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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"
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +000028#include "libGLESv2/renderer/Query11.h"
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +000029#include "libGLESv2/renderer/Fence11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000030
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000031#include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h"
32#include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h"
33#include "libGLESv2/renderer/shaders/compiled/passthroughrgb11ps.h"
34#include "libGLESv2/renderer/shaders/compiled/passthroughlum11ps.h"
35#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha11ps.h"
36
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000037#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
38#include "libGLESv2/renderer/shaders/compiled/clear11ps.h"
39
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +000040#include <sstream>
41
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000042namespace rx
43{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000044static const DXGI_FORMAT RenderTargetFormats[] =
45 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000046 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000047 DXGI_FORMAT_R8G8B8A8_UNORM
48 };
49
50static const DXGI_FORMAT DepthStencilFormats[] =
51 {
52 DXGI_FORMAT_D24_UNORM_S8_UINT
53 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000054
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000055enum
56{
57 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
58};
59
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000060Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
61{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000062 mVertexDataManager = NULL;
63 mIndexDataManager = NULL;
64
daniel@transgaming.comc5114302012-12-20 21:11:36 +000065 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000066 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000067
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000068 mCopyResourcesInitialized = false;
69 mCopyVB = NULL;
70 mCopySampler = NULL;
71 mCopyIL = NULL;
72 mCopyVS = NULL;
73 mCopyRGBAPS = NULL;
74 mCopyRGBPS = NULL;
75 mCopyLumPS = NULL;
76 mCopyLumAlphaPS = NULL;
77
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000078 mClearResourcesInitialized = false;
79 mClearVB = NULL;
80 mClearIL = NULL;
81 mClearVS = NULL;
82 mClearPS = NULL;
83 mClearScissorRS = NULL;
84 mClearNoScissorRS = NULL;
85
daniel@transgaming.combdf787f2013-02-01 03:20:36 +000086 mSyncQuery = NULL;
87
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000088 mD3d11Module = NULL;
89 mDxgiModule = NULL;
90
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000091 mDeviceLost = false;
92
daniel@transgaming.com25072f62012-11-28 19:31:32 +000093 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000094 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000095 mDxgiAdapter = NULL;
96 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +000097
98 mDriverConstantBufferVS = NULL;
99 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000100
101 mBGRATextureSupport = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000102}
103
104Renderer11::~Renderer11()
105{
106 releaseDeviceResources();
107
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000108 if (mDxgiFactory)
109 {
110 mDxgiFactory->Release();
111 mDxgiFactory = NULL;
112 }
113
114 if (mDxgiAdapter)
115 {
116 mDxgiAdapter->Release();
117 mDxgiAdapter = NULL;
118 }
119
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000120 if (mDeviceContext)
121 {
daniel@transgaming.comd5df4e82013-01-11 04:11:21 +0000122 mDeviceContext->ClearState();
123 mDeviceContext->Flush();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000124 mDeviceContext->Release();
125 mDeviceContext = NULL;
126 }
127
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000128 if (mDevice)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000129 {
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000130 mDevice->Release();
131 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000132 }
133
134 if (mD3d11Module)
135 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000136 FreeLibrary(mD3d11Module);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000137 mD3d11Module = NULL;
138 }
139
140 if (mDxgiModule)
141 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000142 FreeLibrary(mDxgiModule);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000143 mDxgiModule = NULL;
144 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000145}
146
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000147Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
148{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000149 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000150 return static_cast<rx::Renderer11*>(renderer);
151}
152
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000153EGLint Renderer11::initialize()
154{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000155 if (!initializeCompiler())
156 {
157 return EGL_NOT_INITIALIZED;
158 }
159
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000160 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
161 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000162
163 if (mD3d11Module == NULL || mDxgiModule == NULL)
164 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000165 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000166 return EGL_NOT_INITIALIZED;
167 }
168
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000169 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000170
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000171 if (D3D11CreateDevice == NULL)
172 {
173 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
174 return EGL_NOT_INITIALIZED;
175 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000176
177 D3D_FEATURE_LEVEL featureLevel[] =
178 {
179 D3D_FEATURE_LEVEL_11_0,
180 D3D_FEATURE_LEVEL_10_1,
181 D3D_FEATURE_LEVEL_10_0,
182 };
183
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000184 HRESULT result = D3D11CreateDevice(NULL,
185 D3D_DRIVER_TYPE_HARDWARE,
186 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000187 #if defined(_DEBUG)
188 D3D11_CREATE_DEVICE_DEBUG,
189 #else
190 0,
191 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000192 featureLevel,
193 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000194 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000195 &mDevice,
196 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000197 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000198
199 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000200 {
201 ERR("Could not create D3D11 device - aborting!\n");
202 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
203 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000204
205 IDXGIDevice *dxgiDevice = NULL;
206 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
207
208 if (FAILED(result))
209 {
210 ERR("Could not query DXGI device - aborting!\n");
211 return EGL_NOT_INITIALIZED;
212 }
213
214 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
215
216 if (FAILED(result))
217 {
218 ERR("Could not retrieve DXGI adapter - aborting!\n");
219 return EGL_NOT_INITIALIZED;
220 }
221
222 dxgiDevice->Release();
223
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000224 mDxgiAdapter->GetDesc(&mAdapterDescription);
225 memset(mDescription, 0, sizeof(mDescription));
226 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
227
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000228 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
229
230 if (!mDxgiFactory || FAILED(result))
231 {
232 ERR("Could not create DXGI factory - aborting!\n");
233 return EGL_NOT_INITIALIZED;
234 }
235
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000236 initializeDevice();
237
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000238 // BGRA texture support is optional in feature levels 10 and 10_1
239 UINT formatSupport;
240 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
241 if (FAILED(result))
242 {
243 ERR("Error checking BGRA format support: 0x%08X", result);
244 }
245 else
246 {
247 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
248 mBGRATextureSupport = (formatSupport & flags) == flags;
249 }
250
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000251 return EGL_SUCCESS;
252}
253
254// do any one-time device initialization
255// NOTE: this is also needed after a device lost/reset
256// to reset the scene status and ensure the default states are reset.
257void Renderer11::initializeDevice()
258{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000259 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000260 mInputLayoutCache.initialize(mDevice, mDeviceContext);
261
262 ASSERT(!mVertexDataManager && !mIndexDataManager);
263 mVertexDataManager = new VertexDataManager(this);
264 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000265
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000266 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000267}
268
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000269int Renderer11::generateConfigs(ConfigDesc **configDescList)
270{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000271 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
272 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000273 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
274 int numConfigs = 0;
275
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000276 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000277 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000278 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000279 {
280 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
281
282 UINT formatSupport = 0;
283 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
284
285 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
286 {
287 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
288
289 UINT formatSupport = 0;
290 HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
291
292 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL))
293 {
294 ConfigDesc newConfig;
295 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
296 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
297 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
298 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
299
300 (*configDescList)[numConfigs++] = newConfig;
301 }
302 }
303 }
304 }
305
306 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000307}
308
309void Renderer11::deleteConfigs(ConfigDesc *configDescList)
310{
311 delete [] (configDescList);
312}
313
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000314void Renderer11::sync(bool block)
315{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000316 if (block)
317 {
318 HRESULT result;
319
320 if (!mSyncQuery)
321 {
322 D3D11_QUERY_DESC queryDesc;
323 queryDesc.Query = D3D11_QUERY_EVENT;
324 queryDesc.MiscFlags = 0;
325
326 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
327 ASSERT(SUCCEEDED(result));
328 }
329
330 mDeviceContext->End(mSyncQuery);
331 mDeviceContext->Flush();
332
333 do
334 {
335 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
336
337 // Keep polling, but allow other threads to do something useful first
338 Sleep(0);
339
340 if (testDeviceLost(true))
341 {
342 return;
343 }
344 }
345 while (result == S_FALSE);
346 }
347 else
348 {
349 mDeviceContext->Flush();
350 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000351}
352
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000353SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
354{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000355 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000356}
357
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000358void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
359{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000360 if (type == gl::SAMPLER_PIXEL)
361 {
362 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
363 {
364 ERR("Pixel shader sampler index %i is not valid.", index);
365 return;
366 }
367
368 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
369 {
370 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
371
372 if (!dxSamplerState)
373 {
374 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
375 "sampler state for pixel shaders at slot %i.", index);
376 }
377
378 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
379
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000380 mCurPixelSamplerStates[index] = samplerState;
381 }
382
383 mForceSetPixelSamplerStates[index] = false;
384 }
385 else if (type == gl::SAMPLER_VERTEX)
386 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000387 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000388 {
