceContext->RSSetState(dxRasterState);
480
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000481 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000482 }
483
484 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000485}
486
487void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
488 unsigned int sampleMask)
489{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000490 if (mForceSetBlendState ||
491 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
492 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
493 sampleMask != mCurSampleMask)
494 {
495 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
496 if (!dxBlendState)
497 {
498 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
499 "blend state.");
500 }
501
502 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
503 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
504
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000505 mCurBlendState = blendState;
506 mCurBlendColor = blendColor;
507 mCurSampleMask = sampleMask;
508 }
509
510 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000511}
512
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000513void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000514 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000515{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000516 if (mForceSetDepthStencilState ||
517 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
518 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
519 {
520 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
521 stencilRef != stencilBackRef ||
522 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
523 {
524 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
525 "invalid under WebGL.");
526 return error(GL_INVALID_OPERATION);
527 }
528
529 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
530 if (!dxDepthStencilState)
531 {
532 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
533 "setting the default depth stencil state.");
534 }
535
536 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
537
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000538 mCurDepthStencilState = depthStencilState;
539 mCurStencilRef = stencilRef;
540 mCurStencilBackRef = stencilBackRef;
541 }
542
543 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000544}
545
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000546void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000547{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000548 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
549 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000550 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000551 if (enabled)
552 {
553 D3D11_RECT rect;
554 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
555 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
556 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
557 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000558
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000559 mDeviceContext->RSSetScissorRects(1, &rect);
560 }
561
562 if (enabled != mScissorEnabled)
563 {
564 mForceSetRasterState = true;
565 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000566
567 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000568 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000569 }
570
571 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000572}
573
daniel@transgaming.com12985182012-12-20 20:56:31 +0000574bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000575 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000576{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000577 gl::Rectangle actualViewport = viewport;
578 float actualZNear = gl::clamp01(zNear);
579 float actualZFar = gl::clamp01(zFar);
580 if (ignoreViewport)
581 {
582 actualViewport.x = 0;
583 actualViewport.y = 0;
584 actualViewport.width = mRenderTargetDesc.width;
585 actualViewport.height = mRenderTargetDesc.height;
586 actualZNear = 0.0f;
587 actualZFar = 1.0f;
588 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000589
590 D3D11_VIEWPORT dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000591 dxViewport.TopLeftX = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
592 dxViewport.TopLeftY = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
593 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.TopLeftX));
594 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.TopLeftY));
595 dxViewport.MinDepth = actualZNear;
596 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000597
598 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
599 {
600 return false; // Nothing to render
601 }
602
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000603 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
604 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000605
daniel@transgaming.com53670042012-11-28 20:55:51 +0000606 if (viewportChanged)
607 {
608 mDeviceContext->RSSetViewports(1, &dxViewport);
609
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000610 mCurViewport = actualViewport;
611 mCurNear = actualZNear;
612 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000613
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000614 mVertexConstants.halfPixelSize[0] = 0.0f;
615 mVertexConstants.halfPixelSize[1] = 0.0f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000616
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000617 mPixelConstants.coord[0] = actualViewport.width * 0.5f;
618 mPixelConstants.coord[1] = actualViewport.height * 0.5f;
619 mPixelConstants.coord[2] = actualViewport.x + (actualViewport.width * 0.5f);
620 mPixelConstants.coord[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000621
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000622 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
623 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
624 mPixelConstants.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000625
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000626 mVertexConstants.depthRange[0] = actualZNear;
627 mVertexConstants.depthRange[1] = actualZFar;
628 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000629
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000630 mPixelConstants.depthRange[0] = actualZNear;
631 mPixelConstants.depthRange[1] = actualZFar;
632 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000633 }
634
635 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000636 return true;
637}
638
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000639bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
640{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000641 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000642
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000643 switch (mode)
644 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000645 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
646 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000647 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000648 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
649 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
650 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000651 // emulate fans via rewriting index buffer
652 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000653 default:
654 return error(GL_INVALID_ENUM, false);
655 }
656
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000657 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000658
659 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000660}
661
662bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000663{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000664 // Get the color render buffer and serial
665 gl::Renderbuffer *renderbufferObject = NULL;
666 unsigned int renderTargetSerial = 0;
667 if (framebuffer->getColorbufferType() != GL_NONE)
668 {
669 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000670
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000671 if (!renderbufferObject)
672 {
673 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000674 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000675 }
676
677 renderTargetSerial = renderbufferObject->getSerial();
678 }
679
680 // Get the depth stencil render buffer and serials
681 gl::Renderbuffer *depthStencil = NULL;
682 unsigned int depthbufferSerial = 0;
683 unsigned int stencilbufferSerial = 0;
684 if (framebuffer->getDepthbufferType() != GL_NONE)
685 {
686 depthStencil = framebuffer->getDepthbuffer();
687 if (!depthStencil)
688 {
689 ERR("Depth stencil pointer unexpectedly null.");
690 return false;
691 }
692
693 depthbufferSerial = depthStencil->getSerial();
694 }
695 else if (framebuffer->getStencilbufferType() != GL_NONE)
696 {
697 depthStencil = framebuffer->getStencilbuffer();
698 if (!depthStencil)
699 {
700 ERR("Depth stencil pointer unexpectedly null.");
701 return false;
702 }
703
704 stencilbufferSerial = depthStencil->getSerial();
705 }
706
707 // Extract the render target dimensions and view
708 unsigned int renderTargetWidth = 0;
709 unsigned int renderTargetHeight = 0;
710 GLenum renderTargetFormat = 0;
711 ID3D11RenderTargetView* framebufferRTV = NULL;
712 if (renderbufferObject)
713 {
714 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
715 if (!renderTarget)
716 {
717 ERR("render target pointer unexpectedly null.");
718 return false;
719 }
720
721 framebufferRTV = renderTarget->getRenderTargetView();
722 if (!framebufferRTV)
723 {
724 ERR("render target view pointer unexpectedly null.");
725 return false;
726 }
727
728 renderTargetWidth = renderbufferObject->getWidth();
729 renderTargetHeight = renderbufferObject->getHeight();
730 renderTargetFormat = renderbufferObject->getActualFormat();
731 }
732
733 // Extract the depth stencil sizes and view
734 unsigned int depthSize = 0;
735 unsigned int stencilSize = 0;
736 ID3D11DepthStencilView* framebufferDSV = NULL;
737 if (depthStencil)
738 {
739 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
740 if (!depthStencilRenderTarget)
741 {
742 ERR("render target pointer unexpectedly null.");
743 if (framebufferRTV)
744 {
745 framebufferRTV->Release();
746 }
747 return false;
748 }
749
750 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
751 if (!framebufferDSV)
752 {
753 ERR("depth stencil view pointer unexpectedly null.");
754 if (framebufferRTV)
755 {
756 framebufferRTV->Release();
757 }
758 return false;
759 }
760
761 // If there is no render buffer, the width, height and format values come from
762 // the depth stencil
763 if (!renderbufferObject)
764 {
765 renderTargetWidth = depthStencil->getWidth();
766 renderTargetHeight = depthStencil->getHeight();
767 renderTargetFormat = depthStencil->getActualFormat();
768 }
769
770 depthSize = depthStencil->getDepthSize();
771 stencilSize = depthStencil->getStencilSize();
772 }
773
774 // Apply the render target and depth stencil
775 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
776 renderTargetSerial != mAppliedRenderTargetSerial ||
777 depthbufferSerial != mAppliedDepthbufferSerial ||
778 stencilbufferSerial != mAppliedStencilbufferSerial)
779 {
780 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
781
782 mRenderTargetDesc.width = renderTargetWidth;
783 mRenderTargetDesc.height = renderTargetHeight;
784 mRenderTargetDesc.format = renderTargetFormat;
785 mForceSetViewport = true; // TODO: It may not be required to clamp the viewport in D3D11
786 mForceSetScissor = true; // TODO: It may not be required to clamp the scissor in D3D11
787
788 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
789 {
790 mCurDepthSize = depthSize;
791 mForceSetRasterState = true;
792 }
793
794 mCurStencilSize = stencilSize;
795
796 mAppliedRenderTargetSerial = renderTargetSerial;
797 mAppliedDepthbufferSerial = depthbufferSerial;
798 mAppliedStencilbufferSerial = stencilbufferSerial;
799 mRenderTargetDescInitialized = true;
800 mDepthStencilInitialized = true;
801 }
802
803 if (framebufferRTV)
804 {
805 framebufferRTV->Release();
806 }
807 if (framebufferDSV)
808 {
809 framebufferDSV->Release();
