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daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001//
2// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
8
9#include "common/debug.h"
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000013#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000014#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000015#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000016
17#include "libEGL/Config.h"
18#include "libEGL/Display.h"
19
20namespace rx
21{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000022static const DXGI_FORMAT RenderTargetFormats[] =
23 {
24 DXGI_FORMAT_R8G8B8A8_UNORM
25 };
26
27static const DXGI_FORMAT DepthStencilFormats[] =
28 {
29 DXGI_FORMAT_D24_UNORM_S8_UINT
30 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000031
32Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
33{
34 mD3d11Module = NULL;
35 mDxgiModule = NULL;
36
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000037 mDeviceLost = false;
38
daniel@transgaming.com25072f62012-11-28 19:31:32 +000039 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000040 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000041 mDxgiAdapter = NULL;
42 mDxgiFactory = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000043}
44
45Renderer11::~Renderer11()
46{
47 releaseDeviceResources();
48
daniel@transgaming.com65e65372012-11-28 19:33:50 +000049 if (mDxgiFactory)
50 {
51 mDxgiFactory->Release();
52 mDxgiFactory = NULL;
53 }
54
55 if (mDxgiAdapter)
56 {
57 mDxgiAdapter->Release();
58 mDxgiAdapter = NULL;
59 }
60
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000061 if (mDeviceContext)
62 {
63 mDeviceContext->Release();
64 mDeviceContext = NULL;
65 }
66
daniel@transgaming.com25072f62012-11-28 19:31:32 +000067 if (mDevice)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000068 {
daniel@transgaming.com25072f62012-11-28 19:31:32 +000069 mDevice->Release();
70 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000071 }
72
73 if (mD3d11Module)
74 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000075 FreeLibrary(mD3d11Module);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000076 mD3d11Module = NULL;
77 }
78
79 if (mDxgiModule)
80 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000081 FreeLibrary(mDxgiModule);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000082 mDxgiModule = NULL;
83 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000084}
85
86EGLint Renderer11::initialize()
87{
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000088 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
89 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000090
91 if (mD3d11Module == NULL || mDxgiModule == NULL)
92 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000093 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000094 return EGL_NOT_INITIALIZED;
95 }
96
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000097 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000098
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000099 if (D3D11CreateDevice == NULL)
100 {
101 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
102 return EGL_NOT_INITIALIZED;
103 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000104
105 D3D_FEATURE_LEVEL featureLevel[] =
106 {
107 D3D_FEATURE_LEVEL_11_0,
108 D3D_FEATURE_LEVEL_10_1,
109 D3D_FEATURE_LEVEL_10_0,
110 };
111
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000112 HRESULT result = D3D11CreateDevice(NULL,
113 D3D_DRIVER_TYPE_HARDWARE,
114 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000115 #if defined(_DEBUG)
116 D3D11_CREATE_DEVICE_DEBUG,
117 #else
118 0,
119 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000120 featureLevel,
121 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000122 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000123 &mDevice,
124 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000125 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000126
127 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000128 {
129 ERR("Could not create D3D11 device - aborting!\n");
130 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
131 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000132
133 IDXGIDevice *dxgiDevice = NULL;
134 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
135
136 if (FAILED(result))
137 {
138 ERR("Could not query DXGI device - aborting!\n");
139 return EGL_NOT_INITIALIZED;
140 }
141
142 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
143
144 if (FAILED(result))
145 {
146 ERR("Could not retrieve DXGI adapter - aborting!\n");
147 return EGL_NOT_INITIALIZED;
148 }
149
150 dxgiDevice->Release();
151
152 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
153
154 if (!mDxgiFactory || FAILED(result))
155 {
156 ERR("Could not create DXGI factory - aborting!\n");
157 return EGL_NOT_INITIALIZED;
158 }
159
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000160 initializeDevice();
161
162 return EGL_SUCCESS;
163}
164
165// do any one-time device initialization
166// NOTE: this is also needed after a device lost/reset
167// to reset the scene status and ensure the default states are reset.