389 ERR("Vertex shader sampler index %i is not valid.", index);
390 return;
391 }
392
393 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
394 {
395 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
396
397 if (!dxSamplerState)
398 {
399 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
400 "sampler state for vertex shaders at slot %i.", index);
401 }
402
403 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
404
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000405 mCurVertexSamplerStates[index] = samplerState;
406 }
407
408 mForceSetVertexSamplerStates[index] = false;
409 }
410 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000411}
412
413void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
414{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000415 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000416 unsigned int serial = 0;
417 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000418
419 if (texture)
420 {
421 TextureStorageInterface *texStorage = texture->getNativeTexture();
422 if (texStorage)
423 {
424 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
425 textureSRV = storage11->getSRV();
426 }
427
428 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
429 // missing the shader resource view
430 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000431
432 serial = texture->getTextureSerial();
433 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000434 }
435
436 if (type == gl::SAMPLER_PIXEL)
437 {
438 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
439 {
440 ERR("Pixel shader sampler index %i is not valid.", index);
441 return;
442 }
443
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000444 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
445 {
446 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
447 }
448
449 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000450 }
451 else if (type == gl::SAMPLER_VERTEX)
452 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000453 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000454 {
455 ERR("Vertex shader sampler index %i is not valid.", index);
456 return;
457 }
458
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000459 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
460 {
461 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
462 }
463
464 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000465 }
466 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000467}
468
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000469void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000470{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000471 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000472 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000473 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
474 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000475 if (!dxRasterState)
476 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000477 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000478 "rasterizer state.");
479 }
480
481 mDeviceContext->RSSetState(dxRasterState);
482
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000483 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000484 }
485
486 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000487}
488
489void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
490 unsigned int sampleMask)
491{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000492 if (mForceSetBlendState ||
493 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
494 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
495 sampleMask != mCurSampleMask)
496 {
497 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
498 if (!dxBlendState)
499 {
500 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
501 "blend state.");
502 }
503
504 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
505 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
506
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000507 mCurBlendState = blendState;
508 mCurBlendColor = blendColor;
509 mCurSampleMask = sampleMask;
510 }
511
512 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000513}
514
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000515void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000516 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000517{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000518 if (mForceSetDepthStencilState ||
519 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
520 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
521 {
522 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
523 stencilRef != stencilBackRef ||
524 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
525 {
526 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
527 "invalid under WebGL.");
528 return error(GL_INVALID_OPERATION);
529 }
530
531 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
532 if (!dxDepthStencilState)
533 {
534 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
535 "setting the default depth stencil state.");
536 }
537
538 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
539
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000540 mCurDepthStencilState = depthStencilState;
541 mCurStencilRef = stencilRef;
542 mCurStencilBackRef = stencilBackRef;
543 }
544
545 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000546}
547
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000548void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000549{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000550 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
551 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000552 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000553 if (enabled)
554 {
555 D3D11_RECT rect;
556 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
557 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
558 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
559 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000560
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000561 mDeviceContext->RSSetScissorRects(1, &rect);
562 }
563
564 if (enabled != mScissorEnabled)
565 {
566 mForceSetRasterState = true;
567 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000568
569 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000570 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000571 }
572
573 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000574}
575
daniel@transgaming.com12985182012-12-20 20:56:31 +0000576bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000577 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000578{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000579 gl::Rectangle actualViewport = viewport;
580 float actualZNear = gl::clamp01(zNear);
581 float actualZFar = gl::clamp01(zFar);
582 if (ignoreViewport)
583 {
584 actualViewport.x = 0;
585 actualViewport.y = 0;
586 actualViewport.width = mRenderTargetDesc.width;
587 actualViewport.height = mRenderTargetDesc.height;
588 actualZNear = 0.0f;
589 actualZFar = 1.0f;
590 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000591
592 D3D11_VIEWPORT dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000593 dxViewport.TopLeftX = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
594 dxViewport.TopLeftY = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
595 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.TopLeftX));
596 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.TopLeftY));
597 dxViewport.MinDepth = actualZNear;
598 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000599
600 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
601 {
602 return false; // Nothing to render
603 }
604
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000605 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
606 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000607
daniel@transgaming.com53670042012-11-28 20:55:51 +0000608 if (viewportChanged)
609 {
610 mDeviceContext->RSSetViewports(1, &dxViewport);
611
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000612 mCurViewport = actualViewport;
613 mCurNear = actualZNear;
614 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000615
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000616 mVertexConstants.halfPixelSize[0] = 0.0f;
617 mVertexConstants.halfPixelSize[1] = 0.0f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000618
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000619 mPixelConstants.coord[0] = actualViewport.width * 0.5f;
620 mPixelConstants.coord[1] = actualViewport.height * 0.5f;
621 mPixelConstants.coord[2] = actualViewport.x + (actualViewport.width * 0.5f);
622 mPixelConstants.coord[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000623
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000624 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
625 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
626 mPixelConstants.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000627
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000628 mVertexConstants.depthRange[0] = actualZNear;
629 mVertexConstants.depthRange[1] = actualZFar;
630 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000631
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000632 mPixelConstants.depthRange[0] = actualZNear;
633 mPixelConstants.depthRange[1] = actualZFar;
634 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000635 }
636
637 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000638 return true;
639}
640
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000641bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
642{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000643 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000644
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000645 switch (mode)
646 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000647 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
648 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000649 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000650 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
651 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
652 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000653 // emulate fans via rewriting index buffer
654 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000655 default:
656 return error(GL_INVALID_ENUM, false);
657 }
658
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000659 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000660
661 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000662}
663
664bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000665{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000666 // Get the color render buffer and serial
667 gl::Renderbuffer *renderbufferObject = NULL;
668 unsigned int renderTargetSerial = 0;
669 if (framebuffer->getColorbufferType() != GL_NONE)
670 {
671 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000672
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000673 if (!renderbufferObject)
674 {
675 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000676 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000677 }
678
679 renderTargetSerial = renderbufferObject->getSerial();
680 }
681
682 // Get the depth stencil render buffer and serials
683 gl::Renderbuffer *depthStencil = NULL;
684 unsigned int depthbufferSerial = 0;
685 unsigned int stencilbufferSerial = 0;
686 if (framebuffer->getDepthbufferType() != GL_NONE)
687 {
688 depthStencil = framebuffer->getDepthbuffer();
689 if (!depthStencil)
690 {
691 ERR("Depth stencil pointer unexpectedly null.");
692 return false;
693 }
694
695 depthbufferSerial = depthStencil->getSerial();
696 }
697 else if (framebuffer->getStencilbufferType() != GL_NONE)
698 {
699 depthStencil = framebuffer->getStencilbuffer();
700 if (!depthStencil)
701 {
702 ERR("Depth stencil pointer unexpectedly null.");
703 return false;
704 }
705
706 stencilbufferSerial = depthStencil->getSerial();
707 }
708
709 // Extract the render target dimensions and view
710 unsigned int renderTargetWidth = 0;
711 unsigned int renderTargetHeight = 0;
712 GLenum renderTargetFormat = 0;
713 ID3D11RenderTargetView* framebufferRTV = NULL;
714 if (renderbufferObject)
715 {
716 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
717 if (!renderTarget)
718 {
719 ERR("render target pointer unexpectedly null.");
720 return false;
721 }
722
723 framebufferRTV = renderTarget->getRenderTargetView();
724 if (!framebufferRTV)
725 {
726 ERR("render target view pointer unexpectedly null.");
727 return false;
728 }
729
730 renderTargetWidth = renderbufferObject->getWidth();
731 renderTargetHeight = renderbufferObject->getHeight();
732 renderTargetFormat = renderbufferObject->getActualFormat();
733 }
734
735 // Extract the depth stencil sizes and view