810 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000811
812 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000813}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000814
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000815GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000816{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000817 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
818 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
819 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000820 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000821 return err;
822 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000823
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000824 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000825}
826
daniel@transgaming.com31240482012-11-28 21:06:41 +0000827GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000828{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000829 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000830
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000831 if (err == GL_NO_ERROR)
832 {
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000833 if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000834 {
835 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
836
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000837 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000838 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000839 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000840 }
841 }
842
843 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000844}
845
846void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
847{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000848 if (mode == GL_LINE_LOOP)
849 {
850 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
851 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000852 else if (mode == GL_TRIANGLE_FAN)
853 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000854 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000855 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000856 else if (instances > 0)
857 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000858 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000859 }
860 else
861 {
862 mDeviceContext->Draw(count, 0);
863 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000864}
865
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000866void 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 +0000867{
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000868 if (mode == GL_LINE_LOOP)
869 {
870 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
871 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000872 else if (mode == GL_TRIANGLE_FAN)
873 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000874 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
875 }
876 else if (instances > 0)
877 {
878 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000879 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000880 else
881 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +0000882 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000883 }
884}
885
886void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
887{
888 // Get the raw indices for an indexed draw
889 if (type != GL_NONE && elementArrayBuffer)
890 {
891 gl::Buffer *indexBuffer = elementArrayBuffer;
892 intptr_t offset = reinterpret_cast<intptr_t>(indices);
893 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
894 }
895
896 if (!mLineLoopIB)
897 {
898 mLineLoopIB = new StreamingIndexBufferInterface(this);
899 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
900 {
901 delete mLineLoopIB;
902 mLineLoopIB = NULL;
903
904 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
905 return error(GL_OUT_OF_MEMORY);
906 }
907 }
908
909 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
910 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
911 {
912 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
913 return error(GL_OUT_OF_MEMORY);
914 }
915
916 void* mappedMemory = NULL;
917 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
918 if (offset == -1 || mappedMemory == NULL)
919 {
920 ERR("Could not map index buffer for GL_LINE_LOOP.");
921 return error(GL_OUT_OF_MEMORY);
922 }
923
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000924 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000925 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000926
927 switch (type)
928 {
929 case GL_NONE: // Non-indexed draw
930 for (int i = 0; i < count; i++)
931 {
932 data[i] = i;
933 }
934 data[count] = 0;
935 break;
936 case GL_UNSIGNED_BYTE:
937 for (int i = 0; i < count; i++)
938 {
939 data[i] = static_cast<const GLubyte*>(indices)[i];
940 }
941 data[count] = static_cast<const GLubyte*>(indices)[0];
942 break;
943 case GL_UNSIGNED_SHORT:
944 for (int i = 0; i < count; i++)
945 {
946 data[i] = static_cast<const GLushort*>(indices)[i];
947 }
948 data[count] = static_cast<const GLushort*>(indices)[0];
949 break;
950 case GL_UNSIGNED_INT:
951 for (int i = 0; i < count; i++)
952 {
953 data[i] = static_cast<const GLuint*>(indices)[i];
954 }
955 data[count] = static_cast<const GLuint*>(indices)[0];
956 break;
957 default: UNREACHABLE();
958 }
959
960 if (!mLineLoopIB->unmapBuffer())
961 {
962 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
963 return error(GL_OUT_OF_MEMORY);
964 }
965
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000966 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000967 {
968 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
969
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000970 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000971 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000972 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000973 }
974
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000975 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000976}
977
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000978void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000979{
980 // Get the raw indices for an indexed draw
981 if (type != GL_NONE && elementArrayBuffer)
982 {
983 gl::Buffer *indexBuffer = elementArrayBuffer;
984 intptr_t offset = reinterpret_cast<intptr_t>(indices);
985 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
986 }
987
988 if (!mTriangleFanIB)
989 {
990 mTriangleFanIB = new StreamingIndexBufferInterface(this);
991 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
992 {
993 delete mTriangleFanIB;
994 mTriangleFanIB = NULL;
995
996 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
997 return error(GL_OUT_OF_MEMORY);
998 }
999 }
1000
1001 const int numTris = count - 2;
1002 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
1003 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1004 {
1005 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
1006 return error(GL_OUT_OF_MEMORY);
1007 }
1008
1009 void* mappedMemory = NULL;
1010 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
1011 if (offset == -1 || mappedMemory == NULL)
1012 {
1013 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
1014 return error(GL_OUT_OF_MEMORY);
1015 }
1016
1017 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1018 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
1019
1020 switch (type)
1021 {
1022 case GL_NONE: // Non-indexed draw
1023 for (int i = 0; i < numTris; i++)
1024 {
1025 data[i*3 + 0] = 0;
1026 data[i*3 + 1] = i + 1;
1027 data[i*3 + 2] = i + 2;
1028 }
1029 break;
1030 case GL_UNSIGNED_BYTE:
1031 for (int i = 0; i < numTris; i++)
1032 {
1033 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1034 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1035 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1036 }
1037 break;
1038 case GL_UNSIGNED_SHORT:
1039 for (int i = 0; i < numTris; i++)
1040 {
1041 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1042 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1043 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1044 }
1045 break;
1046 case GL_UNSIGNED_INT:
1047 for (int i = 0; i < numTris; i++)
1048 {
1049 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1050 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1051 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1052 }
1053 break;
1054 default: UNREACHABLE();
1055 }
1056
1057 if (!mTriangleFanIB->unmapBuffer())
1058 {
1059 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
1060 return error(GL_OUT_OF_MEMORY);
1061 }
1062
1063 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1064 {
1065 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1066
1067 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1068 mAppliedIBSerial = mTriangleFanIB->getSerial();
1069 mAppliedIBOffset = indexBufferOffset;
1070 }
1071
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001072 if (instances > 0)
1073 {
1074 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1075 }
1076 else
1077 {
1078 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1079 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001080}
1081
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001082void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1083{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001084 unsigned int programBinarySerial = programBinary->getSerial();
1085 if (programBinarySerial != mAppliedProgramBinarySerial)
1086 {
1087 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1088 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001089 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001090
daniel@transgaming.come4991412012-12-20 20:55:34 +00001091 ID3D11VertexShader *vertexShader = NULL;
1092 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001093
daniel@transgaming.come4991412012-12-20 20:55:34 +00001094 ID3D11PixelShader *pixelShader = NULL;
1095 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001096
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001097 ID3D11GeometryShader *geometryShader = NULL;
1098 if (geometryExe) geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
1099
daniel@transgaming.come4991412012-12-20 20:55:34 +00001100 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1101 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001102
1103 if (geometryShader)
1104 {
1105 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1106 }
1107 else
1108 {
1109 mDeviceContext->GSSetShader(NULL, NULL, 0);
1110 }
1111
daniel@transgaming.come4991412012-12-20 20:55:34 +00001112 programBinary->dirtyAllUniforms();
1113
1114 mAppliedProgramBinarySerial = programBinarySerial;
1115 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001116}
1117
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001118void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001119{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001120 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1121 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001122
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001123 unsigned int totalRegisterCountVS = 0;
1124 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001125
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001126 bool vertexUniformsDirty = false;
1127 bool pixelUniformsDirty = false;
1128
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001129 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1130 {
1131 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001132
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001133 if (uniform->vsRegisterIndex >= 0)
1134 {
1135 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001136 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001137 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001138
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001139 if (uniform->psRegisterIndex >= 0)
1140 {
1141 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001142 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001143 }
1144 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001145
