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daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001//
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00002// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00003// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
8
9#include "common/debug.h"
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000013#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000014#include "libGLESv2/Program.h"
15#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000016#include "libGLESv2/Framebuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000017#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000018#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000019#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +000020#include "libGLESv2/renderer/ShaderExecutable11.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000021#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.coma8aac672012-12-20 21:08:00 +000022#include "libGLESv2/renderer/Image11.h"
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +000023#include "libGLESv2/renderer/VertexBuffer11.h"
daniel@transgaming.com11c2af52012-12-20 21:10:01 +000024#include "libGLESv2/renderer/IndexBuffer11.h"
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000025#include "libGLESv2/renderer/VertexDataManager.h"
26#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +000027#include "libGLESv2/renderer/TextureStorage11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000028
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000029#include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h"
30#include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h"
31#include "libGLESv2/renderer/shaders/compiled/passthroughrgb11ps.h"
32#include "libGLESv2/renderer/shaders/compiled/passthroughlum11ps.h"
33#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha11ps.h"
34
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000035#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
36#include "libGLESv2/renderer/shaders/compiled/clear11ps.h"
37
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +000038#include <sstream>
39
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000040namespace rx
41{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000042static const DXGI_FORMAT RenderTargetFormats[] =
43 {
44 DXGI_FORMAT_R8G8B8A8_UNORM
45 };
46
47static const DXGI_FORMAT DepthStencilFormats[] =
48 {
49 DXGI_FORMAT_D24_UNORM_S8_UINT
50 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000051
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000052enum
53{
54 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
55};
56
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000057Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
58{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000059 mVertexDataManager = NULL;
60 mIndexDataManager = NULL;
61
daniel@transgaming.comc5114302012-12-20 21:11:36 +000062 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000063 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000064
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000065 mCopyResourcesInitialized = false;
66 mCopyVB = NULL;
67 mCopySampler = NULL;
68 mCopyIL = NULL;
69 mCopyVS = NULL;
70 mCopyRGBAPS = NULL;
71 mCopyRGBPS = NULL;
72 mCopyLumPS = NULL;
73 mCopyLumAlphaPS = NULL;
74
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000075 mClearResourcesInitialized = false;
76 mClearVB = NULL;
77 mClearIL = NULL;
78 mClearVS = NULL;
79 mClearPS = NULL;
80 mClearScissorRS = NULL;
81 mClearNoScissorRS = NULL;
82
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000083 mD3d11Module = NULL;
84 mDxgiModule = NULL;
85
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000086 mDeviceLost = false;
87
daniel@transgaming.com25072f62012-11-28 19:31:32 +000088 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000089 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000090 mDxgiAdapter = NULL;
91 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +000092
93 mDriverConstantBufferVS = NULL;
94 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +000095
96 mBGRATextureSupport = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000097}
98
99Renderer11::~Renderer11()
100{
101 releaseDeviceResources();
102
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000103 if (mDxgiFactory)
104 {
105 mDxgiFactory->Release();
106 mDxgiFactory = NULL;
107 }
108
109 if (mDxgiAdapter)
110 {
111 mDxgiAdapter->Release();
112 mDxgiAdapter = NULL;
113 }
114
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000115 if (mDeviceContext)
116 {
daniel@transgaming.comd5df4e82013-01-11 04:11:21 +0000117 mDeviceContext->ClearState();
118 mDeviceContext->Flush();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000119 mDeviceContext->Release();
120 mDeviceContext = NULL;
121 }
122
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000123 if (mDevice)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000124 {
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000125 mDevice->Release();
126 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000127 }
128
129 if (mD3d11Module)
130 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000131 FreeLibrary(mD3d11Module);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000132 mD3d11Module = NULL;
133 }
134
135 if (mDxgiModule)
136 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000137 FreeLibrary(mDxgiModule);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000138 mDxgiModule = NULL;
139 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000140}
141
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000142Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
143{
144 ASSERT(dynamic_cast<rx::Renderer11*>(renderer) != NULL);
145 return static_cast<rx::Renderer11*>(renderer);
146}
147
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000148EGLint Renderer11::initialize()
149{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000150 if (!initializeCompiler())
151 {
152 return EGL_NOT_INITIALIZED;
153 }
154
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000155 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
156 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000157
158 if (mD3d11Module == NULL || mDxgiModule == NULL)
159 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000160 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000161 return EGL_NOT_INITIALIZED;
162 }
163
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000164 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000165
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000166 if (D3D11CreateDevice == NULL)
167 {
168 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
169 return EGL_NOT_INITIALIZED;
170 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000171
172 D3D_FEATURE_LEVEL featureLevel[] =
173 {
174 D3D_FEATURE_LEVEL_11_0,
175 D3D_FEATURE_LEVEL_10_1,
176 D3D_FEATURE_LEVEL_10_0,
177 };
178
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000179 HRESULT result = D3D11CreateDevice(NULL,
180 D3D_DRIVER_TYPE_HARDWARE,
181 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000182 #if defined(_DEBUG)
183 D3D11_CREATE_DEVICE_DEBUG,
184 #else
185 0,
186 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000187 featureLevel,
188 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000189 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000190 &mDevice,
191 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000192 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000193
194 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000195 {
196 ERR("Could not create D3D11 device - aborting!\n");
197 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
198 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000199
200 IDXGIDevice *dxgiDevice = NULL;
201 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
202
203 if (FAILED(result))
204 {
205 ERR("Could not query DXGI device - aborting!\n");
206 return EGL_NOT_INITIALIZED;
207 }
208
209 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
210
211 if (FAILED(result))
212 {
213 ERR("Could not retrieve DXGI adapter - aborting!\n");
214 return EGL_NOT_INITIALIZED;
215 }
216
217 dxgiDevice->Release();
218
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000219 mDxgiAdapter->GetDesc(&mAdapterDescription);
220 memset(mDescription, 0, sizeof(mDescription));
221 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
222
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000223 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
224
225 if (!mDxgiFactory || FAILED(result))
226 {
227 ERR("Could not create DXGI factory - aborting!\n");
228 return EGL_NOT_INITIALIZED;
229 }
230
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000231 initializeDevice();
232
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000233 // BGRA texture support is optional in feature levels 10 and 10_1
234 UINT formatSupport;
235 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
236 if (FAILED(result))
237 {
238 ERR("Error checking BGRA format support: 0x%08X", result);
239 }
240 else
241 {
242 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
243 mBGRATextureSupport = (formatSupport & flags) == flags;
244 }
245
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000246 return EGL_SUCCESS;
247}
248
249// do any one-time device initialization
250// NOTE: this is also needed after a device lost/reset
251// to reset the scene status and ensure the default states are reset.