736 unsigned int depthSize = 0;
737 unsigned int stencilSize = 0;
738 ID3D11DepthStencilView* framebufferDSV = NULL;
739 if (depthStencil)
740 {
741 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
742 if (!depthStencilRenderTarget)
743 {
744 ERR("render target pointer unexpectedly null.");
745 if (framebufferRTV)
746 {
747 framebufferRTV->Release();
748 }
749 return false;
750 }
751
752 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
753 if (!framebufferDSV)
754 {
755 ERR("depth stencil view pointer unexpectedly null.");
756 if (framebufferRTV)
757 {
758 framebufferRTV->Release();
759 }
760 return false;
761 }
762
763 // If there is no render buffer, the width, height and format values come from
764 // the depth stencil
765 if (!renderbufferObject)
766 {
767 renderTargetWidth = depthStencil->getWidth();
768 renderTargetHeight = depthStencil->getHeight();
769 renderTargetFormat = depthStencil->getActualFormat();
770 }
771
772 depthSize = depthStencil->getDepthSize();
773 stencilSize = depthStencil->getStencilSize();
774 }
775
776 // Apply the render target and depth stencil
777 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
778 renderTargetSerial != mAppliedRenderTargetSerial ||
779 depthbufferSerial != mAppliedDepthbufferSerial ||
780 stencilbufferSerial != mAppliedStencilbufferSerial)
781 {
782 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
783
784 mRenderTargetDesc.width = renderTargetWidth;
785 mRenderTargetDesc.height = renderTargetHeight;
786 mRenderTargetDesc.format = renderTargetFormat;
787 mForceSetViewport = true; // TODO: It may not be required to clamp the viewport in D3D11
788 mForceSetScissor = true; // TODO: It may not be required to clamp the scissor in D3D11
789
790 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
791 {
792 mCurDepthSize = depthSize;
793 mForceSetRasterState = true;
794 }
795
796 mCurStencilSize = stencilSize;
797
798 mAppliedRenderTargetSerial = renderTargetSerial;
799 mAppliedDepthbufferSerial = depthbufferSerial;
800 mAppliedStencilbufferSerial = stencilbufferSerial;
801 mRenderTargetDescInitialized = true;
802 mDepthStencilInitialized = true;
803 }
804
805 if (framebufferRTV)
806 {
807 framebufferRTV->Release();
808 }
809 if (framebufferDSV)
810 {
811 framebufferDSV->Release();
812 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000813
814 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000815}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000816
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000817GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000818{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000819 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
820 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
821 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000822 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000823 return err;
824 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000825
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000826 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000827}
828
daniel@transgaming.com31240482012-11-28 21:06:41 +0000829GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000830{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000831 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000832
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000833 if (err == GL_NO_ERROR)
834 {
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000835 if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000836 {
837 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
838
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000839 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000840 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000841 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000842 }
843 }
844
845 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000846}
847
848void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
849{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000850 if (mode == GL_LINE_LOOP)
851 {
852 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
853 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000854 else if (mode == GL_TRIANGLE_FAN)
855 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000856 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000857 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000858 else if (instances > 0)
859 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000860 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000861 }
862 else
863 {
864 mDeviceContext->Draw(count, 0);
865 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000866}
867
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000868void 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 +0000869{
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000870 if (mode == GL_LINE_LOOP)
871 {
872 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
873 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000874 else if (mode == GL_TRIANGLE_FAN)
875 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000876 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
877 }
878 else if (instances > 0)
879 {
880 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000881 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000882 else
883 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +0000884 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000885 }
886}
887
888void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
889{
890 // Get the raw indices for an indexed draw
891 if (type != GL_NONE && elementArrayBuffer)
892 {
893 gl::Buffer *indexBuffer = elementArrayBuffer;
894 intptr_t offset = reinterpret_cast<intptr_t>(indices);
895 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
896 }
897
898 if (!mLineLoopIB)
899 {
900 mLineLoopIB = new StreamingIndexBufferInterface(this);
901 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
902 {
903 delete mLineLoopIB;
904 mLineLoopIB = NULL;
905
906 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
907 return error(GL_OUT_OF_MEMORY);
908 }
909 }
910
911 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
912 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
913 {
914 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
915 return error(GL_OUT_OF_MEMORY);
916 }
917
918 void* mappedMemory = NULL;
919 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
920 if (offset == -1 || mappedMemory == NULL)
921 {
922 ERR("Could not map index buffer for GL_LINE_LOOP.");
923 return error(GL_OUT_OF_MEMORY);
924 }
925
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000926 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000927 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000928
929 switch (type)
930 {
931 case GL_NONE: // Non-indexed draw
932 for (int i = 0; i < count; i++)
933 {
934 data[i] = i;
935 }
936 data[count] = 0;
937 break;
938 case GL_UNSIGNED_BYTE:
939 for (int i = 0; i < count; i++)
940 {
941 data[i] = static_cast<const GLubyte*>(indices)[i];
942 }
943 data[count] = static_cast<const GLubyte*>(indices)[0];
944 break;
945 case GL_UNSIGNED_SHORT:
946 for (int i = 0; i < count; i++)
947 {
948 data[i] = static_cast<const GLushort*>(indices)[i];
949 }
950 data[count] = static_cast<const GLushort*>(indices)[0];
951 break;
952 case GL_UNSIGNED_INT:
953 for (int i = 0; i < count; i++)
954 {
955 data[i] = static_cast<const GLuint*>(indices)[i];
956 }
957 data[count] = static_cast<const GLuint*>(indices)[0];
958 break;
959 default: UNREACHABLE();
960 }
961
962 if (!mLineLoopIB->unmapBuffer())
963 {
964 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
965 return error(GL_OUT_OF_MEMORY);
966 }
967
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000968 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000969 {
970 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
971
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000972 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000973 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000974 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000975 }
976
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000977 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000978}
979
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000980void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000981{
982 // Get the raw indices for an indexed draw
983 if (type != GL_NONE && elementArrayBuffer)
984 {
985 gl::Buffer *indexBuffer = elementArrayBuffer;
986 intptr_t offset = reinterpret_cast<intptr_t>(indices);
987 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
988 }
989
990 if (!mTriangleFanIB)
991 {
992 mTriangleFanIB = new StreamingIndexBufferInterface(this);
993 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
994 {
995 delete mTriangleFanIB;
996 mTriangleFanIB = NULL;
997
998 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
999 return error(GL_OUT_OF_MEMORY);
1000 }
1001 }
1002
1003 const int numTris = count - 2;
1004 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
1005 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1006 {
1007 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
1008 return error(GL_OUT_OF_MEMORY);
1009 }
1010
1011 void* mappedMemory = NULL;
1012 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
1013 if (offset == -1 || mappedMemory == NULL)
1014 {
1015 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
1016 return error(GL_OUT_OF_MEMORY);
1017 }
1018
1019 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1020 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
1021
1022 switch (type)
1023 {
1024 case GL_NONE: // Non-indexed draw
1025 for (int i = 0; i < numTris; i++)
1026 {
1027 data[i*3 + 0] = 0;
1028 data[i*3 + 1] = i + 1;
1029 data[i*3 + 2] = i + 2;
1030 }
1031 break;
1032 case GL_UNSIGNED_BYTE:
1033 for (int i = 0; i < numTris; i++)
1034 {
1035 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1036 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1037 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1038 }
1039 break;
1040 case GL_UNSIGNED_SHORT:
1041 for (int i = 0; i < numTris; i++)
1042 {
1043 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1044 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1045 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1046 }
1047 break;
1048 case GL_UNSIGNED_INT:
1049 for (int i = 0; i < numTris; i++)
1050 {
1051 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1052 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1053 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1054 }
1055 break;
1056 default: UNREACHABLE();
1057 }
1058
1059 if (!mTriangleFanIB->unmapBuffer())
1060 {
1061 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
1062 return error(GL_OUT_OF_MEMORY);
1063 }
1064
1065 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1066 {
1067 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1068
1069 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1070 mAppliedIBSerial = mTriangleFanIB->getSerial();
1071 mAppliedIBOffset = indexBufferOffset;
1072 }
1073
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001074 if (instances > 0)
1075 {
1076 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1077 }
1078 else
1079 {
1080 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1081 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001082}
1083
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001084void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1085{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001086 unsigned int programBinarySerial = programBinary->getSerial();
1087 if (programBinarySerial != mAppliedProgramBinarySerial)
1088 {
1089 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1090 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001091 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001092
daniel@transgaming.come4991412012-12-20 20:55:34 +00001093 ID3D11VertexShader *vertexShader = NULL;
1094 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001095
daniel@transgaming.come4991412012-12-20 20:55:34 +00001096 ID3D11PixelShader *pixelShader = NULL;
1097 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001098
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001099 ID3D11GeometryShader *geometryShader = NULL;
1100 if (geometryExe) geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
1101
daniel@transgaming.come4991412012-12-20 20:55:34 +00001102 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1103 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001104
1105 if (geometryShader)
1106 {
1107 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1108 }
1109 else
1110 {
1111 mDeviceContext->GSSetShader(NULL, NULL, 0);
1112 }
1113
daniel@transgaming.come4991412012-12-20 20:55:34 +00001114 programBinary->dirtyAllUniforms();