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001146 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1147 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1148
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001149 void *mapVS = (totalRegisterCountVS > 0 && vertexUniformsDirty) ? new float[4 * totalRegisterCountVS] : NULL;
1150 void *mapPS = (totalRegisterCountPS > 0 && pixelUniformsDirty) ? new float[4 * totalRegisterCountPS] : NULL;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001151
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001152 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001153 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001154 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001155
1156 switch (uniform->type)
1157 {
daniel@transgaming.comda8d3802012-12-20 21:12:55 +00001158 case GL_SAMPLER_2D:
1159 case GL_SAMPLER_CUBE:
1160 break;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001161 case GL_FLOAT:
1162 case GL_FLOAT_VEC2:
1163 case GL_FLOAT_VEC3:
1164 case GL_FLOAT_VEC4:
1165 case GL_FLOAT_MAT2:
1166 case GL_FLOAT_MAT3:
1167 case GL_FLOAT_MAT4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001168 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001169 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001170 GLfloat (*c)[4] = (GLfloat(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001171 float (*f)[4] = (float(*)[4])uniform->data;
1172
1173 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001174 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001175 c[uniform->vsRegisterIndex + i][0] = f[i][0];
1176 c[uniform->vsRegisterIndex + i][1] = f[i][1];
1177 c[uniform->vsRegisterIndex + i][2] = f[i][2];
1178 c[uniform->vsRegisterIndex + i][3] = f[i][3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001179 }
1180 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001181 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001182 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001183 GLfloat (*c)[4] = (GLfloat(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001184 float (*f)[4] = (float(*)[4])uniform->data;
1185
1186 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001187 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001188 c[uniform->psRegisterIndex + i][0] = f[i][0];
1189 c[uniform->psRegisterIndex + i][1] = f[i][1];
1190 c[uniform->psRegisterIndex + i][2] = f[i][2];
1191 c[uniform->psRegisterIndex + i][3] = f[i][3];
1192 }
1193 }
1194 break;
1195 case GL_INT:
1196 case GL_INT_VEC2:
1197 case GL_INT_VEC3:
1198 case GL_INT_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001199 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001200 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001201 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001202 GLint *x = (GLint*)uniform->data;
1203 int count = gl::VariableColumnCount(uniform->type);
1204
1205 for (unsigned int i = 0; i < uniform->registerCount; i++)
1206 {
1207 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = x[i * count + 0];
1208 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = x[i * count + 1];
1209 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = x[i * count + 2];
1210 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = x[i * count + 3];
1211 }
1212 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001213 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001214 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001215 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001216 GLint *x = (GLint*)uniform->data;
1217 int count = gl::VariableColumnCount(uniform->type);
1218
1219 for (unsigned int i = 0; i < uniform->registerCount; i++)
1220 {
1221 if (count >= 1) c[uniform->psRegisterIndex + i][0] = x[i * count + 0];
1222 if (count >= 2) c[uniform->psRegisterIndex + i][1] = x[i * count + 1];
1223 if (count >= 3) c[uniform->psRegisterIndex + i][2] = x[i * count + 2];
1224 if (count >= 4) c[uniform->psRegisterIndex + i][3] = x[i * count + 3];
1225 }
1226 }
1227 break;
1228 case GL_BOOL:
1229 case GL_BOOL_VEC2:
1230 case GL_BOOL_VEC3:
1231 case GL_BOOL_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001232 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001233 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001234 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001235 GLboolean *b = (GLboolean*)uniform->data;
1236 int count = gl::VariableColumnCount(uniform->type);
1237
1238 for (unsigned int i = 0; i < uniform->registerCount; i++)
1239 {
1240 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = b[i * count + 0];
1241 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = b[i * count + 1];
1242 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = b[i * count + 2];
1243 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = b[i * count + 3];
1244 }
1245 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001246 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001247 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001248 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001249 GLboolean *b = (GLboolean*)uniform->data;
1250 int count = gl::VariableColumnCount(uniform->type);
1251
1252 for (unsigned int i = 0; i < uniform->registerCount; i++)
1253 {
1254 if (count >= 1) c[uniform->psRegisterIndex + i][0] = b[i * count + 0];
1255 if (count >= 2) c[uniform->psRegisterIndex + i][1] = b[i * count + 1];
1256 if (count >= 3) c[uniform->psRegisterIndex + i][2] = b[i * count + 2];
1257 if (count >= 4) c[uniform->psRegisterIndex + i][3] = b[i * count + 3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001258 }
1259 }
1260 break;
1261 default:
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001262 UNREACHABLE();
1263 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001264
1265 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001266 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001267
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001268 if (vertexConstantBuffer && mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001269 {
1270 mDeviceContext->UpdateSubresource(vertexConstantBuffer, 0, NULL, mapVS, 0, 0);
1271 }
1272
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001273 if (pixelConstantBuffer && mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001274 {
1275 mDeviceContext->UpdateSubresource(pixelConstantBuffer, 0, NULL, mapPS, 0, 0);
1276 }
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001277
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001278 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1279 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001280
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001281 delete[] mapVS;
1282 delete[] mapPS;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001283
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001284 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001285 if (!mDriverConstantBufferVS)
1286 {
1287 D3D11_BUFFER_DESC constantBufferDescription = {0};
1288 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1289 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1290 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1291 constantBufferDescription.CPUAccessFlags = 0;
1292 constantBufferDescription.MiscFlags = 0;
1293 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001294
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001295 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001296 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001297
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001298 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1299 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001300
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001301 if (!mDriverConstantBufferPS)
1302 {
1303 D3D11_BUFFER_DESC constantBufferDescription = {0};
1304 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1305 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1306 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1307 constantBufferDescription.CPUAccessFlags = 0;
1308 constantBufferDescription.MiscFlags = 0;
1309 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001310
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001311 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001312 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001313
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001314 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1315 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001316
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001317 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1318 {
1319 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1320 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1321 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001322
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001323 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1324 {
1325 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1326 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1327 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001328
1329 // needed for the point sprite geometry shader
1330 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001331}
1332
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001333void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001334{
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001335 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1336 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1337 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1338 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001339
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001340 unsigned int stencilUnmasked = 0x0;
1341 if (frameBuffer->hasStencil())
1342 {
1343 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1344 stencilUnmasked = (0x1 << stencilSize) - 1;
1345 }
1346 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1347 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001348
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001349 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1350 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1351 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001352
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001353 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1354 {
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001355 maskedClear(clearParams);
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001356 }
1357 else
1358 {
1359 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1360 {
1361 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
1362 if (renderbufferObject)
1363 {
1364 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1365 if (!renderTarget)
1366 {
1367 ERR("render target pointer unexpectedly null.");
1368 return;
1369 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001370
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001371 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1372 if (!framebufferRTV)
1373 {
1374 ERR("render target view pointer unexpectedly null.");
1375 return;
1376 }
1377
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001378 const float clearValues[4] = { clearParams.colorClearValue.red,
1379 clearParams.colorClearValue.green,
1380 clearParams.colorClearValue.blue,
1381 clearParams.colorClearValue.alpha };
1382 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001383
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001384 framebufferRTV->Release();
1385 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001386 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001387 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001388 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001389 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1390 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001391 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001392 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1393 if (!renderTarget)
1394 {
1395 ERR("render target pointer unexpectedly null.");