252void Renderer11::initializeDevice()
253{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000254 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000255 mInputLayoutCache.initialize(mDevice, mDeviceContext);
256
257 ASSERT(!mVertexDataManager && !mIndexDataManager);
258 mVertexDataManager = new VertexDataManager(this);
259 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000260
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000261 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000262}
263
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000264int Renderer11::generateConfigs(ConfigDesc **configDescList)
265{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000266 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
267 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000268 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
269 int numConfigs = 0;
270
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000271 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000272 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000273 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000274 {
275 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
276
277 UINT formatSupport = 0;
278 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
279
280 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
281 {
282 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
283
284 UINT formatSupport = 0;
285 HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
286
287 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL))
288 {
289 ConfigDesc newConfig;
290 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
291 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
292 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
293 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
294
295 (*configDescList)[numConfigs++] = newConfig;
296 }
297 }
298 }
299 }
300
301 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000302}
303
304void Renderer11::deleteConfigs(ConfigDesc *configDescList)
305{
306 delete [] (configDescList);
307}
308
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000309void Renderer11::sync(bool block)
310{
311 // TODO
daniel@transgaming.come76b64b2013-01-11 04:10:08 +0000312 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000313}
314
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000315SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
316{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000317 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000318}
319
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000320void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
321{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000322 if (type == gl::SAMPLER_PIXEL)
323 {
324 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
325 {
326 ERR("Pixel shader sampler index %i is not valid.", index);
327 return;
328 }
329
330 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
331 {
332 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
333
334 if (!dxSamplerState)
335 {
336 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
337 "sampler state for pixel shaders at slot %i.", index);
338 }
339
340 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
341
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000342 mCurPixelSamplerStates[index] = samplerState;
343 }
344
345 mForceSetPixelSamplerStates[index] = false;
346 }
347 else if (type == gl::SAMPLER_VERTEX)
348 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000349 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000350 {
351 ERR("Vertex shader sampler index %i is not valid.", index);
352 return;
353 }
354
355 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
356 {
357 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
358
359 if (!dxSamplerState)
360 {
361 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
362 "sampler state for vertex shaders at slot %i.", index);
363 }
364
365 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
366
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000367 mCurVertexSamplerStates[index] = samplerState;
368 }
369
370 mForceSetVertexSamplerStates[index] = false;
371 }
372 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000373}
374
375void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
376{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000377 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000378 unsigned int serial = 0;
379 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000380
381 if (texture)
382 {
383 TextureStorageInterface *texStorage = texture->getNativeTexture();
384 if (texStorage)
385 {
386 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
387 textureSRV = storage11->getSRV();
388 }
389
390 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
391 // missing the shader resource view
392 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000393
394 serial = texture->getTextureSerial();
395 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000396 }
397
398 if (type == gl::SAMPLER_PIXEL)
399 {
400 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
401 {
402 ERR("Pixel shader sampler index %i is not valid.", index);
403 return;
404 }
405
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000406 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
407 {
408 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
409 }
410
411 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000412 }
413 else if (type == gl::SAMPLER_VERTEX)
414 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000415 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000416 {
417 ERR("Vertex shader sampler index %i is not valid.", index);
418 return;
419 }
420
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000421 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
422 {
423 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
424 }
425
426 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000427 }
428 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000429}
430
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000431void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000432{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000433 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000434 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000435 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
436 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000437 if (!dxRasterState)
438 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000439 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000440 "rasterizer state.");
441 }
442
443 mDeviceContext->RSSetState(dxRasterState);
444
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000445 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000446 }
447
448 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000449}
450
451void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
452 unsigned int sampleMask)
453{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000454 if (mForceSetBlendState ||
455 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
456 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
457 sampleMask != mCurSampleMask)
458 {
459 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
460 if (!dxBlendState)
461 {
462 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
463 "blend state.");
464 }
465
466 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
467 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
468
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000469 mCurBlendState = blendState;
470 mCurBlendColor = blendColor;
471 mCurSampleMask = sampleMask;
472 }
473
474 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000475}
476
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000477void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000478 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000479{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000480 if (mForceSetDepthStencilState ||
481 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
482 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
483 {
484 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
485 stencilRef != stencilBackRef ||
486 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
487 {
488 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
489 "invalid under WebGL.");
490 return error(GL_INVALID_OPERATION);
491 }
492
493 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
494 if (!dxDepthStencilState)
495 {
496 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
497 "setting the default depth stencil state.");
498 }
499
500 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
501
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000502 mCurDepthStencilState = depthStencilState;
503 mCurStencilRef = stencilRef;
504 mCurStencilBackRef = stencilBackRef;
505 }
506
507 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000508}
509
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000510void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000511{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000512 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
513 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000514 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000515 if (enabled)
516 {
517 D3D11_RECT rect;
518 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
519 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
520 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
521 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000522
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000523 mDeviceContext->RSSetScissorRects(1, &rect);
524 }
525
526 if (enabled != mScissorEnabled)
527 {
528 mForceSetRasterState = true;
529 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000530