1115
1116 mAppliedProgramBinarySerial = programBinarySerial;
1117 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001118}
1119
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001120void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001121{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001122 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1123 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001124
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001125 unsigned int totalRegisterCountVS = 0;
1126 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001127
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001128 bool vertexUniformsDirty = false;
1129 bool pixelUniformsDirty = false;
1130
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001131 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1132 {
1133 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001134
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001135 if (uniform->vsRegisterIndex >= 0)
1136 {
1137 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001138 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001139 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001140
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001141 if (uniform->psRegisterIndex >= 0)
1142 {
1143 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001144 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001145 }
1146 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001147
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001148 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1149 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1150
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001151 void *mapVS = (totalRegisterCountVS > 0 && vertexUniformsDirty) ? new float[4 * totalRegisterCountVS] : NULL;
1152 void *mapPS = (totalRegisterCountPS > 0 && pixelUniformsDirty) ? new float[4 * totalRegisterCountPS] : NULL;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001153
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001154 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001155 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001156 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001157
1158 switch (uniform->type)
1159 {
daniel@transgaming.comda8d3802012-12-20 21:12:55 +00001160 case GL_SAMPLER_2D:
1161 case GL_SAMPLER_CUBE:
1162 break;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001163 case GL_FLOAT:
1164 case GL_FLOAT_VEC2:
1165 case GL_FLOAT_VEC3:
1166 case GL_FLOAT_VEC4:
1167 case GL_FLOAT_MAT2:
1168 case GL_FLOAT_MAT3:
1169 case GL_FLOAT_MAT4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001170 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001171 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001172 GLfloat (*c)[4] = (GLfloat(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001173 float (*f)[4] = (float(*)[4])uniform->data;
1174
1175 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001176 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001177 c[uniform->vsRegisterIndex + i][0] = f[i][0];
1178 c[uniform->vsRegisterIndex + i][1] = f[i][1];
1179 c[uniform->vsRegisterIndex + i][2] = f[i][2];
1180 c[uniform->vsRegisterIndex + i][3] = f[i][3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001181 }
1182 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001183 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001184 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001185 GLfloat (*c)[4] = (GLfloat(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001186 float (*f)[4] = (float(*)[4])uniform->data;
1187
1188 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001189 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001190 c[uniform->psRegisterIndex + i][0] = f[i][0];
1191 c[uniform->psRegisterIndex + i][1] = f[i][1];
1192 c[uniform->psRegisterIndex + i][2] = f[i][2];
1193 c[uniform->psRegisterIndex + i][3] = f[i][3];
1194 }
1195 }
1196 break;
1197 case GL_INT:
1198 case GL_INT_VEC2:
1199 case GL_INT_VEC3:
1200 case GL_INT_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001201 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001202 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001203 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001204 GLint *x = (GLint*)uniform->data;
1205 int count = gl::VariableColumnCount(uniform->type);
1206
1207 for (unsigned int i = 0; i < uniform->registerCount; i++)
1208 {
1209 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = x[i * count + 0];
1210 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = x[i * count + 1];
1211 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = x[i * count + 2];
1212 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = x[i * count + 3];
1213 }
1214 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001215 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001216 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001217 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001218 GLint *x = (GLint*)uniform->data;
1219 int count = gl::VariableColumnCount(uniform->type);
1220
1221 for (unsigned int i = 0; i < uniform->registerCount; i++)
1222 {
1223 if (count >= 1) c[uniform->psRegisterIndex + i][0] = x[i * count + 0];
1224 if (count >= 2) c[uniform->psRegisterIndex + i][1] = x[i * count + 1];
1225 if (count >= 3) c[uniform->psRegisterIndex + i][2] = x[i * count + 2];
1226 if (count >= 4) c[uniform->psRegisterIndex + i][3] = x[i * count + 3];
1227 }
1228 }
1229 break;
1230 case GL_BOOL:
1231 case GL_BOOL_VEC2:
1232 case GL_BOOL_VEC3:
1233 case GL_BOOL_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001234 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001235 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001236 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001237 GLboolean *b = (GLboolean*)uniform->data;
1238 int count = gl::VariableColumnCount(uniform->type);
1239
1240 for (unsigned int i = 0; i < uniform->registerCount; i++)
1241 {
1242 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = b[i * count + 0];
1243 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = b[i * count + 1];
1244 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = b[i * count + 2];
1245 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = b[i * count + 3];
1246 }
1247 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001248 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001249 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001250 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001251 GLboolean *b = (GLboolean*)uniform->data;
1252 int count = gl::VariableColumnCount(uniform->type);
1253
1254 for (unsigned int i = 0; i < uniform->registerCount; i++)
1255 {
1256 if (count >= 1) c[uniform->psRegisterIndex + i][0] = b[i * count + 0];
1257 if (count >= 2) c[uniform->psRegisterIndex + i][1] = b[i * count + 1];
1258 if (count >= 3) c[uniform->psRegisterIndex + i][2] = b[i * count + 2];
1259 if (count >= 4) c[uniform->psRegisterIndex + i][3] = b[i * count + 3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001260 }
1261 }
1262 break;
1263 default:
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001264 UNREACHABLE();
1265 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001266
1267 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001268 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001269
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001270 if (vertexConstantBuffer && mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001271 {
1272 mDeviceContext->UpdateSubresource(vertexConstantBuffer, 0, NULL, mapVS, 0, 0);
1273 }
1274
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001275 if (pixelConstantBuffer && mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001276 {
1277 mDeviceContext->UpdateSubresource(pixelConstantBuffer, 0, NULL, mapPS, 0, 0);
1278 }
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001279
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001280 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1281 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001282
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001283 delete[] mapVS;
1284 delete[] mapPS;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001285
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001286 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001287 if (!mDriverConstantBufferVS)
1288 {
1289 D3D11_BUFFER_DESC constantBufferDescription = {0};
1290 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1291 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1292 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1293 constantBufferDescription.CPUAccessFlags = 0;
1294 constantBufferDescription.MiscFlags = 0;
1295 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001296
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001297 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001298 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001299
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001300 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1301 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001302
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001303 if (!mDriverConstantBufferPS)
1304 {
1305 D3D11_BUFFER_DESC constantBufferDescription = {0};
1306 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1307 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1308 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1309 constantBufferDescription.CPUAccessFlags = 0;
1310 constantBufferDescription.MiscFlags = 0;
1311 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001312
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001313 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001314 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001315
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001316 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1317 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001318
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001319 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1320 {
1321 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1322 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1323 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001324
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001325 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1326 {
1327 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1328 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1329 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001330
1331 // needed for the point sprite geometry shader
1332 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001333}
1334
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001335void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001336{
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001337 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1338 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1339 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1340 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001341
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001342 unsigned int stencilUnmasked = 0x0;
1343 if (frameBuffer->hasStencil())
1344 {
1345 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1346 stencilUnmasked = (0x1 << stencilSize) - 1;
1347 }
1348 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1349 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001350
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001351 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1352 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1353 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001354
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001355 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1356 {
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001357 maskedClear(clearParams);
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001358 }
1359 else
1360 {
1361 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1362 {
1363 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
1364 if (renderbufferObject)
1365 {
1366 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1367 if (!renderTarget)
1368 {
1369 ERR("render target pointer unexpectedly null.");
1370 return;
1371 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001372
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001373 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1374 if (!framebufferRTV)
1375 {
1376 ERR("render target view pointer unexpectedly null.");
1377 return;
1378 }
1379
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001380 const float clearValues[4] = { clearParams.colorClearValue.red,
1381 clearParams.colorClearValue.green,