1396 return;
1397 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001398
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001399 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1400 if (!framebufferDSV)
1401 {
1402 ERR("depth stencil view pointer unexpectedly null.");
1403 return;
1404 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001405
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001406 UINT clearFlags = 0;
1407 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1408 {
1409 clearFlags |= D3D11_CLEAR_DEPTH;
1410 }
1411 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1412 {
1413 clearFlags |= D3D11_CLEAR_STENCIL;
1414 }
1415
1416 float depthClear = clearParams.depthClearValue;
1417 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1418
1419 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001420
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001421 framebufferDSV->Release();
1422 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001423 }
1424 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001425}
1426
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001427void Renderer11::maskedClear(const gl::ClearParameters &clearParams)
1428{
1429 HRESULT result;
1430
1431 if (!mClearResourcesInitialized)
1432 {
1433 ASSERT(!mClearVB && !mClearVS && !mClearPS && !mClearScissorRS && !mClearNoScissorRS);
1434
1435 D3D11_BUFFER_DESC vbDesc;
1436 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1437 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1438 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1439 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1440 vbDesc.MiscFlags = 0;
1441 vbDesc.StructureByteStride = 0;
1442
1443 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1444 ASSERT(SUCCEEDED(result));
1445 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1446
1447 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1448 {
1449 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1450 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1451 };
1452
1453 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1454 ASSERT(SUCCEEDED(result));
1455 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1456
1457 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1458 ASSERT(SUCCEEDED(result));
1459 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1460
1461 result = mDevice->CreatePixelShader(g_PS_Clear, sizeof(g_PS_Clear), NULL, &mClearPS);
1462 ASSERT(SUCCEEDED(result));
1463 d3d11::SetDebugName(mClearPS, "Renderer11 masked clear pixel shader");
1464
1465 D3D11_RASTERIZER_DESC rsScissorDesc;
1466 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1467 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1468 rsScissorDesc.FrontCounterClockwise = FALSE;
1469 rsScissorDesc.DepthBias = 0;
1470 rsScissorDesc.DepthBiasClamp = 0.0f;
1471 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1472 rsScissorDesc.DepthClipEnable = FALSE;
1473 rsScissorDesc.ScissorEnable = TRUE;
1474 rsScissorDesc.MultisampleEnable = FALSE;
1475 rsScissorDesc.AntialiasedLineEnable = FALSE;
1476
1477 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1478 ASSERT(SUCCEEDED(result));
1479 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1480
1481 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1482 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1483 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1484 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1485 rsNoScissorDesc.DepthBias = 0;
1486 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1487 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1488 rsNoScissorDesc.DepthClipEnable = FALSE;
1489 rsNoScissorDesc.ScissorEnable = FALSE;
1490 rsNoScissorDesc.MultisampleEnable = FALSE;
1491 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1492
1493 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1494 ASSERT(SUCCEEDED(result));
1495 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1496
1497 mClearResourcesInitialized = true;
1498 }
1499
1500 // Prepare the depth stencil state to write depth values if the depth should be cleared
1501 // and stencil values if the stencil should be cleared
1502 gl::DepthStencilState glDSState;
1503 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1504 glDSState.depthFunc = GL_ALWAYS;
1505 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1506 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1507 glDSState.stencilFunc = GL_ALWAYS;
1508 glDSState.stencilMask = 0;
1509 glDSState.stencilFail = GL_REPLACE;
1510 glDSState.stencilPassDepthFail = GL_REPLACE;
1511 glDSState.stencilPassDepthPass = GL_REPLACE;
1512 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1513 glDSState.stencilBackFunc = GL_ALWAYS;
1514 glDSState.stencilBackMask = 0;
1515 glDSState.stencilBackFail = GL_REPLACE;
1516 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1517 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1518 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1519
1520 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1521
1522 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1523
1524 // Prepare the blend state to use a write mask if the color buffer should be cleared
1525 gl::BlendState glBlendState;
1526 glBlendState.blend = false;
1527 glBlendState.sourceBlendRGB = GL_ONE;
1528 glBlendState.destBlendRGB = GL_ZERO;
1529 glBlendState.sourceBlendAlpha = GL_ONE;
1530 glBlendState.destBlendAlpha = GL_ZERO;
1531 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1532 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1533 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1534 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1535 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1536 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1537 glBlendState.sampleAlphaToCoverage = false;
1538 glBlendState.dither = false;
1539
1540 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1541 static const UINT sampleMask = 0xFFFFFFFF;
1542
1543 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1544
1545 // Set the vertices
1546 D3D11_MAPPED_SUBRESOURCE mappedResource;
1547 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1548 if (FAILED(result))
1549 {
1550 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1551 return;
1552 }
1553
1554 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1555
1556 float depthClear = gl::clamp01(clearParams.depthClearValue);
1557 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1558 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1559 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1560 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1561
1562 mDeviceContext->Unmap(mClearVB, 0);
1563
1564 // Apply state
1565 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1566 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1567 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1568
1569 // Apply shaders
1570 mDeviceContext->IASetInputLayout(mClearIL);
1571 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
1572 mDeviceContext->PSSetShader(mClearPS, NULL, 0);
1573
1574 // Apply vertex buffer
1575 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1576 static UINT startIdx = 0;
1577 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1578 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1579
1580 // Draw the clear quad
1581 mDeviceContext->Draw(4, 0);
1582
1583 // Clean up
1584 markAllStateDirty();
1585}
1586
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001587void Renderer11::markAllStateDirty()
1588{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001589 mAppliedRenderTargetSerial = 0;
1590 mAppliedDepthbufferSerial = 0;
1591 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001592 mDepthStencilInitialized = false;
1593 mRenderTargetDescInitialized = false;
1594
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001595 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001596 {
1597 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001598 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001599 }
1600 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1601 {
1602 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001603 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001604 }
1605
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001606 mForceSetBlendState = true;
1607 mForceSetRasterState = true;
1608 mForceSetDepthStencilState = true;
1609 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001610 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001611
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001612 mAppliedIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001613 mAppliedIBOffset = 0;
1614
daniel@transgaming.come4991412012-12-20 20:55:34 +00001615 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001616 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1617 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001618}
1619
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001620void Renderer11::releaseDeviceResources()
1621{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001622 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001623 mInputLayoutCache.clear();
1624
1625 delete mVertexDataManager;
1626 mVertexDataManager = NULL;
1627
1628 delete mIndexDataManager;
1629 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001630
1631 delete mLineLoopIB;
1632 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001633
1634 delete mTriangleFanIB;
1635 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001636
1637 if (mCopyVB)
1638 {
1639 mCopyVB->Release();
1640 mCopyVB = NULL;
1641 }
1642
1643 if (mCopySampler)
1644 {
1645 mCopySampler->Release();
1646 mCopySampler = NULL;
1647 }
1648
1649 if (mCopyIL)
1650 {
1651 mCopyIL->Release();
1652 mCopyIL = NULL;
1653 }
1654
1655 if (mCopyVS)
1656 {
1657 mCopyVS->Release();
1658 mCopyVS = NULL;
1659 }
1660
1661 if (mCopyRGBAPS)
1662 {
1663 mCopyRGBAPS->Release();
1664 mCopyRGBAPS = NULL;
1665 }
1666
1667 if (mCopyRGBPS)
1668 {
1669 mCopyRGBPS->Release();
1670 mCopyRGBPS = NULL;
1671 }
1672
1673 if (mCopyLumPS)
1674 {
1675 mCopyLumPS->Release();
1676 mCopyLumPS = NULL;
1677 }
1678
1679 if (mCopyLumAlphaPS)
1680 {
1681 mCopyLumAlphaPS->Release();
1682 mCopyLumAlphaPS = NULL;
1683 }
1684
1685 mCopyResourcesInitialized = false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001686
1687 if (mClearVB)
1688 {
1689 mClearVB->Release();
1690 mClearVB = NULL;
1691 }
1692
1693 if (mClearIL)
1694 {
1695 mClearIL->Release();
1696 mClearIL = NULL;
1697 }
1698
1699 if (mClearVS)
1700 {
1701 mClearVS->Release();
1702 mClearVS = NULL;
1703 }
1704
1705 if (mClearPS)
1706 {
1707 mClearPS->Release();
1708 mClearPS = NULL;
1709 }
1710
1711 if (mClearScissorRS)
1712 {
1713 mClearScissorRS->Release();
1714 mClearScissorRS = NULL;
1715 }
1716
1717 if (mClearNoScissorRS)
1718 {
1719 mClearNoScissorRS->Release();
1720 mClearNoScissorRS = NULL;
1721 }
1722
1723 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001724
1725 if (mDriverConstantBufferVS)
1726 {
1727 mDriverConstantBufferVS->Release();
1728 mDriverConstantBufferVS = NULL;
1729 }
1730
1731 if (mDriverConstantBufferPS)
1732 {
1733 mDriverConstantBufferPS->Release();
1734 mDriverConstantBufferPS = NULL;
1735 }
daniel@transgaming.combdf787f2013-02-01 03:20:36 +00001736
1737 if (mSyncQuery)
1738 {
1739 mSyncQuery->Release();
1740 mSyncQuery = NULL;
1741 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001742}
1743
1744void Renderer11::markDeviceLost()
1745{
1746 mDeviceLost = true;
1747}
1748
1749bool Renderer11::isDeviceLost()
1750{
1751 return mDeviceLost;
1752}
1753
1754// set notify to true to broadcast a message to all contexts of the device loss
1755bool Renderer11::testDeviceLost(bool notify)
1756{
1757 bool isLost = false;
1758
1759 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +00001760 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001761
1762 if (isLost)
1763 {
1764 // ensure we note the device loss --
1765 // we'll probably get this done again by markDeviceLost
1766 // but best to remember it!