531 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000532 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000533 }
534
535 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000536}
537
daniel@transgaming.com12985182012-12-20 20:56:31 +0000538bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000539 bool ignoreViewport, gl::ProgramBinary *currentProgram)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000540{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000541 gl::Rectangle actualViewport = viewport;
542 float actualZNear = gl::clamp01(zNear);
543 float actualZFar = gl::clamp01(zFar);
544 if (ignoreViewport)
545 {
546 actualViewport.x = 0;
547 actualViewport.y = 0;
548 actualViewport.width = mRenderTargetDesc.width;
549 actualViewport.height = mRenderTargetDesc.height;
550 actualZNear = 0.0f;
551 actualZFar = 1.0f;
552 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000553
554 D3D11_VIEWPORT dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000555 dxViewport.TopLeftX = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
556 dxViewport.TopLeftY = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
557 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.TopLeftX));
558 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.TopLeftY));
559 dxViewport.MinDepth = actualZNear;
560 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000561
562 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
563 {
564 return false; // Nothing to render
565 }
566
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000567 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
568 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000569
daniel@transgaming.com53670042012-11-28 20:55:51 +0000570 if (viewportChanged)
571 {
572 mDeviceContext->RSSetViewports(1, &dxViewport);
573
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000574 mCurViewport = actualViewport;
575 mCurNear = actualZNear;
576 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000577 }
578
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000579 if (currentProgram && viewportChanged)
daniel@transgaming.com53670042012-11-28 20:55:51 +0000580 {
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000581 mVertexConstants.halfPixelSize[0] = 0.0f;
582 mVertexConstants.halfPixelSize[1] = 0.0f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000583
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000584 mPixelConstants.coord[0] = actualViewport.width * 0.5f;
585 mPixelConstants.coord[1] = actualViewport.height * 0.5f;
586 mPixelConstants.coord[2] = actualViewport.x + (actualViewport.width * 0.5f);
587 mPixelConstants.coord[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000588
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000589 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
590 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
591 mPixelConstants.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000592
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000593 mVertexConstants.depthRange[0] = actualZNear;
594 mVertexConstants.depthRange[1] = actualZFar;
595 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000596
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000597 mPixelConstants.depthRange[0] = actualZNear;
598 mPixelConstants.depthRange[1] = actualZFar;
599 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000600 }
601
602 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000603 return true;
604}
605
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000606bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
607{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000608 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000609
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000610 switch (mode)
611 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000612 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
613 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000614 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000615 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
616 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
617 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000618 // emulate fans via rewriting index buffer
619 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000620 default:
621 return error(GL_INVALID_ENUM, false);
622 }
623
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000624 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000625
626 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000627}
628
629bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000630{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000631 // Get the color render buffer and serial
632 gl::Renderbuffer *renderbufferObject = NULL;
633 unsigned int renderTargetSerial = 0;
634 if (framebuffer->getColorbufferType() != GL_NONE)
635 {
636 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000637
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000638 if (!renderbufferObject)
639 {
640 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000641 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000642 }
643
644 renderTargetSerial = renderbufferObject->getSerial();
645 }
646
647 // Get the depth stencil render buffer and serials
648 gl::Renderbuffer *depthStencil = NULL;
649 unsigned int depthbufferSerial = 0;
650 unsigned int stencilbufferSerial = 0;
651 if (framebuffer->getDepthbufferType() != GL_NONE)
652 {
653 depthStencil = framebuffer->getDepthbuffer();
654 if (!depthStencil)
655 {
656 ERR("Depth stencil pointer unexpectedly null.");
657 return false;
658 }
659
660 depthbufferSerial = depthStencil->getSerial();
661 }
662 else if (framebuffer->getStencilbufferType() != GL_NONE)
663 {
664 depthStencil = framebuffer->getStencilbuffer();
665 if (!depthStencil)
666 {
667 ERR("Depth stencil pointer unexpectedly null.");
668 return false;
669 }
670
671 stencilbufferSerial = depthStencil->getSerial();
672 }
673
674 // Extract the render target dimensions and view
675 unsigned int renderTargetWidth = 0;
676 unsigned int renderTargetHeight = 0;
677 GLenum renderTargetFormat = 0;
678 ID3D11RenderTargetView* framebufferRTV = NULL;
679 if (renderbufferObject)
680 {
681 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
682 if (!renderTarget)
683 {
684 ERR("render target pointer unexpectedly null.");
685 return false;
686 }
687
688 framebufferRTV = renderTarget->getRenderTargetView();
689 if (!framebufferRTV)
690 {
691 ERR("render target view pointer unexpectedly null.");
692 return false;
693 }
694
695 renderTargetWidth = renderbufferObject->getWidth();
696 renderTargetHeight = renderbufferObject->getHeight();
697 renderTargetFormat = renderbufferObject->getActualFormat();
698 }
699
700 // Extract the depth stencil sizes and view
701 unsigned int depthSize = 0;
702 unsigned int stencilSize = 0;
703 ID3D11DepthStencilView* framebufferDSV = NULL;
704 if (depthStencil)
705 {
706 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
707 if (!depthStencilRenderTarget)
708 {
709 ERR("render target pointer unexpectedly null.");
710 if (framebufferRTV)
711 {
712 framebufferRTV->Release();
713 }
714 return false;
715 }
716
717 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
718 if (!framebufferDSV)
719 {
720 ERR("depth stencil view pointer unexpectedly null.");
721 if (framebufferRTV)
722 {
723 framebufferRTV->Release();
724 }
725 return false;
726 }
727
728 // If there is no render buffer, the width, height and format values come from
729 // the depth stencil
730 if (!renderbufferObject)
731 {
732 renderTargetWidth = depthStencil->getWidth();
733 renderTargetHeight = depthStencil->getHeight();
734 renderTargetFormat = depthStencil->getActualFormat();
735 }
736
737 depthSize = depthStencil->getDepthSize();
738 stencilSize = depthStencil->getStencilSize();
739 }
740
741 // Apply the render target and depth stencil
742 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
743 renderTargetSerial != mAppliedRenderTargetSerial ||
744 depthbufferSerial != mAppliedDepthbufferSerial ||
745 stencilbufferSerial != mAppliedStencilbufferSerial)
746 {
747 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
748
749 mRenderTargetDesc.width = renderTargetWidth;
750 mRenderTargetDesc.height = renderTargetHeight;
751 mRenderTargetDesc.format = renderTargetFormat;
752 mForceSetViewport = true; // TODO: It may not be required to clamp the viewport in D3D11
753 mForceSetScissor = true; // TODO: It may not be required to clamp the scissor in D3D11
754
755 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
756 {
757 mCurDepthSize = depthSize;
758 mForceSetRasterState = true;
759 }
760
761 mCurStencilSize = stencilSize;
762
763 mAppliedRenderTargetSerial = renderTargetSerial;
764 mAppliedDepthbufferSerial = depthbufferSerial;
765 mAppliedStencilbufferSerial = stencilbufferSerial;
766 mRenderTargetDescInitialized = true;
767 mDepthStencilInitialized = true;
768 }
769
770 if (framebufferRTV)
771 {
772 framebufferRTV->Release();
773 }
774 if (framebufferDSV)
775 {
776 framebufferDSV->Release();
777 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000778
779 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000780}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000781
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000782GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000783{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000784 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
785 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
786 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000787 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000788 return err;
789 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000790
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000791 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000792}
793