1382 clearParams.colorClearValue.blue,
1383 clearParams.colorClearValue.alpha };
1384 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001385
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001386 framebufferRTV->Release();
1387 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001388 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001389 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001390 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001391 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1392 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001393 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001394 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1395 if (!renderTarget)
1396 {
1397 ERR("render target pointer unexpectedly null.");
1398 return;
1399 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001400
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001401 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1402 if (!framebufferDSV)
1403 {
1404 ERR("depth stencil view pointer unexpectedly null.");
1405 return;
1406 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001407
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001408 UINT clearFlags = 0;
1409 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1410 {
1411 clearFlags |= D3D11_CLEAR_DEPTH;
1412 }
1413 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1414 {
1415 clearFlags |= D3D11_CLEAR_STENCIL;
1416 }
1417
1418 float depthClear = clearParams.depthClearValue;
1419 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1420
1421 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001422
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001423 framebufferDSV->Release();
1424 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001425 }
1426 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001427}
1428
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001429void Renderer11::maskedClear(const gl::ClearParameters &clearParams)
1430{
1431 HRESULT result;
1432
1433 if (!mClearResourcesInitialized)
1434 {
1435 ASSERT(!mClearVB && !mClearVS && !mClearPS && !mClearScissorRS && !mClearNoScissorRS);
1436
1437 D3D11_BUFFER_DESC vbDesc;
1438 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1439 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1440 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1441 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1442 vbDesc.MiscFlags = 0;
1443 vbDesc.StructureByteStride = 0;
1444
1445 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1446 ASSERT(SUCCEEDED(result));
1447 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1448
1449 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1450 {
1451 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1452 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1453 };
1454
1455 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1456 ASSERT(SUCCEEDED(result));
1457 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1458
1459 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1460 ASSERT(SUCCEEDED(result));
1461 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1462
1463 result = mDevice->CreatePixelShader(g_PS_Clear, sizeof(g_PS_Clear), NULL, &mClearPS);
1464 ASSERT(SUCCEEDED(result));
1465 d3d11::SetDebugName(mClearPS, "Renderer11 masked clear pixel shader");
1466
1467 D3D11_RASTERIZER_DESC rsScissorDesc;
1468 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1469 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1470 rsScissorDesc.FrontCounterClockwise = FALSE;
1471 rsScissorDesc.DepthBias = 0;
1472 rsScissorDesc.DepthBiasClamp = 0.0f;
1473 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1474 rsScissorDesc.DepthClipEnable = FALSE;
1475 rsScissorDesc.ScissorEnable = TRUE;
1476 rsScissorDesc.MultisampleEnable = FALSE;
1477 rsScissorDesc.AntialiasedLineEnable = FALSE;
1478
1479 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1480 ASSERT(SUCCEEDED(result));
1481 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1482
1483 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1484 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1485 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1486 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1487 rsNoScissorDesc.DepthBias = 0;
1488 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1489 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1490 rsNoScissorDesc.DepthClipEnable = FALSE;
1491 rsNoScissorDesc.ScissorEnable = FALSE;
1492 rsNoScissorDesc.MultisampleEnable = FALSE;
1493 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1494
1495 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1496 ASSERT(SUCCEEDED(result));
1497 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1498
1499 mClearResourcesInitialized = true;
1500 }
1501
1502 // Prepare the depth stencil state to write depth values if the depth should be cleared
1503 // and stencil values if the stencil should be cleared
1504 gl::DepthStencilState glDSState;
1505 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1506 glDSState.depthFunc = GL_ALWAYS;
1507 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1508 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1509 glDSState.stencilFunc = GL_ALWAYS;
1510 glDSState.stencilMask = 0;
1511 glDSState.stencilFail = GL_REPLACE;
1512 glDSState.stencilPassDepthFail = GL_REPLACE;
1513 glDSState.stencilPassDepthPass = GL_REPLACE;
1514 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1515 glDSState.stencilBackFunc = GL_ALWAYS;
1516 glDSState.stencilBackMask = 0;
1517 glDSState.stencilBackFail = GL_REPLACE;
1518 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1519 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1520 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1521
1522 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1523
1524 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1525
1526 // Prepare the blend state to use a write mask if the color buffer should be cleared
1527 gl::BlendState glBlendState;
1528 glBlendState.blend = false;
1529 glBlendState.sourceBlendRGB = GL_ONE;
1530 glBlendState.destBlendRGB = GL_ZERO;
1531 glBlendState.sourceBlendAlpha = GL_ONE;
1532 glBlendState.destBlendAlpha = GL_ZERO;
1533 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1534 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1535 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1536 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1537 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1538 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1539 glBlendState.sampleAlphaToCoverage = false;
1540 glBlendState.dither = false;
1541
1542 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1543 static const UINT sampleMask = 0xFFFFFFFF;
1544
1545 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1546
1547 // Set the vertices
1548 D3D11_MAPPED_SUBRESOURCE mappedResource;
1549 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1550 if (FAILED(result))
1551 {
1552 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1553 return;
1554 }
1555
1556 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1557
1558 float depthClear = gl::clamp01(clearParams.depthClearValue);
1559 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1560 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1561 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1562 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1563
1564 mDeviceContext->Unmap(mClearVB, 0);
1565
1566 // Apply state
1567 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1568 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1569 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1570
1571 // Apply shaders
1572 mDeviceContext->IASetInputLayout(mClearIL);
1573 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
1574 mDeviceContext->PSSetShader(mClearPS, NULL, 0);
1575
1576 // Apply vertex buffer
1577 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1578 static UINT startIdx = 0;
1579 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1580 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1581
1582 // Draw the clear quad
1583 mDeviceContext->Draw(4, 0);
1584
1585 // Clean up
1586 markAllStateDirty();
1587}
1588
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001589void Renderer11::markAllStateDirty()
1590{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001591 mAppliedRenderTargetSerial = 0;
1592 mAppliedDepthbufferSerial = 0;
1593 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001594 mDepthStencilInitialized = false;
1595 mRenderTargetDescInitialized = false;
1596
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001597 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001598 {
1599 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001600 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001601 }
1602 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1603 {
1604 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001605 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001606 }
1607
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001608 mForceSetBlendState = true;
1609 mForceSetRasterState = true;
1610 mForceSetDepthStencilState = true;
1611 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001612 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001613
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001614 mAppliedIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001615 mAppliedIBOffset = 0;
1616
daniel@transgaming.come4991412012-12-20 20:55:34 +00001617 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001618 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1619 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001620}
1621
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001622void Renderer11::releaseDeviceResources()
1623{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001624 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001625 mInputLayoutCache.clear();
1626
1627 delete mVertexDataManager;
1628 mVertexDataManager = NULL;
1629
1630 delete mIndexDataManager;
1631 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001632
1633 delete mLineLoopIB;
1634 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001635
1636 delete mTriangleFanIB;
1637 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001638
1639 if (mCopyVB)
1640 {
1641 mCopyVB->Release();
1642 mCopyVB = NULL;
1643 }
1644
1645 if (mCopySampler)
1646 {
1647 mCopySampler->Release();
1648 mCopySampler = NULL;
1649 }
1650
1651 if (mCopyIL)
1652 {
1653 mCopyIL->Release();
1654 mCopyIL = NULL;
1655 }
1656
1657 if (mCopyVS)
1658 {
1659 mCopyVS->Release();
1660 mCopyVS = NULL;
1661 }
1662
1663 if (mCopyRGBAPS)
1664 {
1665 mCopyRGBAPS->Release();
1666 mCopyRGBAPS = NULL;
1667 }
1668
1669 if (mCopyRGBPS)
1670 {
1671 mCopyRGBPS->Release();
1672 mCopyRGBPS = NULL;
1673 }
1674
1675 if (mCopyLumPS)
1676 {
1677 mCopyLumPS->Release();
1678 mCopyLumPS = NULL;
1679 }
1680
1681 if (mCopyLumAlphaPS)
1682 {
1683 mCopyLumAlphaPS->Release();
1684 mCopyLumAlphaPS = NULL;
1685 }
1686
1687 mCopyResourcesInitialized = false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001688
1689 if (mClearVB)
1690 {
1691 mClearVB->Release();
1692 mClearVB = NULL;
1693 }
1694
1695 if (mClearIL)
1696 {
1697 mClearIL->Release();
1698 mClearIL = NULL;
1699 }
1700
1701 if (mClearVS)
1702 {
1703 mClearVS->Release();
1704 mClearVS = NULL;
1705 }
1706
1707 if (mClearPS)
1708 {
1709 mClearPS->Release();
1710 mClearPS = NULL;
1711 }
1712
1713 if (mClearScissorRS)
1714 {
1715 mClearScissorRS->Release();
1716 mClearScissorRS = NULL;
1717 }
1718
1719 if (mClearNoScissorRS)
1720 {
1721 mClearNoScissorRS->Release();
1722 mClearNoScissorRS = NULL;
1723 }
1724
1725 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001726
1727 if (mDriverConstantBufferVS)
1728 {
1729 mDriverConstantBufferVS->Release();
1730 mDriverConstantBufferVS = NULL;
1731 }
1732
1733 if (mDriverConstantBufferPS)
1734 {
1735 mDriverConstantBufferPS->Release();
1736 mDriverConstantBufferPS = NULL;
1737 }
daniel@transgaming.combdf787f2013-02-01 03:20:36 +00001738
1739 if (mSyncQuery)
1740 {
1741 mSyncQuery->Release();
1742 mSyncQuery = NULL;
1743 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001744}
1745
1746void Renderer11::markDeviceLost()
1747{
1748 mDeviceLost = true;
1749}
1750
1751bool Renderer11::isDeviceLost()
1752{
1753 return mDeviceLost;
1754}
1755
1756// set notify to true to broadcast a message to all contexts of the device loss
1757bool Renderer11::testDeviceLost(bool notify)
1758{
1759 bool isLost = false;
1760
1761 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +00001762 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001763
1764 if (isLost)
1765 {
1766 // ensure we note the device loss --
1767 // we'll probably get this done again by markDeviceLost
1768 // but best to remember it!