1767 // Note that we don't want to clear the device loss status here
1768 // -- this needs to be done by resetDevice
1769 mDeviceLost = true;
1770 if (notify)
1771 {
1772 mDisplay->notifyDeviceLost();
1773 }
1774 }
1775
1776 return isLost;
1777}
1778
1779bool Renderer11::testDeviceResettable()
1780{
1781 HRESULT status = D3D_OK;
1782
1783 // TODO
1784 UNIMPLEMENTED();
1785
1786 switch (status)
1787 {
1788 case D3DERR_DEVICENOTRESET:
1789 case D3DERR_DEVICEHUNG:
1790 return true;
1791 default:
1792 return false;
1793 }
1794}
1795
1796bool Renderer11::resetDevice()
1797{
1798 releaseDeviceResources();
1799
1800 // TODO
1801 UNIMPLEMENTED();
1802
1803 // reset device defaults
1804 initializeDevice();
1805 mDeviceLost = false;
1806
1807 return true;
1808}
1809
1810DWORD Renderer11::getAdapterVendor() const
1811{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001812 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001813}
1814
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001815std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001816{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001817 std::ostringstream rendererString;
1818
1819 rendererString << mDescription;
1820 rendererString << " Direct3D11";
1821
1822 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1823 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1824
1825 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001826}
1827
1828GUID Renderer11::getAdapterIdentifier() const
1829{
1830 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001831 // UNIMPLEMENTED();
1832 GUID foo = {0};
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001833 return foo;
1834}
1835
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00001836bool Renderer11::getBGRATextureSupport() const
1837{
1838 return mBGRATextureSupport;
1839}
1840
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001841bool Renderer11::getDXT1TextureSupport()
1842{
1843 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001844 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001845 return false;
1846}
1847
1848bool Renderer11::getDXT3TextureSupport()
1849{
1850 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001851 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001852 return false;
1853}
1854
1855bool Renderer11::getDXT5TextureSupport()
1856{
1857 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001858 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001859 return false;
1860}
1861
1862bool Renderer11::getDepthTextureSupport() const
1863{
1864 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001865 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001866 return false;
1867}
1868
1869bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
1870{
1871 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001872 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001873
1874 *filtering = false;
1875 *renderable = false;
1876 return false;
1877}
1878
1879bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
1880{
1881 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001882 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001883
1884 *filtering = false;
1885 *renderable = false;
1886 return false;
1887}
1888
1889bool Renderer11::getLuminanceTextureSupport()
1890{
1891 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001892 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001893 return false;
1894}
1895
1896bool Renderer11::getLuminanceAlphaTextureSupport()
1897{
1898 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001899 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001900 return false;
1901}
1902
1903bool Renderer11::getTextureFilterAnisotropySupport() const
1904{
1905 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001906 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001907 return false;
1908}
1909
1910float Renderer11::getTextureMaxAnisotropy() const
1911{
1912 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001913 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001914 return 1.0f;
1915}
1916
1917bool Renderer11::getEventQuerySupport()
1918{
1919 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001920 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001921 return false;
1922}
1923
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001924unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001925{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001926 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
1927 switch (mFeatureLevel)
1928 {
1929 case D3D_FEATURE_LEVEL_11_0:
1930 case D3D_FEATURE_LEVEL_10_1:
1931 case D3D_FEATURE_LEVEL_10_0:
1932 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
1933 default: UNREACHABLE();
1934 return 0;
1935 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001936}
1937
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00001938unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
1939{
1940 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
1941}
1942
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00001943int Renderer11::getMaxVertexUniformVectors() const
1944{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00001945 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
1946 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
1947 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00001948}
1949
1950int Renderer11::getMaxFragmentUniformVectors() const
1951{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00001952 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
1953 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
1954 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00001955}
1956
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00001957int Renderer11::getMaxVaryingVectors() const
1958{
1959 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
1960 switch (mFeatureLevel)
1961 {
1962 case D3D_FEATURE_LEVEL_11_0:
1963 return D3D11_VS_OUTPUT_REGISTER_COUNT;
1964 case D3D_FEATURE_LEVEL_10_1:
1965 case D3D_FEATURE_LEVEL_10_0:
1966 return D3D10_VS_OUTPUT_REGISTER_COUNT;
1967 default: UNREACHABLE();
1968 return 0;
1969 }
1970}
1971
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001972bool Renderer11::getNonPower2TextureSupport() const
1973{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00001974 switch (mFeatureLevel)
1975 {
1976 case D3D_FEATURE_LEVEL_11_0:
1977 case D3D_FEATURE_LEVEL_10_1:
1978 case D3D_FEATURE_LEVEL_10_0:
1979 return true;
1980 default: UNREACHABLE();
1981 return false;
1982 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001983}
1984
1985bool Renderer11::getOcclusionQuerySupport() const
1986{
1987 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001988 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001989 return false;
1990}
1991
1992bool Renderer11::getInstancingSupport() const
1993{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00001994 switch (mFeatureLevel)
1995 {
1996 case D3D_FEATURE_LEVEL_11_0:
1997 case D3D_FEATURE_LEVEL_10_1:
1998 case D3D_FEATURE_LEVEL_10_0:
1999 return true;
2000 default: UNREACHABLE();
2001 return false;
2002 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002003}
2004
2005bool Renderer11::getShareHandleSupport() const
2006{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002007 // We only currently support share handles with BGRA surfaces, because
2008 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002009 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002010 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002011}
2012
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002013bool Renderer11::getDerivativeInstructionSupport() const
2014{
2015 // TODO
2016 // UNIMPLEMENTED();
2017 return false;
2018}
2019
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002020int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002021{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002022 switch (mFeatureLevel)
2023 {
2024 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002025 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002026 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2027 default: UNREACHABLE(); return 0;
2028 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002029}
2030
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002031int Renderer11::getMinorShaderModel() const
2032{
2033 switch (mFeatureLevel)
2034 {
2035 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2036 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2037 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2038 default: UNREACHABLE(); return 0;
2039 }
2040}
2041
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002042float Renderer11::getMaxPointSize() const
2043{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002044 // choose a reasonable maximum. we enforce this in the shader.