daniel@transgaming.com31240482012-11-28 21:06:41 +0000794GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000795{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000796 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000797
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000798 if (err == GL_NO_ERROR)
799 {
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000800 if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000801 {
802 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
803
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000804 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000805 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000806 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000807 }
808 }
809
810 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000811}
812
813void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
814{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000815 if (mode == GL_LINE_LOOP)
816 {
817 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
818 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000819 else if (mode == GL_TRIANGLE_FAN)
820 {
821 drawTriangleFan(count, GL_NONE, NULL, 0, NULL);
822 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000823 else if (instances > 0)
824 {
825 // TODO
826 UNIMPLEMENTED();
827 }
828 else
829 {
830 mDeviceContext->Draw(count, 0);
831 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000832}
833
daniel@transgaming.com31240482012-11-28 21:06:41 +0000834void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000835{
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000836 if (mode == GL_LINE_LOOP)
837 {
838 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
839 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000840 else if (mode == GL_TRIANGLE_FAN)
841 {
842 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
843 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000844 else
845 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +0000846 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000847 }
848}
849
850void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
851{
852 // Get the raw indices for an indexed draw
853 if (type != GL_NONE && elementArrayBuffer)
854 {
855 gl::Buffer *indexBuffer = elementArrayBuffer;
856 intptr_t offset = reinterpret_cast<intptr_t>(indices);
857 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
858 }
859
860 if (!mLineLoopIB)
861 {
862 mLineLoopIB = new StreamingIndexBufferInterface(this);
863 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
864 {
865 delete mLineLoopIB;
866 mLineLoopIB = NULL;
867
868 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
869 return error(GL_OUT_OF_MEMORY);
870 }
871 }
872
873 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
874 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
875 {
876 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
877 return error(GL_OUT_OF_MEMORY);
878 }
879
880 void* mappedMemory = NULL;
881 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
882 if (offset == -1 || mappedMemory == NULL)
883 {
884 ERR("Could not map index buffer for GL_LINE_LOOP.");
885 return error(GL_OUT_OF_MEMORY);
886 }
887
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000888 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000889 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000890
891 switch (type)
892 {
893 case GL_NONE: // Non-indexed draw
894 for (int i = 0; i < count; i++)
895 {
896 data[i] = i;
897 }
898 data[count] = 0;
899 break;
900 case GL_UNSIGNED_BYTE:
901 for (int i = 0; i < count; i++)
902 {
903 data[i] = static_cast<const GLubyte*>(indices)[i];
904 }
905 data[count] = static_cast<const GLubyte*>(indices)[0];
906 break;
907 case GL_UNSIGNED_SHORT:
908 for (int i = 0; i < count; i++)
909 {
910 data[i] = static_cast<const GLushort*>(indices)[i];
911 }
912 data[count] = static_cast<const GLushort*>(indices)[0];
913 break;
914 case GL_UNSIGNED_INT:
915 for (int i = 0; i < count; i++)
916 {
917 data[i] = static_cast<const GLuint*>(indices)[i];
918 }
919 data[count] = static_cast<const GLuint*>(indices)[0];
920 break;
921 default: UNREACHABLE();
922 }
923
924 if (!mLineLoopIB->unmapBuffer())
925 {
926 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
927 return error(GL_OUT_OF_MEMORY);
928 }
929
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000930 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000931 {
932 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
933
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000934 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000935 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000936 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000937 }
938
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000939 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000940}
941
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000942void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
943{
944 // Get the raw indices for an indexed draw
945 if (type != GL_NONE && elementArrayBuffer)
946 {
947 gl::Buffer *indexBuffer = elementArrayBuffer;
948 intptr_t offset = reinterpret_cast<intptr_t>(indices);
949 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
950 }
951
952 if (!mTriangleFanIB)
953 {
954 mTriangleFanIB = new StreamingIndexBufferInterface(this);
955 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
956 {
957 delete mTriangleFanIB;
958 mTriangleFanIB = NULL;
959
960 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
961 return error(GL_OUT_OF_MEMORY);
962 }
963 }
964
965 const int numTris = count - 2;
966 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
967 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
968 {
969 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
970 return error(GL_OUT_OF_MEMORY);
971 }
972
973 void* mappedMemory = NULL;
974 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
975 if (offset == -1 || mappedMemory == NULL)
976 {
977 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
978 return error(GL_OUT_OF_MEMORY);
979 }
980
981 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
982 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
983
984 switch (type)
985 {
986 case GL_NONE: // Non-indexed draw
987 for (int i = 0; i < numTris; i++)
988 {
989 data[i*3 + 0] = 0;
990 data[i*3 + 1] = i + 1;
991 data[i*3 + 2] = i + 2;
992 }
993 break;
994 case GL_UNSIGNED_BYTE:
995 for (int i = 0; i < numTris; i++)
996 {
997 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
998 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
999 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1000 }
1001 break;
1002 case GL_UNSIGNED_SHORT:
1003 for (int i = 0; i < numTris; i++)
1004 {
1005 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1006 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1007 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1008 }
1009 break;
1010 case GL_UNSIGNED_INT:
1011 for (int i = 0; i < numTris; i++)
1012 {
1013 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1014 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1015 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1016 }
1017 break;
1018 default: UNREACHABLE();
1019 }
1020
1021 if (!mTriangleFanIB->unmapBuffer())
1022 {
1023 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
1024 return error(GL_OUT_OF_MEMORY);
1025 }
1026
1027 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1028 {
1029 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1030
1031 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1032 mAppliedIBSerial = mTriangleFanIB->getSerial();
1033 mAppliedIBOffset = indexBufferOffset;
1034 }
1035
1036 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1037}
1038
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001039void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1040{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001041 unsigned int programBinarySerial = programBinary->getSerial();
1042 if (programBinarySerial != mAppliedProgramBinarySerial)
1043 {
1044 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1045 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001046
daniel@transgaming.come4991412012-12-20 20:55:34 +00001047 ID3D11VertexShader *vertexShader = NULL;
1048 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001049
daniel@transgaming.come4991412012-12-20 20:55:34 +00001050 ID3D11PixelShader *pixelShader = NULL;
1051 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001052
daniel@transgaming.come4991412012-12-20 20:55:34 +00001053 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1054 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
1055 programBinary->dirtyAllUniforms();
1056
1057 mAppliedProgramBinarySerial = programBinarySerial;
1058 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001059}
1060
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001061void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001062{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001063 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1064 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001065
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001066 unsigned int totalRegisterCountVS = 0;
1067 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001068
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001069 bool vertexUniformsDirty = false;
1070 bool pixelUniformsDirty = false;
1071
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001072 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1073 {
1074 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001075
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001076 if (uniform->vsRegisterIndex >= 0)
1077 {
1078 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001079 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001080 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001081
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001082 if (uniform->psRegisterIndex >= 0)