1769 // Note that we don't want to clear the device loss status here
1770 // -- this needs to be done by resetDevice
1771 mDeviceLost = true;
1772 if (notify)
1773 {
1774 mDisplay->notifyDeviceLost();
1775 }
1776 }
1777
1778 return isLost;
1779}
1780
1781bool Renderer11::testDeviceResettable()
1782{
1783 HRESULT status = D3D_OK;
1784
1785 // TODO
1786 UNIMPLEMENTED();
1787
1788 switch (status)
1789 {
1790 case D3DERR_DEVICENOTRESET:
1791 case D3DERR_DEVICEHUNG:
1792 return true;
1793 default:
1794 return false;
1795 }
1796}
1797
1798bool Renderer11::resetDevice()
1799{
1800 releaseDeviceResources();
1801
1802 // TODO
1803 UNIMPLEMENTED();
1804
1805 // reset device defaults
1806 initializeDevice();
1807 mDeviceLost = false;
1808
1809 return true;
1810}
1811
1812DWORD Renderer11::getAdapterVendor() const
1813{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001814 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001815}
1816
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001817std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001818{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001819 std::ostringstream rendererString;
1820
1821 rendererString << mDescription;
1822 rendererString << " Direct3D11";
1823
1824 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1825 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1826
1827 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001828}
1829
1830GUID Renderer11::getAdapterIdentifier() const
1831{
1832 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001833 // UNIMPLEMENTED();
1834 GUID foo = {0};
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001835 return foo;
1836}
1837
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00001838bool Renderer11::getBGRATextureSupport() const
1839{
1840 return mBGRATextureSupport;
1841}
1842
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001843bool Renderer11::getDXT1TextureSupport()
1844{
1845 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001846 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001847 return false;
1848}
1849
1850bool Renderer11::getDXT3TextureSupport()
1851{
1852 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001853 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001854 return false;
1855}
1856
1857bool Renderer11::getDXT5TextureSupport()
1858{
1859 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001860 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001861 return false;
1862}
1863
1864bool Renderer11::getDepthTextureSupport() const
1865{
1866 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001867 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001868 return false;
1869}
1870
1871bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
1872{
1873 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001874 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001875
1876 *filtering = false;
1877 *renderable = false;
1878 return false;
1879}
1880
1881bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
1882{
1883 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001884 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001885
1886 *filtering = false;
1887 *renderable = false;
1888 return false;
1889}
1890
1891bool Renderer11::getLuminanceTextureSupport()
1892{
1893 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001894 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001895 return false;
1896}
1897
1898bool Renderer11::getLuminanceAlphaTextureSupport()
1899{
1900 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001901 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001902 return false;
1903}
1904
1905bool Renderer11::getTextureFilterAnisotropySupport() const
1906{
1907 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001908 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001909 return false;
1910}
1911
1912float Renderer11::getTextureMaxAnisotropy() const
1913{
1914 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001915 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001916 return 1.0f;
1917}
1918
1919bool Renderer11::getEventQuerySupport()
1920{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00001921 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001922}
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{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00001987 switch (mFeatureLevel)
1988 {
1989 case D3D_FEATURE_LEVEL_11_0:
1990 case D3D_FEATURE_LEVEL_10_1:
1991 case D3D_FEATURE_LEVEL_10_0:
1992 return true;
1993 default: UNREACHABLE();
1994 return false;
1995 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001996}
1997
1998bool Renderer11::getInstancingSupport() const
1999{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002000 switch (mFeatureLevel)
2001 {
2002 case D3D_FEATURE_LEVEL_11_0:
2003 case D3D_FEATURE_LEVEL_10_1:
2004 case D3D_FEATURE_LEVEL_10_0:
2005 return true;
2006 default: UNREACHABLE();
2007 return false;
2008 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002009}
2010
2011bool Renderer11::getShareHandleSupport() const
2012{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002013 // We only currently support share handles with BGRA surfaces, because
2014 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002015 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002016 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002017}
2018
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002019bool Renderer11::getDerivativeInstructionSupport() const
2020{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002021 switch (mFeatureLevel)
2022 {
2023 case D3D_FEATURE_LEVEL_11_0:
2024 case D3D_FEATURE_LEVEL_10_1:
2025 case D3D_FEATURE_LEVEL_10_0:
2026 return true;
2027 default: UNREACHABLE();
2028 return false;
2029 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002030}
2031
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002032int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002033{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002034 switch (mFeatureLevel)
2035 {
2036 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002037 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002038 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2039 default: UNREACHABLE(); return 0;
2040 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002041}
2042
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002043int Renderer11::getMinorShaderModel() const
2044{
2045 switch (mFeatureLevel)
2046 {
2047 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2048 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2049 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2050 default: UNREACHABLE(); return 0;
2051 }
2052}
2053
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002054float Renderer11::getMaxPointSize() const
2055{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002056 // choose a reasonable maximum. we enforce this in the shader.
2057 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2058 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002059}
2060
2061int Renderer11::getMaxTextureWidth() const
2062{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002063 switch (mFeatureLevel)
2064 {
2065 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2066 case D3D_FEATURE_LEVEL_10_1:
2067 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2068 default: UNREACHABLE(); return 0;
2069 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002070}
2071
2072int Renderer11::getMaxTextureHeight() const
2073{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002074 switch (mFeatureLevel)
2075 {
2076 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2077 case D3D_FEATURE_LEVEL_10_1:
2078 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2079 default: UNREACHABLE(); return 0;
2080 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002081}
2082
2083bool Renderer11::get32BitIndexSupport() const
2084{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002085 switch (mFeatureLevel)
2086 {
2087 case D3D_FEATURE_LEVEL_11_0:
2088 case D3D_FEATURE_LEVEL_10_1:
2089 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2090 default: UNREACHABLE(); return false;
2091 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002092}
2093
2094int Renderer11::getMinSwapInterval() const
2095{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002096 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002097}
2098
2099int Renderer11::getMaxSwapInterval() const
2100{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002101 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002102}
2103
2104int Renderer11::getMaxSupportedSamples() const
2105{
2106 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002107 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002108 return 1;
2109}
2110
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002111bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002112{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002113 if (source && dest)
2114 {
2115 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2116 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2117
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002118 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002119 return true;
2120 }
2121
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002122 return false;
2123}
2124
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002125bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002126{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002127 if (source && dest)
2128 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002129 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2130 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002131
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002132 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002133 return true;
2134 }
2135
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002136 return false;
2137}
2138
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002139bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002140 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002141{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002142 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2143 if (!colorbuffer)
2144 {
2145 ERR("Failed to retrieve the color buffer from the frame buffer.");
2146 return error(GL_OUT_OF_MEMORY, false);
2147 }
2148
2149 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2150 if (!sourceRenderTarget)
2151 {
2152 ERR("Failed to retrieve the render target from the frame buffer.");
2153 return error(GL_OUT_OF_MEMORY, false);
2154 }
2155
2156 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2157 if (!source)
2158 {
2159 ERR("Failed to retrieve the render target view from the render target.");
2160 return error(GL_OUT_OF_MEMORY, false);
2161 }
2162
2163 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2164 if (!storage11)
2165 {
2166 source->Release();
2167 ERR("Failed to retrieve the texture storage from the destination.");
2168 return error(GL_OUT_OF_MEMORY, false);
2169 }
2170
2171 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2172 if (!destRenderTarget)
2173 {
2174 source->Release();
2175 ERR("Failed to retrieve the render target from the destination storage.");
2176 return error(GL_OUT_OF_MEMORY, false);
2177 }
2178
2179 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2180 if (!dest)
2181 {
2182 source->Release();
2183 ERR("Failed to retrieve the render target view from the destination render target.");
2184 return error(GL_OUT_OF_MEMORY, false);
2185 }
2186
2187 gl::Rectangle destRect;
2188 destRect.x = xoffset;
2189 destRect.y = yoffset;
2190 destRect.width = sourceRect.width;
2191 destRect.height = sourceRect.height;
2192
2193 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2194 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2195
2196 source->Release();
2197 dest->Release();
2198
2199 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002200}
2201
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002202bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002203 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002204{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002205 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2206 if (!colorbuffer)
2207 {
2208 ERR("Failed to retrieve the color buffer from the frame buffer.");
2209 return error(GL_OUT_OF_MEMORY, false);
2210 }
2211
2212 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2213 if (!sourceRenderTarget)
2214 {
2215 ERR("Failed to retrieve the render target from the frame buffer.");
2216 return error(GL_OUT_OF_MEMORY, false);
2217 }
2218
2219 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2220 if (!source)
2221 {
2222 ERR("Failed to retrieve the render target view from the render target.");
2223 return error(GL_OUT_OF_MEMORY, false);
2224 }
2225
2226 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2227 if (!storage11)
2228 {
2229 source->Release();
2230 ERR("Failed to retrieve the texture storage from the destination.");
2231 return error(GL_OUT_OF_MEMORY, false);
2232 }
2233
2234 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
2235 if (!destRenderTarget)
2236 {
2237 source->Release();
2238 ERR("Failed to retrieve the render target from the destination storage.");