168void Renderer11::initializeDevice()
169{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000170 mStateCache.initialize(mDevice);
171
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000172 markAllStateDirty();
173
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000174 // Permanent non-default states
175 // TODO
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000176 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000177}
178
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000179int Renderer11::generateConfigs(ConfigDesc **configDescList)
180{
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000181 int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
182 int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
183 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
184 int numConfigs = 0;
185
186 for (int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
187 {
188 for (int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
189 {
190 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
191
192 UINT formatSupport = 0;
193 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
194
195 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
196 {
197 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
198
199 UINT formatSupport = 0;
200 HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
201
202 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL))
203 {
204 ConfigDesc newConfig;
205 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
206 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
207 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
208 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
209
210 (*configDescList)[numConfigs++] = newConfig;
211 }
212 }
213 }
214 }
215
216 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000217}
218
219void Renderer11::deleteConfigs(ConfigDesc *configDescList)
220{
221 delete [] (configDescList);
222}
223
224void Renderer11::startScene()
225{
226 // TODO: nop in d3d11?
227}
228
229void Renderer11::endScene()
230{
231 // TODO: nop in d3d11?
232}
233
234void Renderer11::sync(bool block)
235{
236 // TODO
237 UNIMPLEMENTED();
238}
239
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000240SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
241{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000242 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000243}
244
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000245void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
246{
247 // TODO
248 UNIMPLEMENTED();
249}
250
251void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
252{
253 // TODO
254 UNIMPLEMENTED();
255}
256
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000257void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState, unsigned int depthSize)
258{
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000259 if (mForceSetRasterState ||
260 memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0 ||
261 depthSize != mCurDepthSize)
262 {
263 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, depthSize);
264 if (!dxRasterState)
265 {
266 ERR("NULL blend state returned by RenderStateCache::getRasterizerState, setting the "
267 "rasterizer state.");
268 }
269
270 mDeviceContext->RSSetState(dxRasterState);
271
272 if (dxRasterState)
273 {
274 dxRasterState->Release();
275 }
276 mCurRasterState = rasterState;
277 mCurDepthSize = depthSize;
278 }
279
280 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000281}
282
283void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
284 unsigned int sampleMask)
285{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000286 if (mForceSetBlendState ||
287 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
288 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
289 sampleMask != mCurSampleMask)
290 {
291 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
292 if (!dxBlendState)
293 {
294 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
295 "blend state.");
296 }
297
298 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
299 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
300
301 if (dxBlendState)
302 {
303 dxBlendState->Release();
304 }
305 mCurBlendState = blendState;
306 mCurBlendColor = blendColor;
307 mCurSampleMask = sampleMask;
308 }
309
310 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000311}
312
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000313void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
314 int stencilBackRef, bool frontFaceCCW, unsigned int stencilSize)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000315{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000316 if (mForceSetDepthStencilState ||
317 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
318 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
319 {
320 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
321 stencilRef != stencilBackRef ||
322 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
323 {
324 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
325 "invalid under WebGL.");
326 return error(GL_INVALID_OPERATION);
327 }
328
329 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
330 if (!dxDepthStencilState)
331 {
332 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
333 "setting the default depth stencil state.");
334 }
335
336 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
337
338 if (dxDepthStencilState)
339 {
340 dxDepthStencilState->Release();
341 }
342 mCurDepthStencilState = depthStencilState;
343 mCurStencilRef = stencilRef;
344 mCurStencilBackRef = stencilBackRef;
345 }
346
347 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000348}
349
350void Renderer11::setScissorRectangle(const gl::Rectangle& scissor, unsigned int renderTargetWidth,
351 unsigned int renderTargetHeight)
352{
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000353 if (mForceSetScissor ||
354 renderTargetWidth != mCurRenderTargetWidth ||
355 renderTargetHeight != mCurRenderTargetHeight ||