2045 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2046 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002047}
2048
2049int Renderer11::getMaxTextureWidth() const
2050{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002051 switch (mFeatureLevel)
2052 {
2053 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2054 case D3D_FEATURE_LEVEL_10_1:
2055 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2056 default: UNREACHABLE(); return 0;
2057 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002058}
2059
2060int Renderer11::getMaxTextureHeight() const
2061{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002062 switch (mFeatureLevel)
2063 {
2064 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2065 case D3D_FEATURE_LEVEL_10_1:
2066 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2067 default: UNREACHABLE(); return 0;
2068 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002069}
2070
2071bool Renderer11::get32BitIndexSupport() const
2072{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002073 switch (mFeatureLevel)
2074 {
2075 case D3D_FEATURE_LEVEL_11_0:
2076 case D3D_FEATURE_LEVEL_10_1:
2077 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2078 default: UNREACHABLE(); return false;
2079 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002080}
2081
2082int Renderer11::getMinSwapInterval() const
2083{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002084 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002085}
2086
2087int Renderer11::getMaxSwapInterval() const
2088{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002089 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002090}
2091
2092int Renderer11::getMaxSupportedSamples() const
2093{
2094 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002095 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002096 return 1;
2097}
2098
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002099bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002100{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002101 if (source && dest)
2102 {
2103 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2104 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2105
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002106 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002107 return true;
2108 }
2109
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002110 return false;
2111}
2112
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002113bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002114{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002115 if (source && dest)
2116 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002117 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2118 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002119
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002120 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002121 return true;
2122 }
2123
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002124 return false;
2125}
2126
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002127bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002128 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002129{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002130 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2131 if (!colorbuffer)
2132 {
2133 ERR("Failed to retrieve the color buffer from the frame buffer.");
2134 return error(GL_OUT_OF_MEMORY, false);
2135 }
2136
2137 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2138 if (!sourceRenderTarget)
2139 {
2140 ERR("Failed to retrieve the render target from the frame buffer.");
2141 return error(GL_OUT_OF_MEMORY, false);
2142 }
2143
2144 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2145 if (!source)
2146 {
2147 ERR("Failed to retrieve the render target view from the render target.");
2148 return error(GL_OUT_OF_MEMORY, false);
2149 }
2150
2151 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2152 if (!storage11)
2153 {
2154 source->Release();
2155 ERR("Failed to retrieve the texture storage from the destination.");
2156 return error(GL_OUT_OF_MEMORY, false);
2157 }
2158
2159 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2160 if (!destRenderTarget)
2161 {
2162 source->Release();
2163 ERR("Failed to retrieve the render target from the destination storage.");
2164 return error(GL_OUT_OF_MEMORY, false);
2165 }
2166
2167 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2168 if (!dest)
2169 {
2170 source->Release();
2171 ERR("Failed to retrieve the render target view from the destination render target.");
2172 return error(GL_OUT_OF_MEMORY, false);
2173 }
2174
2175 gl::Rectangle destRect;
2176 destRect.x = xoffset;
2177 destRect.y = yoffset;
2178 destRect.width = sourceRect.width;
2179 destRect.height = sourceRect.height;
2180
2181 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2182 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2183
2184 source->Release();
2185 dest->Release();
2186
2187 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002188}
2189
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002190bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002191 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002192{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002193 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2194 if (!colorbuffer)
2195 {
2196 ERR("Failed to retrieve the color buffer from the frame buffer.");
2197 return error(GL_OUT_OF_MEMORY, false);
2198 }
2199
2200 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2201 if (!sourceRenderTarget)
2202 {
2203 ERR("Failed to retrieve the render target from the frame buffer.");
2204 return error(GL_OUT_OF_MEMORY, false);
2205 }
2206
2207 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2208 if (!source)
2209 {
2210 ERR("Failed to retrieve the render target view from the render target.");
2211 return error(GL_OUT_OF_MEMORY, false);
2212 }
2213
2214 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2215 if (!storage11)
2216 {
2217 source->Release();
2218 ERR("Failed to retrieve the texture storage from the destination.");
2219 return error(GL_OUT_OF_MEMORY, false);
2220 }
2221
2222 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
2223 if (!destRenderTarget)
2224 {
2225 source->Release();
2226 ERR("Failed to retrieve the render target from the destination storage.");
2227 return error(GL_OUT_OF_MEMORY, false);
2228 }
2229
2230 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2231 if (!dest)
2232 {
2233 source->Release();
2234 ERR("Failed to retrieve the render target view from the destination render target.");
2235 return error(GL_OUT_OF_MEMORY, false);
2236 }
2237
2238 gl::Rectangle destRect;
2239 destRect.x = xoffset;
2240 destRect.y = yoffset;
2241 destRect.width = sourceRect.width;
2242 destRect.height = sourceRect.height;
2243
2244 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2245 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2246
2247 source->Release();
2248 dest->Release();
2249
2250 return ret;
2251}
2252
2253bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight,
2254 ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat)
2255{
2256 HRESULT result;
2257
2258 if (!mCopyResourcesInitialized)
2259 {
2260 ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS);
2261
2262 D3D11_BUFFER_DESC vbDesc;
2263 vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
2264 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
2265 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
2266 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2267 vbDesc.MiscFlags = 0;
2268 vbDesc.StructureByteStride = 0;
2269
2270 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
2271 ASSERT(SUCCEEDED(result));
2272 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
2273
2274 D3D11_SAMPLER_DESC samplerDesc;
2275 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
2276 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
2277 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
2278 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
2279 samplerDesc.MipLODBias = 0.0f;
2280 samplerDesc.MaxAnisotropy = 0;
2281 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
2282 samplerDesc.BorderColor[0] = 0.0f;
2283 samplerDesc.BorderColor[1] = 0.0f;
2284 samplerDesc.BorderColor[2] = 0.0f;
2285 samplerDesc.BorderColor[3] = 0.0f;
2286 samplerDesc.MinLOD = 0.0f;
2287 samplerDesc.MaxLOD = 0.0f;
2288
2289 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
2290 ASSERT(SUCCEEDED(result));
2291 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
2292
2293 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
2294 {
2295 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2296 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2297 };
2298
2299 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL);
2300 ASSERT(SUCCEEDED(result));
2301 d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout");
2302
2303 result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS);
2304 ASSERT(SUCCEEDED(result));
2305 d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader");
2306
2307 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS);
2308 ASSERT(SUCCEEDED(result));
2309 d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader");
2310
2311 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS);
2312 ASSERT(SUCCEEDED(result));
2313 d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader");
2314
2315 result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS);
2316 ASSERT(SUCCEEDED(result));
2317 d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader");
2318
2319 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS);
2320 ASSERT(SUCCEEDED(result));
2321 d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader");
2322
2323 mCopyResourcesInitialized = true;
2324 }
2325
2326 // Verify the source and destination area sizes
2327 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
2328 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
2329 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
2330 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight))
2331 {
2332 return error(GL_INVALID_VALUE, false);
2333 }
2334
2335 // Set vertices
2336 D3D11_MAPPED_SUBRESOURCE mappedResource;
2337 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
2338 if (FAILED(result))
2339 {
2340 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
2341 return error(GL_OUT_OF_MEMORY, false);
2342 }
2343
2344 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
2345
2346 // Create a quad in homogeneous coordinates
2347 float x1 = (destArea.x / destWidth) * 2.0f - 1.0f;
2348 float y1 = (destArea.y / destHeight) * 2.0f - 1.0f;
2349 float x2 = ((destArea.x + destArea.width) / destWidth) * 2.0f - 1.0f;
2350 float y2 = ((destArea.y + destArea.height) / destHeight) * 2.0f - 1.0f;
2351