2239 return error(GL_OUT_OF_MEMORY, false);
2240 }
2241
2242 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2243 if (!dest)
2244 {
2245 source->Release();
2246 ERR("Failed to retrieve the render target view from the destination render target.");
2247 return error(GL_OUT_OF_MEMORY, false);
2248 }
2249
2250 gl::Rectangle destRect;
2251 destRect.x = xoffset;
2252 destRect.y = yoffset;
2253 destRect.width = sourceRect.width;
2254 destRect.height = sourceRect.height;
2255
2256 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2257 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2258
2259 source->Release();
2260 dest->Release();
2261
2262 return ret;
2263}
2264
2265bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight,
2266 ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat)
2267{
2268 HRESULT result;
2269
2270 if (!mCopyResourcesInitialized)
2271 {
2272 ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS);
2273
2274 D3D11_BUFFER_DESC vbDesc;
2275 vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
2276 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
2277 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
2278 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2279 vbDesc.MiscFlags = 0;
2280 vbDesc.StructureByteStride = 0;
2281
2282 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
2283 ASSERT(SUCCEEDED(result));
2284 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
2285
2286 D3D11_SAMPLER_DESC samplerDesc;
2287 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
2288 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
2289 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
2290 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
2291 samplerDesc.MipLODBias = 0.0f;
2292 samplerDesc.MaxAnisotropy = 0;
2293 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
2294 samplerDesc.BorderColor[0] = 0.0f;
2295 samplerDesc.BorderColor[1] = 0.0f;
2296 samplerDesc.BorderColor[2] = 0.0f;
2297 samplerDesc.BorderColor[3] = 0.0f;
2298 samplerDesc.MinLOD = 0.0f;
2299 samplerDesc.MaxLOD = 0.0f;
2300
2301 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
2302 ASSERT(SUCCEEDED(result));
2303 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
2304
2305 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
2306 {
2307 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2308 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2309 };
2310
2311 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL);
2312 ASSERT(SUCCEEDED(result));
2313 d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout");
2314
2315 result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS);
2316 ASSERT(SUCCEEDED(result));
2317 d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader");
2318
2319 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS);
2320 ASSERT(SUCCEEDED(result));
2321 d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader");
2322
2323 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS);
2324 ASSERT(SUCCEEDED(result));
2325 d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader");
2326
2327 result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS);
2328 ASSERT(SUCCEEDED(result));
2329 d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader");
2330
2331 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS);
2332 ASSERT(SUCCEEDED(result));
2333 d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader");
2334
2335 mCopyResourcesInitialized = true;
2336 }
2337
2338 // Verify the source and destination area sizes
2339 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
2340 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
2341 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
2342 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight))
2343 {
2344 return error(GL_INVALID_VALUE, false);
2345 }
2346
2347 // Set vertices
2348 D3D11_MAPPED_SUBRESOURCE mappedResource;
2349 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
2350 if (FAILED(result))
2351 {
2352 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
2353 return error(GL_OUT_OF_MEMORY, false);
2354 }
2355
2356 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
2357
2358 // Create a quad in homogeneous coordinates
2359 float x1 = (destArea.x / destWidth) * 2.0f - 1.0f;
2360 float y1 = (destArea.y / destHeight) * 2.0f - 1.0f;
2361 float x2 = ((destArea.x + destArea.width) / destWidth) * 2.0f - 1.0f;
2362 float y2 = ((destArea.y + destArea.height) / destHeight) * 2.0f - 1.0f;
2363
2364 float u1 = sourceArea.x / float(sourceWidth);
2365 float v1 = sourceArea.y / float(sourceHeight);
2366 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
2367 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
2368
2369 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
2370 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
2371 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
2372 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
2373
2374 mDeviceContext->Unmap(mCopyVB, 0);
2375
2376 static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
2377 static UINT startIdx = 0;
2378 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
2379
2380 // Apply state
2381 static const float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
2382 mDeviceContext->OMSetBlendState(NULL, blendFactor, 0xFFFFFFF);
2383 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
2384 mDeviceContext->RSSetState(NULL);
2385
2386 // Apply shaders
2387 mDeviceContext->IASetInputLayout(mCopyIL);
2388 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
2389 mDeviceContext->VSSetShader(mCopyVS, NULL, 0);
2390
2391 ID3D11PixelShader *ps = NULL;
2392 switch(destFormat)
2393 {
2394 case GL_RGBA: ps = mCopyRGBAPS; break;
2395 case GL_RGB: ps = mCopyRGBPS; break;
2396 case GL_ALPHA: ps = mCopyRGBAPS; break;
2397 case GL_BGRA_EXT: ps = mCopyRGBAPS; break;
2398 case GL_LUMINANCE: ps = mCopyLumPS; break;
2399 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break;
2400 default: UNREACHABLE(); ps = NULL; break;
2401 }
2402
2403 mDeviceContext->PSSetShader(ps, NULL, 0);
2404
2405 // Unset the currently bound shader resource to avoid conflicts
2406 static ID3D11ShaderResourceView *const nullSRV = NULL;
2407 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2408
2409 // Apply render targets
2410 mDeviceContext->OMSetRenderTargets(1, &dest, NULL);
2411
2412 // Set the viewport
2413 D3D11_VIEWPORT viewport;
2414 viewport.TopLeftX = 0;
2415 viewport.TopLeftY = 0;
2416 viewport.Width = destWidth;
2417 viewport.Height = destHeight;
2418 viewport.MinDepth = 0.0f;
2419 viewport.MaxDepth = 1.0f;
2420 mDeviceContext->RSSetViewports(1, &viewport);
2421
2422 // Apply textures
2423 mDeviceContext->PSSetShaderResources(0, 1, &source);
2424 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
2425
2426 // Draw the quad
2427 mDeviceContext->Draw(4, 0);
2428
2429 // Unbind textures and render targets and vertex buffer
2430 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2431
2432 static ID3D11RenderTargetView *const nullRTV = NULL;
2433 mDeviceContext->OMSetRenderTargets(1, &nullRTV, NULL);
2434
2435 static UINT zero = 0;
2436 static ID3D11Buffer *const nullBuffer = NULL;
2437 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
2438
2439 markAllStateDirty();
2440
2441 return true;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002442}
2443
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002444RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2445{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002446 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002447 RenderTarget11 *renderTarget = NULL;
2448 if (depth)
2449 {
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002450 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), NULL,
2451 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002452 }
2453 else
2454 {
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002455 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
2456 swapChain11->getRenderTargetShaderResource(),
2457 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002458 }
2459 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002460}
2461
2462RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2463{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002464 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
2465 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002466}
2467
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002468ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002469{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002470 ShaderExecutable11 *executable = NULL;
2471
2472 switch (type)
2473 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002474 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002475 {
2476 ID3D11VertexShader *vshader = NULL;
2477 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2478 ASSERT(SUCCEEDED(result));
2479
2480 if (vshader)
2481 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002482 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002483 }
2484 }
2485 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002486 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002487 {
2488 ID3D11PixelShader *pshader = NULL;
2489 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2490 ASSERT(SUCCEEDED(result));
2491
2492 if (pshader)
2493 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002494 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002495 }
2496 }
2497 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002498 case rx::SHADER_GEOMETRY:
2499 {
2500 ID3D11GeometryShader *gshader = NULL;
2501 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
2502 ASSERT(SUCCEEDED(result));
2503
2504 if (gshader)
2505 {
2506 executable = new ShaderExecutable11(function, length, gshader);
2507 }
2508 }
2509 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002510 default:
2511 UNREACHABLE();
2512 break;
2513 }
2514
2515 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002516}
2517
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002518ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002519{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002520 const char *profile = NULL;
2521
2522 switch (type)
2523 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002524 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002525 profile = "vs_4_0";
2526 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002527 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002528 profile = "ps_4_0";
2529 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002530 case rx::SHADER_GEOMETRY:
2531 profile = "gs_4_0";
2532 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002533 default:
2534 UNREACHABLE();
2535 return NULL;
2536 }
2537
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00002538 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002539 if (!binary)
2540 return NULL;
2541
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002542 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002543 binary->Release();
2544
2545 return executable;
2546}
2547
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002548VertexBuffer *Renderer11::createVertexBuffer()
2549{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00002550 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002551}
2552
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002553IndexBuffer *Renderer11::createIndexBuffer()
2554{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00002555 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002556}
2557
2558QueryImpl *Renderer11::createQuery(GLenum type)
2559{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002560 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002561}
2562
2563FenceImpl *Renderer11::createFence()
2564{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002565 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002566}
2567
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002568bool Renderer11::getRenderTargetResource(gl::Framebuffer *framebuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
2569{
2570 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2571 if (colorbuffer)
2572 {
2573 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2574 if (renderTarget)
2575 {
2576 *subresourceIndex = renderTarget->getSubresourceIndex();
2577
2578 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
2579 if (colorBufferRTV)
2580 {
2581 ID3D11Resource *textureResource = NULL;
2582 colorBufferRTV->GetResource(&textureResource);
2583 colorBufferRTV->Release();
2584
2585 if (textureResource)
2586 {
2587 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
2588 textureResource->Release();
2589
2590 if (SUCCEEDED(result))
2591 {
2592 return true;
2593 }
2594 else
2595 {
2596 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
2597 "HRESULT: 0x%X.", result);
2598 }
2599 }
2600 }
2601 }
2602 }
2603
2604 return false;
2605}
2606
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002607bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
2608 bool blitRenderTarget, bool blitDepthStencil)
2609{
2610 // TODO
2611 UNIMPLEMENTED();
2612 return false;
2613}
2614