1083 {
1084 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001085 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001086 }
1087 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001088
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001089 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1090 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1091
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001092 void *mapVS = (totalRegisterCountVS > 0 && vertexUniformsDirty) ? new float[4 * totalRegisterCountVS] : NULL;
1093 void *mapPS = (totalRegisterCountPS > 0 && pixelUniformsDirty) ? new float[4 * totalRegisterCountPS] : NULL;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001094
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001095 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001096 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001097 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001098
1099 switch (uniform->type)
1100 {
daniel@transgaming.comda8d3802012-12-20 21:12:55 +00001101 case GL_SAMPLER_2D:
1102 case GL_SAMPLER_CUBE:
1103 break;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001104 case GL_FLOAT:
1105 case GL_FLOAT_VEC2:
1106 case GL_FLOAT_VEC3:
1107 case GL_FLOAT_VEC4:
1108 case GL_FLOAT_MAT2:
1109 case GL_FLOAT_MAT3:
1110 case GL_FLOAT_MAT4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001111 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001112 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001113 GLfloat (*c)[4] = (GLfloat(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001114 float (*f)[4] = (float(*)[4])uniform->data;
1115
1116 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001117 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001118 c[uniform->vsRegisterIndex + i][0] = f[i][0];
1119 c[uniform->vsRegisterIndex + i][1] = f[i][1];
1120 c[uniform->vsRegisterIndex + i][2] = f[i][2];
1121 c[uniform->vsRegisterIndex + i][3] = f[i][3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001122 }
1123 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001124 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001125 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001126 GLfloat (*c)[4] = (GLfloat(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001127 float (*f)[4] = (float(*)[4])uniform->data;
1128
1129 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001130 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001131 c[uniform->psRegisterIndex + i][0] = f[i][0];
1132 c[uniform->psRegisterIndex + i][1] = f[i][1];
1133 c[uniform->psRegisterIndex + i][2] = f[i][2];
1134 c[uniform->psRegisterIndex + i][3] = f[i][3];
1135 }
1136 }
1137 break;
1138 case GL_INT:
1139 case GL_INT_VEC2:
1140 case GL_INT_VEC3:
1141 case GL_INT_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001142 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001143 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001144 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001145 GLint *x = (GLint*)uniform->data;
1146 int count = gl::VariableColumnCount(uniform->type);
1147
1148 for (unsigned int i = 0; i < uniform->registerCount; i++)
1149 {
1150 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = x[i * count + 0];
1151 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = x[i * count + 1];
1152 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = x[i * count + 2];
1153 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = x[i * count + 3];
1154 }
1155 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001156 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001157 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001158 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001159 GLint *x = (GLint*)uniform->data;
1160 int count = gl::VariableColumnCount(uniform->type);
1161
1162 for (unsigned int i = 0; i < uniform->registerCount; i++)
1163 {
1164 if (count >= 1) c[uniform->psRegisterIndex + i][0] = x[i * count + 0];
1165 if (count >= 2) c[uniform->psRegisterIndex + i][1] = x[i * count + 1];
1166 if (count >= 3) c[uniform->psRegisterIndex + i][2] = x[i * count + 2];
1167 if (count >= 4) c[uniform->psRegisterIndex + i][3] = x[i * count + 3];
1168 }
1169 }
1170 break;
1171 case GL_BOOL:
1172 case GL_BOOL_VEC2:
1173 case GL_BOOL_VEC3:
1174 case GL_BOOL_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001175 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001176 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001177 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001178 GLboolean *b = (GLboolean*)uniform->data;
1179 int count = gl::VariableColumnCount(uniform->type);
1180
1181 for (unsigned int i = 0; i < uniform->registerCount; i++)
1182 {
1183 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = b[i * count + 0];
1184 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = b[i * count + 1];
1185 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = b[i * count + 2];
1186 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = b[i * count + 3];
1187 }
1188 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001189 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001190 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001191 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001192 GLboolean *b = (GLboolean*)uniform->data;
1193 int count = gl::VariableColumnCount(uniform->type);
1194
1195 for (unsigned int i = 0; i < uniform->registerCount; i++)
1196 {
1197 if (count >= 1) c[uniform->psRegisterIndex + i][0] = b[i * count + 0];
1198 if (count >= 2) c[uniform->psRegisterIndex + i][1] = b[i * count + 1];
1199 if (count >= 3) c[uniform->psRegisterIndex + i][2] = b[i * count + 2];
1200 if (count >= 4) c[uniform->psRegisterIndex + i][3] = b[i * count + 3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001201 }
1202 }
1203 break;
1204 default:
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001205 UNREACHABLE();
1206 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001207
1208 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001209 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001210
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001211 if (vertexConstantBuffer && mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001212 {
1213 mDeviceContext->UpdateSubresource(vertexConstantBuffer, 0, NULL, mapVS, 0, 0);
1214 }
1215
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001216 if (pixelConstantBuffer && mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001217 {
1218 mDeviceContext->UpdateSubresource(pixelConstantBuffer, 0, NULL, mapPS, 0, 0);
1219 }
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001220
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001221 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1222 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
1223
1224 delete[] mapVS;
1225 delete[] mapPS;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001226
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001227 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001228 if (!mDriverConstantBufferVS)
1229 {
1230 D3D11_BUFFER_DESC constantBufferDescription = {0};
1231 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1232 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1233 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1234 constantBufferDescription.CPUAccessFlags = 0;
1235 constantBufferDescription.MiscFlags = 0;
1236 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001237
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001238 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001239 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001240
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001241 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1242 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001243
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001244 if (!mDriverConstantBufferPS)
1245 {
1246 D3D11_BUFFER_DESC constantBufferDescription = {0};
1247 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1248 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1249 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1250 constantBufferDescription.CPUAccessFlags = 0;
1251 constantBufferDescription.MiscFlags = 0;
1252 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001253
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001254 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001255 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001256
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001257 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1258 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001259
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001260 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1261 {
1262 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1263 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1264 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001265
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001266 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1267 {
1268 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1269 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1270 }
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001271}
1272
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001273void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001274{
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001275 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1276 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1277 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1278 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001279
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001280 unsigned int stencilUnmasked = 0x0;
1281 if (frameBuffer->hasStencil())
1282 {
1283 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1284 stencilUnmasked = (0x1 << stencilSize) - 1;