2352 float u1 = sourceArea.x / float(sourceWidth);
2353 float v1 = sourceArea.y / float(sourceHeight);
2354 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
2355 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
2356
2357 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
2358 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
2359 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
2360 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
2361
2362 mDeviceContext->Unmap(mCopyVB, 0);
2363
2364 static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
2365 static UINT startIdx = 0;
2366 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
2367
2368 // Apply state
2369 static const float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
2370 mDeviceContext->OMSetBlendState(NULL, blendFactor, 0xFFFFFFF);
2371 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
2372 mDeviceContext->RSSetState(NULL);
2373
2374 // Apply shaders
2375 mDeviceContext->IASetInputLayout(mCopyIL);
2376 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
2377 mDeviceContext->VSSetShader(mCopyVS, NULL, 0);
2378
2379 ID3D11PixelShader *ps = NULL;
2380 switch(destFormat)
2381 {
2382 case GL_RGBA: ps = mCopyRGBAPS; break;
2383 case GL_RGB: ps = mCopyRGBPS; break;
2384 case GL_ALPHA: ps = mCopyRGBAPS; break;
2385 case GL_BGRA_EXT: ps = mCopyRGBAPS; break;
2386 case GL_LUMINANCE: ps = mCopyLumPS; break;
2387 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break;
2388 default: UNREACHABLE(); ps = NULL; break;
2389 }
2390
2391 mDeviceContext->PSSetShader(ps, NULL, 0);
2392
2393 // Unset the currently bound shader resource to avoid conflicts
2394 static ID3D11ShaderResourceView *const nullSRV = NULL;
2395 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2396
2397 // Apply render targets
2398 mDeviceContext->OMSetRenderTargets(1, &dest, NULL);
2399
2400 // Set the viewport
2401 D3D11_VIEWPORT viewport;
2402 viewport.TopLeftX = 0;
2403 viewport.TopLeftY = 0;
2404 viewport.Width = destWidth;
2405 viewport.Height = destHeight;
2406 viewport.MinDepth = 0.0f;
2407 viewport.MaxDepth = 1.0f;
2408 mDeviceContext->RSSetViewports(1, &viewport);
2409
2410 // Apply textures
2411 mDeviceContext->PSSetShaderResources(0, 1, &source);
2412 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
2413
2414 // Draw the quad
2415 mDeviceContext->Draw(4, 0);
2416
2417 // Unbind textures and render targets and vertex buffer
2418 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2419
2420 static ID3D11RenderTargetView *const nullRTV = NULL;
2421 mDeviceContext->OMSetRenderTargets(1, &nullRTV, NULL);
2422
2423 static UINT zero = 0;
2424 static ID3D11Buffer *const nullBuffer = NULL;
2425 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
2426
2427 markAllStateDirty();
2428
2429 return true;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002430}
2431
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002432RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2433{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002434 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002435 RenderTarget11 *renderTarget = NULL;
2436 if (depth)
2437 {
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002438 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), NULL,
2439 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002440 }
2441 else
2442 {
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002443 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
2444 swapChain11->getRenderTargetShaderResource(),
2445 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002446 }
2447 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002448}
2449
2450RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2451{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002452 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
2453 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002454}
2455
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002456ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002457{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002458 ShaderExecutable11 *executable = NULL;
2459
2460 switch (type)
2461 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002462 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002463 {
2464 ID3D11VertexShader *vshader = NULL;
2465 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2466 ASSERT(SUCCEEDED(result));
2467
2468 if (vshader)
2469 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002470 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002471 }
2472 }
2473 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002474 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002475 {
2476 ID3D11PixelShader *pshader = NULL;
2477 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2478 ASSERT(SUCCEEDED(result));
2479
2480 if (pshader)
2481 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002482 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002483 }
2484 }
2485 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002486 case rx::SHADER_GEOMETRY:
2487 {
2488 ID3D11GeometryShader *gshader = NULL;
2489 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
2490 ASSERT(SUCCEEDED(result));
2491
2492 if (gshader)
2493 {
2494 executable = new ShaderExecutable11(function, length, gshader);
2495 }
2496 }
2497 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002498 default:
2499 UNREACHABLE();
2500 break;
2501 }
2502
2503 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002504}
2505
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002506ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002507{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002508 const char *profile = NULL;
2509
2510 switch (type)
2511 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002512 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002513 profile = "vs_4_0";
2514 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002515 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002516 profile = "ps_4_0";
2517 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002518 case rx::SHADER_GEOMETRY:
2519 profile = "gs_4_0";
2520 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002521 default:
2522 UNREACHABLE();
2523 return NULL;
2524 }
2525
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00002526 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002527 if (!binary)
2528 return NULL;
2529
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002530 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002531 binary->Release();
2532
2533 return executable;
2534}
2535
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002536VertexBuffer *Renderer11::createVertexBuffer()
2537{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00002538 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002539}
2540
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002541IndexBuffer *Renderer11::createIndexBuffer()
2542{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00002543 return new IndexBuffer11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002544}
2545
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002546bool Renderer11::getRenderTargetResource(gl::Framebuffer *framebuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
2547{
2548 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2549 if (colorbuffer)
2550 {
2551 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2552 if (renderTarget)
2553 {
2554 *subresourceIndex = renderTarget->getSubresourceIndex();
2555
2556 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
2557 if (colorBufferRTV)
2558 {
2559 ID3D11Resource *textureResource = NULL;
2560 colorBufferRTV->GetResource(&textureResource);
2561 colorBufferRTV->Release();
2562
2563 if (textureResource)
2564 {
2565 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
2566 textureResource->Release();
2567
2568 if (SUCCEEDED(result))
2569 {
2570 return true;
2571 }
2572 else
2573 {
2574 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
2575 "HRESULT: 0x%X.", result);
2576 }
2577 }
2578 }
2579 }
2580 }
2581
2582 return false;
2583}
2584
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002585bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
2586 bool blitRenderTarget, bool blitDepthStencil)
2587{
2588 // TODO
2589 UNIMPLEMENTED();
2590 return false;
2591}
2592
2593void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2594 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2595{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002596 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002597 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002598
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002599 if (getRenderTargetResource(framebuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002600 {
2601 gl::Rectangle area;
2602 area.x = x;
2603 area.y = y;
2604 area.width = width;
2605 area.height = height;
2606
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002607 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
2608 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002609
2610 colorBufferTexture->Release();
2611 colorBufferTexture = NULL;
2612 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002613}
2614
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002615Image *Renderer11::createImage()
2616{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00002617 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002618}
2619
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002620void Renderer11::generateMipmap(Image *dest, Image *src)
2621{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00002622 Image11 *dest11 = Image11::makeImage11(dest);
2623 Image11 *src11 = Image11::makeImage11(src);
2624 Image11::generateMipmap(dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002625}
2626
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002627TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
2628{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002629 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
2630 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002631}
2632
2633TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
2634{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002635 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002636}
2637
2638TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
2639{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002640 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002641}
2642
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002643static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
2644{
2645 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
2646 destFormat == GL_ALPHA &&
2647 destType == GL_UNSIGNED_BYTE)
2648 {
2649 return 1;
2650 }
2651 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
2652 destFormat == GL_RGBA &&