2615void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2616 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2617{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002618 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002619 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002620
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002621 if (getRenderTargetResource(framebuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002622 {
2623 gl::Rectangle area;
2624 area.x = x;
2625 area.y = y;
2626 area.width = width;
2627 area.height = height;
2628
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002629 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
2630 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002631
2632 colorBufferTexture->Release();
2633 colorBufferTexture = NULL;
2634 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002635}
2636
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002637Image *Renderer11::createImage()
2638{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00002639 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002640}
2641
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002642void Renderer11::generateMipmap(Image *dest, Image *src)
2643{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00002644 Image11 *dest11 = Image11::makeImage11(dest);
2645 Image11 *src11 = Image11::makeImage11(src);
2646 Image11::generateMipmap(dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002647}
2648
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002649TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
2650{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002651 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
2652 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002653}
2654
2655TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
2656{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002657 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002658}
2659
2660TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
2661{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002662 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002663}
2664
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002665static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
2666{
2667 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
2668 destFormat == GL_ALPHA &&
2669 destType == GL_UNSIGNED_BYTE)
2670 {
2671 return 1;
2672 }
2673 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
2674 destFormat == GL_RGBA &&
2675 destType == GL_UNSIGNED_BYTE)
2676 {
2677 return 4;
2678 }
2679 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
2680 destFormat == GL_BGRA_EXT &&
2681 destType == GL_UNSIGNED_BYTE)
2682 {
2683 return 4;
2684 }
2685 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
2686 destFormat == GL_RGBA &&
2687 destType == GL_HALF_FLOAT_OES)
2688 {
2689 return 8;
2690 }
2691 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
2692 destFormat == GL_RGB &&
2693 destType == GL_FLOAT)
2694 {
2695 return 12;
2696 }
2697 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
2698 destFormat == GL_RGBA &&
2699 destType == GL_FLOAT)
2700 {
2701 return 16;
2702 }
2703 else
2704 {
2705 return 0;
2706 }
2707}
2708
2709static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
2710 unsigned int y, int inputPitch, gl::Color *outColor)
2711{
2712 switch (format)
2713 {
2714 case DXGI_FORMAT_R8G8B8A8_UNORM:
2715 {
2716 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
2717 outColor->red = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
2718 outColor->green = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
2719 outColor->blue = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
2720 outColor->alpha = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
2721 }
2722 break;
2723
2724 case DXGI_FORMAT_A8_UNORM:
2725 {
2726 outColor->red = 0.0f;
2727 outColor->green = 0.0f;
2728 outColor->blue = 0.0f;
2729 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
2730 }
2731 break;
2732
2733 case DXGI_FORMAT_R32G32B32A32_FLOAT:
2734 {
2735 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
2736 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
2737 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
2738 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
2739 }
2740 break;
2741
2742 case DXGI_FORMAT_R32G32B32_FLOAT:
2743 {
2744 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
2745 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
2746 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
2747 outColor->alpha = 1.0f;
2748 }
2749 break;
2750
2751 case DXGI_FORMAT_R16G16B16A16_FLOAT:
2752 {
2753 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
2754 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
2755 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
2756 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
2757 }
2758 break;
2759
2760 case DXGI_FORMAT_B8G8R8A8_UNORM:
2761 {
2762 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
2763 outColor->red = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
2764 outColor->blue = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
2765 outColor->green = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
2766 outColor->alpha = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
2767 }
2768 break;
2769
2770 case DXGI_FORMAT_R8_UNORM:
2771 {
2772 outColor->red = *(data + x + y * inputPitch) / 255.0f;
2773 outColor->green = 0.0f;
2774 outColor->blue = 0.0f;
2775 outColor->alpha = 1.0f;
2776 }
2777 break;
2778
2779 case DXGI_FORMAT_R8G8_UNORM:
2780 {
2781 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
2782
2783 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
2784 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
2785 outColor->blue = 0.0f;
2786 outColor->alpha = 1.0f;
2787 }
2788 break;
2789
2790 case DXGI_FORMAT_R16_FLOAT:
2791 {
2792 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
2793 outColor->green = 0.0f;
2794 outColor->blue = 0.0f;
2795 outColor->alpha = 1.0f;
2796 }
2797 break;
2798
2799 case DXGI_FORMAT_R16G16_FLOAT:
2800 {
2801 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
2802 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
2803 outColor->blue = 0.0f;
2804 outColor->alpha = 1.0f;
2805 }
2806 break;
2807
2808 default:
2809 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
2810 UNIMPLEMENTED();
2811 break;
2812 }
2813}
2814
2815static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
2816 unsigned int y, int outputPitch, void *outData)
2817{
2818 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
2819 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
2820
2821 switch (format)
2822 {
2823 case GL_RGBA:
2824 switch (type)
2825 {
2826 case GL_UNSIGNED_BYTE:
2827 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
2828 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2829 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2830 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
2831 break;
2832
2833 default:
2834 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
2835 UNIMPLEMENTED();
2836 break;
2837 }
2838 break;
2839
2840 case GL_BGRA_EXT:
2841 switch (type)
2842 {
2843 case GL_UNSIGNED_BYTE:
2844 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2845 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2846 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
2847 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
2848 break;
2849
2850 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
2851 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2852 // this type is packed as follows:
2853 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2854 // --------------------------------------------------------------------------------
2855 // | 4th | 3rd | 2nd | 1st component |
2856 // --------------------------------------------------------------------------------
2857 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2858 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2859 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
2860 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
2861 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
2862 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
2863 break;
2864
2865 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
2866 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2867 // this type is packed as follows:
2868 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2869 // --------------------------------------------------------------------------------
2870 // | 4th | 3rd | 2nd | 1st component |
2871 // --------------------------------------------------------------------------------
2872 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2873 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2874 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
2875 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
2876 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
2877 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
2878 break;
2879
2880 default:
2881 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
2882 UNIMPLEMENTED();
2883 break;
2884 }
2885 break;
2886
2887 case GL_RGB:
2888 switch (type)
2889 {
2890 case GL_UNSIGNED_SHORT_5_6_5:
2891 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2892 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
2893 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
2894 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
2895 break;
2896
2897 case GL_UNSIGNED_BYTE:
2898 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
2899 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2900 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2901 break;
2902
2903 default:
2904 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
2905 UNIMPLEMENTED();
2906 break;
2907 }
2908 break;
2909
2910 default:
2911 ERR("WritePixelColor not implemented for format 0x%X.", format);
2912 UNIMPLEMENTED();
2913 break;
2914 }
2915}
2916
2917void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
2918 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
2919 GLint packAlignment, void *pixels)
2920{
2921 D3D11_TEXTURE2D_DESC textureDesc;
2922 texture->GetDesc(&textureDesc);
2923
2924 D3D11_TEXTURE2D_DESC stagingDesc;
2925 stagingDesc.Width = area.width;
2926 stagingDesc.Height = area.height;
2927 stagingDesc.MipLevels = 1;
2928 stagingDesc.ArraySize = 1;
2929 stagingDesc.Format = textureDesc.Format;
2930 stagingDesc.SampleDesc.Count = 1;
2931 stagingDesc.SampleDesc.Quality = 0;
2932 stagingDesc.Usage = D3D11_USAGE_STAGING;
2933 stagingDesc.BindFlags = 0;
2934 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
2935 stagingDesc.MiscFlags = 0;
2936
2937 ID3D11Texture2D* stagingTex = NULL;
2938 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
2939 if (FAILED(result))
2940 {
2941 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
2942 return;
2943 }
2944
2945 ID3D11Texture2D* srcTex = NULL;
2946 if (textureDesc.SampleDesc.Count > 1)
2947 {
2948 D3D11_TEXTURE2D_DESC resolveDesc;
2949 resolveDesc.Width = textureDesc.Width;
2950 resolveDesc.Height = textureDesc.Height;
2951 resolveDesc.MipLevels = 1;
2952 resolveDesc.ArraySize = 1;
2953 resolveDesc.Format = textureDesc.Format;
2954 resolveDesc.SampleDesc.Count = 1;
2955 resolveDesc.SampleDesc.Quality = 0;
2956 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
2957 resolveDesc.BindFlags = 0;
2958 resolveDesc.CPUAccessFlags = 0;
2959 resolveDesc.MiscFlags = 0;
2960
2961 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
2962 if (FAILED(result))
2963 {
2964 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
2965 stagingTex->Release();
2966 return;
2967 }
2968
2969 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
2970 subResource = 0;
2971 }
2972 else
2973 {
2974 srcTex = texture;
2975 srcTex->AddRef();
2976 }
2977
2978 D3D11_BOX srcBox;
2979 srcBox.left = area.x;
2980 srcBox.right = area.x + area.width;
2981 srcBox.top = area.y;
2982 srcBox.bottom = area.y + area.height;
2983 srcBox.front = 0;
2984 srcBox.back = 1;
2985
2986 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
2987
2988 srcTex->Release();
2989 srcTex = NULL;
2990
2991 D3D11_MAPPED_SUBRESOURCE mapping;
2992 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
2993
2994 unsigned char *source;
2995 int inputPitch;
2996 if (packReverseRowOrder)
2997 {
2998 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
2999 inputPitch = -static_cast<int>(mapping.RowPitch);
3000 }
3001 else
3002 {
3003 source = static_cast<unsigned char*>(mapping.pData);
3004 inputPitch = static_cast<int>(mapping.RowPitch);
3005 }
3006
3007 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
3008 if (fastPixelSize != 0)
3009 {
3010 unsigned char *dest = static_cast<unsigned char*>(pixels);
3011 for (int j = 0; j < area.height; j++)
3012 {
3013 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
3014 }
3015 }
3016 else
3017 {
3018 gl::Color pixelColor;
3019 for (int j = 0; j < area.height; j++)
3020 {
3021 for (int i = 0; i < area.width; i++)
3022 {
3023 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
3024 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
3025 }
3026 }
3027 }
3028
3029 mDeviceContext->Unmap(stagingTex, 0);
3030
3031 stagingTex->Release();
3032 stagingTex = NULL;
3033}
3034
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003035}