356 memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0)
357 {
358 D3D11_RECT rect;
359 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(renderTargetWidth));
360 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(renderTargetWidth));
361 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(renderTargetWidth));
362 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(renderTargetWidth));
363
364 mDeviceContext->RSSetScissorRects(1, &rect);
365
366 mCurScissor = scissor;
367 mCurRenderTargetWidth = renderTargetWidth;
368 mCurRenderTargetHeight = renderTargetHeight;
369 }
370
371 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000372}
373
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000374bool Renderer11::setViewport(const gl::Rectangle& viewport, float zNear, float zFar,
375 unsigned int renderTargetWidth, unsigned int renderTargetHeight,
376 gl::ProgramBinary *currentProgram, bool forceSetUniforms)
377{
378 // TODO
379 UNIMPLEMENTED();
380 return true;
381}
382
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000383void Renderer11::applyRenderTarget(gl::Framebuffer *frameBuffer)
384{
385 // TODO
386 UNIMPLEMENTED();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000387
388 mForceSetScissor = true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000389}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000390
daniel@transgaming.comd084c622012-11-28 19:36:05 +0000391void Renderer11::clear(GLbitfield mask, const gl::Color &colorClear, float depthClear, int stencilClear,
392 gl::Framebuffer *frameBuffer)
393{
394 // TODO
395 UNIMPLEMENTED();
396}
397
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000398void Renderer11::markAllStateDirty()
399{
400 mForceSetBlendState = true;
401 mForceSetRasterState = true;
402 mForceSetDepthStencilState = true;
403 mForceSetScissor = true;
404}
405
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000406void Renderer11::releaseDeviceResources()
407{
408 // TODO
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000409 // UNIMPLEMENTED();
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000410 mStateCache.clear();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000411}
412
413void Renderer11::markDeviceLost()
414{
415 mDeviceLost = true;
416}
417
418bool Renderer11::isDeviceLost()
419{
420 return mDeviceLost;
421}
422
423// set notify to true to broadcast a message to all contexts of the device loss
424bool Renderer11::testDeviceLost(bool notify)
425{
426 bool isLost = false;
427
428 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000429 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000430
431 if (isLost)
432 {
433 // ensure we note the device loss --
434 // we'll probably get this done again by markDeviceLost
435 // but best to remember it!
436 // Note that we don't want to clear the device loss status here
437 // -- this needs to be done by resetDevice
438 mDeviceLost = true;
439 if (notify)
440 {
441 mDisplay->notifyDeviceLost();
442 }
443 }
444
445 return isLost;
446}
447
448bool Renderer11::testDeviceResettable()
449{
450 HRESULT status = D3D_OK;
451
452 // TODO
453 UNIMPLEMENTED();
454
455 switch (status)
456 {
457 case D3DERR_DEVICENOTRESET:
458 case D3DERR_DEVICEHUNG:
459 return true;
460 default:
461 return false;
462 }
463}
464
465bool Renderer11::resetDevice()
466{
467 releaseDeviceResources();
468
469 // TODO
470 UNIMPLEMENTED();
471
472 // reset device defaults
473 initializeDevice();
474 mDeviceLost = false;
475
476 return true;
477}
478
479DWORD Renderer11::getAdapterVendor() const
480{
481 // TODO
482 UNIMPLEMENTED();
483 return 0;
484}
485
486const char *Renderer11::getAdapterDescription() const
487{
488 // TODO
489 UNIMPLEMENTED();
490 return "UNIMPLEMENTED";
491}
492
493GUID Renderer11::getAdapterIdentifier() const
494{
495 // TODO
496 UNIMPLEMENTED();
497 GUID foo = {};
498 return foo;
499}
500
501bool Renderer11::getDXT1TextureSupport()
502{
503 // TODO
504 UNIMPLEMENTED();
505 return false;
506}
507
508bool Renderer11::getDXT3TextureSupport()
509{
510 // TODO
511 UNIMPLEMENTED();
512 return false;
513}
514
515bool Renderer11::getDXT5TextureSupport()
516{
517 // TODO
518 UNIMPLEMENTED();
519 return false;
520}
521
522bool Renderer11::getDepthTextureSupport() const
523{
524 // TODO
525 UNIMPLEMENTED();
526 return false;
527}
528
529bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
530{
531 // TODO
532 UNIMPLEMENTED();
533
534 *filtering = false;
535 *renderable = false;
536 return false;
537}
538
539bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
540{
541 // TODO
542 UNIMPLEMENTED();
543
544 *filtering = false;
545 *renderable = false;
546 return false;
547}
548
549bool Renderer11::getLuminanceTextureSupport()
550{
551 // TODO
552 UNIMPLEMENTED();
553 return false;
554}
555
556bool Renderer11::getLuminanceAlphaTextureSupport()
557{
558 // TODO
559 UNIMPLEMENTED();
560 return false;
561}
562
563bool Renderer11::getTextureFilterAnisotropySupport() const
564{
565 // TODO
566 UNIMPLEMENTED();
567 return false;
568}
569
570float Renderer11::getTextureMaxAnisotropy() const
571{
572 // TODO
573 UNIMPLEMENTED();
574 return 1.0f;
575}
576
577bool Renderer11::getEventQuerySupport()
578{
579 // TODO
580 UNIMPLEMENTED();
581 return false;
582}
583
584bool Renderer11::getVertexTextureSupport() const
585{
586 // TODO
587 UNIMPLEMENTED();
588 return false;
589}
590
591bool Renderer11::getNonPower2TextureSupport() const
592{
593 // TODO
594 UNIMPLEMENTED();
595 return false;
596}
597
598bool Renderer11::getOcclusionQuerySupport() const
599{
600 // TODO
601 UNIMPLEMENTED();
602 return false;
603}
604
605bool Renderer11::getInstancingSupport() const
606{
607 // TODO
608 UNIMPLEMENTED();
609 return false;
610}
611
612bool Renderer11::getShareHandleSupport() const
613{
614 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000615 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000616
617 // PIX doesn't seem to support using share handles, so disable them.