2653 destType == GL_UNSIGNED_BYTE)
2654 {
2655 return 4;
2656 }
2657 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
2658 destFormat == GL_BGRA_EXT &&
2659 destType == GL_UNSIGNED_BYTE)
2660 {
2661 return 4;
2662 }
2663 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
2664 destFormat == GL_RGBA &&
2665 destType == GL_HALF_FLOAT_OES)
2666 {
2667 return 8;
2668 }
2669 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
2670 destFormat == GL_RGB &&
2671 destType == GL_FLOAT)
2672 {
2673 return 12;
2674 }
2675 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
2676 destFormat == GL_RGBA &&
2677 destType == GL_FLOAT)
2678 {
2679 return 16;
2680 }
2681 else
2682 {
2683 return 0;
2684 }
2685}
2686
2687static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
2688 unsigned int y, int inputPitch, gl::Color *outColor)
2689{
2690 switch (format)
2691 {
2692 case DXGI_FORMAT_R8G8B8A8_UNORM:
2693 {
2694 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
2695 outColor->red = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
2696 outColor->green = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
2697 outColor->blue = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
2698 outColor->alpha = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
2699 }
2700 break;
2701
2702 case DXGI_FORMAT_A8_UNORM:
2703 {
2704 outColor->red = 0.0f;
2705 outColor->green = 0.0f;
2706 outColor->blue = 0.0f;
2707 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
2708 }
2709 break;
2710
2711 case DXGI_FORMAT_R32G32B32A32_FLOAT:
2712 {
2713 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
2714 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
2715 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
2716 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
2717 }
2718 break;
2719
2720 case DXGI_FORMAT_R32G32B32_FLOAT:
2721 {
2722 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
2723 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
2724 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
2725 outColor->alpha = 1.0f;
2726 }
2727 break;
2728
2729 case DXGI_FORMAT_R16G16B16A16_FLOAT:
2730 {
2731 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
2732 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
2733 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
2734 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
2735 }
2736 break;
2737
2738 case DXGI_FORMAT_B8G8R8A8_UNORM:
2739 {
2740 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
2741 outColor->red = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
2742 outColor->blue = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
2743 outColor->green = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
2744 outColor->alpha = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
2745 }
2746 break;
2747
2748 case DXGI_FORMAT_R8_UNORM:
2749 {
2750 outColor->red = *(data + x + y * inputPitch) / 255.0f;
2751 outColor->green = 0.0f;
2752 outColor->blue = 0.0f;
2753 outColor->alpha = 1.0f;
2754 }
2755 break;
2756
2757 case DXGI_FORMAT_R8G8_UNORM:
2758 {
2759 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
2760
2761 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
2762 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
2763 outColor->blue = 0.0f;
2764 outColor->alpha = 1.0f;
2765 }
2766 break;
2767
2768 case DXGI_FORMAT_R16_FLOAT:
2769 {
2770 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
2771 outColor->green = 0.0f;
2772 outColor->blue = 0.0f;
2773 outColor->alpha = 1.0f;
2774 }
2775 break;
2776
2777 case DXGI_FORMAT_R16G16_FLOAT:
2778 {
2779 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
2780 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
2781 outColor->blue = 0.0f;
2782 outColor->alpha = 1.0f;
2783 }
2784 break;
2785
2786 default:
2787 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
2788 UNIMPLEMENTED();
2789 break;
2790 }
2791}
2792
2793static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
2794 unsigned int y, int outputPitch, void *outData)
2795{
2796 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
2797 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
2798
2799 switch (format)
2800 {
2801 case GL_RGBA:
2802 switch (type)
2803 {
2804 case GL_UNSIGNED_BYTE:
2805 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
2806 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2807 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2808 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
2809 break;
2810
2811 default:
2812 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
2813 UNIMPLEMENTED();
2814 break;
2815 }
2816 break;
2817
2818 case GL_BGRA_EXT:
2819 switch (type)
2820 {
2821 case GL_UNSIGNED_BYTE:
2822 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2823 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2824 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
2825 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
2826 break;
2827
2828 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
2829 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2830 // this type is packed as follows:
2831 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2832 // --------------------------------------------------------------------------------
2833 // | 4th | 3rd | 2nd | 1st component |
2834 // --------------------------------------------------------------------------------
2835 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2836 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2837 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
2838 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
2839 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
2840 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
2841 break;
2842
2843 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
2844 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2845 // this type is packed as follows:
2846 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2847 // --------------------------------------------------------------------------------
2848 // | 4th | 3rd | 2nd | 1st component |
2849 // --------------------------------------------------------------------------------
2850 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2851 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2852 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
2853 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
2854 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
2855 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
2856 break;
2857
2858 default:
2859 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
2860 UNIMPLEMENTED();
2861 break;
2862 }
2863 break;
2864
2865 case GL_RGB:
2866 switch (type)
2867 {
2868 case GL_UNSIGNED_SHORT_5_6_5:
2869 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2870 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
2871 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
2872 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
2873 break;
2874
2875 case GL_UNSIGNED_BYTE:
2876 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
2877 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2878 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2879 break;
2880
2881 default:
2882 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
2883 UNIMPLEMENTED();
2884 break;
2885 }
2886 break;
2887
2888 default:
2889 ERR("WritePixelColor not implemented for format 0x%X.", format);
2890 UNIMPLEMENTED();
2891 break;
2892 }
2893}
2894
2895void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
2896 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
2897 GLint packAlignment, void *pixels)
2898{
2899 D3D11_TEXTURE2D_DESC textureDesc;
2900 texture->GetDesc(&textureDesc);
2901
2902 D3D11_TEXTURE2D_DESC stagingDesc;
2903 stagingDesc.Width = area.width;
2904 stagingDesc.Height = area.height;
2905 stagingDesc.MipLevels = 1;
2906 stagingDesc.ArraySize = 1;
2907 stagingDesc.Format = textureDesc.Format;
2908 stagingDesc.SampleDesc.Count = 1;
2909 stagingDesc.SampleDesc.Quality = 0;
2910 stagingDesc.Usage = D3D11_USAGE_STAGING;
2911 stagingDesc.BindFlags = 0;
2912 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
2913 stagingDesc.MiscFlags = 0;
2914
2915 ID3D11Texture2D* stagingTex = NULL;
2916 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
2917 if (FAILED(result))
2918 {
2919 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
2920 return;
2921 }
2922
2923 ID3D11Texture2D* srcTex = NULL;
2924 if (textureDesc.SampleDesc.Count > 1)
2925 {
2926 D3D11_TEXTURE2D_DESC resolveDesc;
2927 resolveDesc.Width = textureDesc.Width;
2928 resolveDesc.Height = textureDesc.Height;
2929 resolveDesc.MipLevels = 1;
2930 resolveDesc.ArraySize = 1;
2931 resolveDesc.Format = textureDesc.Format;
2932 resolveDesc.SampleDesc.Count = 1;
2933 resolveDesc.SampleDesc.Quality = 0;
2934 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
2935 resolveDesc.BindFlags = 0;
2936 resolveDesc.CPUAccessFlags = 0;
2937 resolveDesc.MiscFlags = 0;
2938
2939 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
2940 if (FAILED(result))
2941 {
2942 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
2943 stagingTex->Release();
2944 return;
2945 }
2946
2947 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
2948 subResource = 0;
2949 }
2950 else
2951 {
2952 srcTex = texture;
2953 srcTex->AddRef();
2954 }
2955
2956 D3D11_BOX srcBox;
2957 srcBox.left = area.x;
2958 srcBox.right = area.x + area.width;
2959 srcBox.top = area.y;
2960 srcBox.bottom = area.y + area.height;
2961 srcBox.front = 0;
2962 srcBox.back = 1;
2963
2964 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
2965
2966 srcTex->Release();
2967 srcTex = NULL;
2968
2969 D3D11_MAPPED_SUBRESOURCE mapping;
2970 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
2971
2972 unsigned char *source;
2973 int inputPitch;
2974 if (packReverseRowOrder)
2975 {
2976 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
2977 inputPitch = -static_cast<int>(mapping.RowPitch);
2978 }
2979 else
2980 {
2981 source = static_cast<unsigned char*>(mapping.pData);
2982 inputPitch = static_cast<int>(mapping.RowPitch);
2983 }
2984
2985 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
2986 if (fastPixelSize != 0)
2987 {
2988 unsigned char *dest = static_cast<unsigned char*>(pixels);
2989 for (int j = 0; j < area.height; j++)
2990 {
2991 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
2992 }
2993 }
2994 else
2995 {
2996 gl::Color pixelColor;
2997 for (int j = 0; j < area.height; j++)
2998 {
2999 for (int i = 0; i < area.width; i++)
3000 {
3001 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
3002 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
3003 }
3004 }
3005 }
3006
3007 mDeviceContext->Unmap(stagingTex, 0);
3008
3009 stagingTex->Release();
3010 stagingTex = NULL;
3011}
3012
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003013}