1285 }
1286 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1287 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001288
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001289 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1290 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1291 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001292
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001293 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1294 {
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001295 maskedClear(clearParams);
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001296 }
1297 else
1298 {
1299 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1300 {
1301 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
1302 if (renderbufferObject)
1303 {
1304 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1305 if (!renderTarget)
1306 {
1307 ERR("render target pointer unexpectedly null.");
1308 return;
1309 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001310
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001311 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1312 if (!framebufferRTV)
1313 {
1314 ERR("render target view pointer unexpectedly null.");
1315 return;
1316 }
1317
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001318 const float clearValues[4] = { clearParams.colorClearValue.red,
1319 clearParams.colorClearValue.green,
1320 clearParams.colorClearValue.blue,
1321 clearParams.colorClearValue.alpha };
1322 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001323
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001324 framebufferRTV->Release();
1325 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001326 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001327 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001328 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001329 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1330 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001331 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001332 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1333 if (!renderTarget)
1334 {
1335 ERR("render target pointer unexpectedly null.");
1336 return;
1337 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001338
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001339 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1340 if (!framebufferDSV)
1341 {
1342 ERR("depth stencil view pointer unexpectedly null.");
1343 return;
1344 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001345
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001346 UINT clearFlags = 0;
1347 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1348 {
1349 clearFlags |= D3D11_CLEAR_DEPTH;
1350 }
1351 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1352 {
1353 clearFlags |= D3D11_CLEAR_STENCIL;
1354 }
1355
1356 float depthClear = clearParams.depthClearValue;
1357 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1358
1359 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001360
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001361 framebufferDSV->Release();
1362 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001363 }
1364 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001365}
1366
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001367void Renderer11::maskedClear(const gl::ClearParameters &clearParams)
1368{
1369 HRESULT result;
1370
1371 if (!mClearResourcesInitialized)
1372 {
1373 ASSERT(!mClearVB && !mClearVS && !mClearPS && !mClearScissorRS && !mClearNoScissorRS);
1374
1375 D3D11_BUFFER_DESC vbDesc;
1376 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1377 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1378 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1379 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1380 vbDesc.MiscFlags = 0;
1381 vbDesc.StructureByteStride = 0;
1382
1383 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1384 ASSERT(SUCCEEDED(result));
1385 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1386
1387 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1388 {
1389 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1390 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1391 };
1392
1393 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1394 ASSERT(SUCCEEDED(result));
1395 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1396
1397 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1398 ASSERT(SUCCEEDED(result));
1399 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1400
1401 result = mDevice->CreatePixelShader(g_PS_Clear, sizeof(g_PS_Clear), NULL, &mClearPS);
1402 ASSERT(SUCCEEDED(result));
1403 d3d11::SetDebugName(mClearPS, "Renderer11 masked clear pixel shader");
1404
1405 D3D11_RASTERIZER_DESC rsScissorDesc;
1406 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1407 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1408 rsScissorDesc.FrontCounterClockwise = FALSE;
1409 rsScissorDesc.DepthBias = 0;
1410 rsScissorDesc.DepthBiasClamp = 0.0f;
1411 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1412 rsScissorDesc.DepthClipEnable = FALSE;
1413 rsScissorDesc.ScissorEnable = TRUE;
1414 rsScissorDesc.MultisampleEnable = FALSE;
1415 rsScissorDesc.AntialiasedLineEnable = FALSE;
1416
1417 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1418 ASSERT(SUCCEEDED(result));
1419 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1420
1421 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1422 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1423 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1424 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1425 rsNoScissorDesc.DepthBias = 0;
1426 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1427 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1428 rsNoScissorDesc.DepthClipEnable = FALSE;
1429 rsNoScissorDesc.ScissorEnable = FALSE;
1430 rsNoScissorDesc.MultisampleEnable = FALSE;
1431 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1432
1433 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1434 ASSERT(SUCCEEDED(result));
1435 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1436
1437 mClearResourcesInitialized = true;
1438 }
1439
1440 // Prepare the depth stencil state to write depth values if the depth should be cleared
1441 // and stencil values if the stencil should be cleared
1442 gl::DepthStencilState glDSState;
1443 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1444 glDSState.depthFunc = GL_ALWAYS;
1445 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1446 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1447 glDSState.stencilFunc = GL_ALWAYS;
1448 glDSState.stencilMask = 0;
1449 glDSState.stencilFail = GL_REPLACE;
1450 glDSState.stencilPassDepthFail = GL_REPLACE;
1451 glDSState.stencilPassDepthPass = GL_REPLACE;
1452 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1453 glDSState.stencilBackFunc = GL_ALWAYS;
1454 glDSState.stencilBackMask = 0;
1455 glDSState.stencilBackFail = GL_REPLACE;
1456 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1457 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1458 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1459
1460 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1461
1462 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1463
1464 // Prepare the blend state to use a write mask if the color buffer should be cleared
1465 gl::BlendState glBlendState;
1466 glBlendState.blend = false;
1467 glBlendState.sourceBlendRGB = GL_ONE;
1468 glBlendState.destBlendRGB = GL_ZERO;
1469 glBlendState.sourceBlendAlpha = GL_ONE;
1470 glBlendState.destBlendAlpha = GL_ZERO;
1471 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1472 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1473 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1474 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1475 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1476 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1477 glBlendState.sampleAlphaToCoverage = false;
1478 glBlendState.dither = false;
1479
1480 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1481 static const UINT sampleMask = 0xFFFFFFFF;
1482
1483 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1484
1485 // Set the vertices
1486 D3D11_MAPPED_SUBRESOURCE mappedResource;
1487 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1488 if (FAILED(result))
1489 {
1490 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1491 return;
1492 }
1493
1494 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1495
1496 float depthClear = gl::clamp01(clearParams.depthClearValue);
1497 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1498 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1499 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1500 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1501
1502 mDeviceContext->Unmap(mClearVB, 0);
1503
1504 // Apply state
1505 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1506 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1507 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1508
1509 // Apply shaders
1510 mDeviceContext->IASetInputLayout(mClearIL);
1511 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
1512 mDeviceContext->PSSetShader(mClearPS, NULL, 0);
1513
1514 // Apply vertex buffer
1515 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1516 static UINT startIdx = 0;
1517 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1518 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1519
1520 // Draw the clear quad
1521 mDeviceContext->Draw(4, 0);
1522
1523 // Clean up
1524 markAllStateDirty();
1525}
1526
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001527void Renderer11::markAllStateDirty()
1528{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001529 mAppliedRenderTargetSerial = 0;
1530 mAppliedDepthbufferSerial = 0;