618 return false && !gl::perfActive();
619}
620
621bool Renderer11::getShaderModel3Support() const
622{
623 // TODO
624 UNIMPLEMENTED();
625 return true;
626}
627
628float Renderer11::getMaxPointSize() const
629{
630 // TODO
631 UNIMPLEMENTED();
632 return 1.0f;
633}
634
635int Renderer11::getMaxTextureWidth() const
636{
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000637 switch (mFeatureLevel)
638 {
639 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
640 case D3D_FEATURE_LEVEL_10_1:
641 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
642 default: UNREACHABLE(); return 0;
643 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000644}
645
646int Renderer11::getMaxTextureHeight() const
647{
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000648 switch (mFeatureLevel)
649 {
650 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
651 case D3D_FEATURE_LEVEL_10_1:
652 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
653 default: UNREACHABLE(); return 0;
654 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000655}
656
657bool Renderer11::get32BitIndexSupport() const
658{
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000659 switch (mFeatureLevel)
660 {
661 case D3D_FEATURE_LEVEL_11_0:
662 case D3D_FEATURE_LEVEL_10_1:
663 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
664 default: UNREACHABLE(); return false;
665 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000666}
667
668int Renderer11::getMinSwapInterval() const
669{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +0000670 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000671}
672
673int Renderer11::getMaxSwapInterval() const
674{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +0000675 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000676}
677
678int Renderer11::getMaxSupportedSamples() const
679{
680 // TODO
681 UNIMPLEMENTED();
682 return 1;
683}
684
daniel@transgaming.com31b13e12012-11-28 19:34:30 +0000685bool Renderer11::copyToRenderTarget(TextureStorage2D *dest, TextureStorage2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +0000686{
687 // TODO
688 UNIMPLEMENTED();
689 return false;
690}
691
daniel@transgaming.com31b13e12012-11-28 19:34:30 +0000692bool Renderer11::copyToRenderTarget(TextureStorageCubeMap *dest, TextureStorageCubeMap *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +0000693{
694 // TODO
695 UNIMPLEMENTED();
696 return false;
697}
698
daniel@transgaming.com38380882012-11-28 19:36:39 +0000699bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
700 GLint xoffset, GLint yoffset, TextureStorage2D *storage, GLint level)
701{
702 // TODO
703 UNIMPLEMENTED();
704 return false;
705}
706
707bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
708 GLint xoffset, GLint yoffset, TextureStorageCubeMap *storage, GLenum target, GLint level)
709{
710 // TODO
711 UNIMPLEMENTED();
712 return false;
713}
714
daniel@transgaming.com6c872172012-11-28 19:39:33 +0000715bool Renderer11::setRenderTarget(gl::Renderbuffer *renderbuffer)
716{
717 // TODO
718 UNIMPLEMENTED();
719 return false;
720}
721
722bool Renderer11::setDepthStencil(gl::Renderbuffer *renderbuffer)
723{
724 // TODO
725 UNIMPLEMENTED();
726 return false;
727}
728
729bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
730 bool blitRenderTarget, bool blitDepthStencil)
731{
732 // TODO
733 UNIMPLEMENTED();
734 return false;
735}
736
737void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
738 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
739{
740 // TODO
741 UNIMPLEMENTED();
742 return;
743}
744
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000745}