1531 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001532 mDepthStencilInitialized = false;
1533 mRenderTargetDescInitialized = false;
1534
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001535 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001536 {
1537 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001538 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001539 }
1540 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1541 {
1542 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001543 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001544 }
1545
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001546 mForceSetBlendState = true;
1547 mForceSetRasterState = true;
1548 mForceSetDepthStencilState = true;
1549 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001550 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001551
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001552 mAppliedIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001553 mAppliedIBOffset = 0;
1554
daniel@transgaming.come4991412012-12-20 20:55:34 +00001555 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001556 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1557 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001558}
1559
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001560void Renderer11::releaseDeviceResources()
1561{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001562 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001563 mInputLayoutCache.clear();
1564
1565 delete mVertexDataManager;
1566 mVertexDataManager = NULL;
1567
1568 delete mIndexDataManager;
1569 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001570
1571 delete mLineLoopIB;
1572 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001573
1574 delete mTriangleFanIB;
1575 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001576
1577 if (mCopyVB)
1578 {
1579 mCopyVB->Release();
1580 mCopyVB = NULL;
1581 }
1582
1583 if (mCopySampler)
1584 {
1585 mCopySampler->Release();
1586 mCopySampler = NULL;
1587 }
1588
1589 if (mCopyIL)
1590 {
1591 mCopyIL->Release();
1592 mCopyIL = NULL;
1593 }
1594
1595 if (mCopyVS)
1596 {
1597 mCopyVS->Release();
1598 mCopyVS = NULL;
1599 }
1600
1601 if (mCopyRGBAPS)
1602 {
1603 mCopyRGBAPS->Release();
1604 mCopyRGBAPS = NULL;
1605 }
1606
1607 if (mCopyRGBPS)
1608 {
1609 mCopyRGBPS->Release();
1610 mCopyRGBPS = NULL;
1611 }
1612
1613 if (mCopyLumPS)
1614 {
1615 mCopyLumPS->Release();
1616 mCopyLumPS = NULL;
1617 }
1618
1619 if (mCopyLumAlphaPS)
1620 {
1621 mCopyLumAlphaPS->Release();
1622 mCopyLumAlphaPS = NULL;
1623 }
1624
1625 mCopyResourcesInitialized = false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001626
1627 if (mClearVB)
1628 {
1629 mClearVB->Release();
1630 mClearVB = NULL;
1631 }
1632
1633 if (mClearIL)
1634 {
1635 mClearIL->Release();
1636 mClearIL = NULL;
1637 }
1638
1639 if (mClearVS)
1640 {
1641 mClearVS->Release();
1642 mClearVS = NULL;
1643 }
1644
1645 if (mClearPS)
1646 {
1647 mClearPS->Release();
1648 mClearPS = NULL;
1649 }
1650
1651 if (mClearScissorRS)
1652 {
1653 mClearScissorRS->Release();
1654 mClearScissorRS = NULL;
1655 }
1656
1657 if (mClearNoScissorRS)
1658 {
1659 mClearNoScissorRS->Release();
1660 mClearNoScissorRS = NULL;
1661 }
1662
1663 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001664
1665 if (mDriverConstantBufferVS)
1666 {
1667 mDriverConstantBufferVS->Release();
1668 mDriverConstantBufferVS = NULL;
1669 }
1670
1671 if (mDriverConstantBufferPS)
1672 {
1673 mDriverConstantBufferPS->Release();
1674 mDriverConstantBufferPS = NULL;
1675 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001676}
1677
1678void Renderer11::markDeviceLost()
1679{
1680 mDeviceLost = true;
1681}
1682
1683bool Renderer11::isDeviceLost()
1684{
1685 return mDeviceLost;
1686}
1687
1688// set notify to true to broadcast a message to all contexts of the device loss
1689bool Renderer11::testDeviceLost(bool notify)
1690{
1691 bool isLost = false;
1692
1693 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +00001694 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001695
1696 if (isLost)
1697 {
1698 // ensure we note the device loss --
1699 // we'll probably get this done again by markDeviceLost
1700 // but best to remember it!
1701 // Note that we don't want to clear the device loss status here
1702 // -- this needs to be done by resetDevice
1703 mDeviceLost = true;
1704 if (notify)
1705 {
1706 mDisplay->notifyDeviceLost();
1707 }
1708 }
1709
1710 return isLost;
1711}
1712
1713bool Renderer11::testDeviceResettable()
1714{
1715 HRESULT status = D3D_OK;
1716
1717 // TODO
1718 UNIMPLEMENTED();
1719
1720 switch (status)
1721 {
1722 case D3DERR_DEVICENOTRESET:
1723 case D3DERR_DEVICEHUNG:
1724 return true;
1725 default:
1726 return false;
1727 }
1728}
1729
1730bool Renderer11::resetDevice()
1731{
1732 releaseDeviceResources();
1733
1734 // TODO
1735 UNIMPLEMENTED();
1736
1737 // reset device defaults
1738 initializeDevice();
1739 mDeviceLost = false;
1740
1741 return true;
1742}
1743
1744DWORD Renderer11::getAdapterVendor() const
1745{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001746 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001747}
1748
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001749std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001750{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001751 std::ostringstream rendererString;
1752
1753 rendererString << mDescription;
1754 rendererString << " Direct3D11";
1755
1756 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1757 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1758
1759 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001760}
1761
1762GUID Renderer11::getAdapterIdentifier() const
1763{
1764 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001765 // UNIMPLEMENTED();
1766 GUID foo = {0};
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001767 return foo;
1768}
1769
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00001770bool Renderer11::getBGRATextureSupport() const
1771{
1772 return mBGRATextureSupport;
1773}
1774
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001775bool Renderer11::getDXT1TextureSupport()
1776{
1777 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001778 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001779 return false;
1780}
1781
1782bool Renderer11::getDXT3TextureSupport()
1783{
1784 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001785 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001786 return false;
1787}
1788
1789bool Renderer11::getDXT5TextureSupport()
1790{
1791 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001792 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001793 return false;
1794}
1795
1796bool Renderer11::getDepthTextureSupport() const
1797{
1798 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001799 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001800 return false;
1801}
1802
1803bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
1804{
1805 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001806 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001807
1808 *filtering = false;
1809 *renderable = false;
1810 return false;
1811}
1812
1813bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
1814{
1815 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001816 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001817
1818 *filtering = false;
1819 *renderable = false;
1820 return false;
1821}
1822
1823bool Renderer11::getLuminanceTextureSupport()
1824{
1825 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001826 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001827 return false;
1828}
1829
1830bool Renderer11::getLuminanceAlphaTextureSupport()
1831{
1832 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001833 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001834 return false;
1835}
1836
1837bool Renderer11::getTextureFilterAnisotropySupport() const
1838{
1839 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001840 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001841 return false;
1842}
1843
1844float Renderer11::getTextureMaxAnisotropy() const
1845{
1846 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001847 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001848 return 1.0f;
1849}
1850
1851bool Renderer11::getEventQuerySupport()
1852{
1853 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001854 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001855 return false;
1856}
1857
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001858unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001859{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001860 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
1861 switch (mFeatureLevel)
1862 {
1863 case D3D_FEATURE_LEVEL_11_0:
1864 case D3D_FEATURE_LEVEL_10_1:
1865 case D3D_FEATURE_LEVEL_10_0:
1866 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
1867 default: UNREACHABLE();
1868 return 0;
1869 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001870}
1871
1872bool Renderer11::getNonPower2TextureSupport() const
1873{
1874 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001875 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001876 return false;
1877}
1878
1879bool Renderer11::getOcclusionQuerySupport() const
1880{
1881 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001882 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001883 return false;
1884}
1885
1886bool Renderer11::getInstancingSupport() const
1887{
1888 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001889 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001890 return false;
1891}
1892
1893bool Renderer11::getShareHandleSupport() const
1894{
1895 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001896 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001897
1898 // PIX doesn't seem to support using share handles, so disable them.
1899 return false && !gl::perfActive();
1900}
1901
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00001902bool Renderer11::getDerivativeInstructionSupport() const
1903{
1904 // TODO
1905 // UNIMPLEMENTED();
1906 return false;
1907}
1908
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001909int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001910{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001911 switch (mFeatureLevel)
1912 {
1913 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001914 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001915 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
1916 default: UNREACHABLE(); return 0;
1917 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001918}
1919
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001920int Renderer11::getMinorShaderModel() const
1921{
1922 switch (mFeatureLevel)
1923 {
1924 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
1925 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
1926 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
1927 default: UNREACHABLE(); return 0;
1928 }
1929}
1930
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001931float Renderer11::getMaxPointSize() const
1932{
1933 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001934 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001935 return 1.0f;
1936}
1937
1938int Renderer11::getMaxTextureWidth() const
1939{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001940 switch (mFeatureLevel)
1941 {
1942 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1943 case D3D_FEATURE_LEVEL_10_1:
1944 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1945 default: UNREACHABLE(); return 0;
1946 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001947}
1948
1949int Renderer11::getMaxTextureHeight() const
1950{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001951 switch (mFeatureLevel)
1952 {
1953 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1954 case D3D_FEATURE_LEVEL_10_1:
1955 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1956 default: UNREACHABLE(); return 0;
1957 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001958}
1959
1960bool Renderer11::get32BitIndexSupport() const
1961{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001962 switch (mFeatureLevel)
1963 {
1964 case D3D_FEATURE_LEVEL_11_0:
1965 case D3D_FEATURE_LEVEL_10_1:
1966 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
1967 default: UNREACHABLE(); return false;
1968 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001969}
1970
1971int Renderer11::getMinSwapInterval() const
1972{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001973 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001974}
1975
1976int Renderer11::getMaxSwapInterval() const
1977{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001978 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001979}
1980
1981int Renderer11::getMaxSupportedSamples() const
1982{
1983 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001984 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001985 return 1;
1986}
1987
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001988bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001989{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001990 if (source && dest)
1991 {
1992 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
1993 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
1994
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001995 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001996 return true;
1997 }
1998
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001999 return false;
2000}
2001
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002002bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002003{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002004 if (source && dest)
2005 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002006 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2007 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002008
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002009 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002010 return true;
2011 }
2012
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002013 return false;
2014}
2015
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002016bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002017 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002018{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002019 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2020 if (!colorbuffer)
2021 {
2022 ERR("Failed to retrieve the color buffer from the frame buffer.");
2023 return error(GL_OUT_OF_MEMORY, false);
2024 }
2025
2026 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2027 if (!sourceRenderTarget)
2028 {
2029 ERR("Failed to retrieve the render target from the frame buffer.");
2030 return error(GL_OUT_OF_MEMORY, false);
2031 }
2032
2033 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2034 if (!source)
2035 {
2036 ERR("Failed to retrieve the render target view from the render target.");
2037 return error(GL_OUT_OF_MEMORY, false);
2038 }
2039
2040 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2041 if (!storage11)
2042 {
2043 source->Release();
2044 ERR("Failed to retrieve the texture storage from the destination.");
2045 return error(GL_OUT_OF_MEMORY, false);
2046 }
2047
2048 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2049 if (!destRenderTarget)
2050 {
2051 source->Release();
2052 ERR("Failed to retrieve the render target from the destination storage.");
2053 return error(GL_OUT_OF_MEMORY, false);
2054 }
2055
2056 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2057 if (!dest)
2058 {
2059 source->Release();
2060 ERR("Failed to retrieve the render target view from the destination render target.");
2061 return error(GL_OUT_OF_MEMORY, false);
2062 }
2063
2064 gl::Rectangle destRect;
2065 destRect.x = xoffset;
2066 destRect.y = yoffset;
2067 destRect.width = sourceRect.width;
2068 destRect.height = sourceRect.height;
2069
2070 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2071 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2072
2073 source->Release();
2074 dest->Release();
2075
2076 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002077}
2078
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002079bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002080 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002081{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002082 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2083 if (!colorbuffer)
2084 {
2085 ERR("Failed to retrieve the color buffer from the frame buffer.");
2086 return error(GL_OUT_OF_MEMORY, false);
2087 }
2088
2089 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2090 if (!sourceRenderTarget)
2091 {
2092 ERR("Failed to retrieve the render target from the frame buffer.");
2093 return error(GL_OUT_OF_MEMORY, false);
2094 }
2095
2096 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2097 if (!source)
2098 {
2099 ERR("Failed to retrieve the render target view from the render target.");
2100 return error(GL_OUT_OF_MEMORY, false);
2101 }
2102
2103 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2104 if (!storage11)
2105 {
2106 source->Release();
2107 ERR("Failed to retrieve the texture storage from the destination.");
2108 return error(GL_OUT_OF_MEMORY, false);
2109 }
2110
2111 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
2112 if (!destRenderTarget)
2113 {
2114 source->Release();
2115 ERR("Failed to retrieve the render target from the destination storage.");
2116 return error(GL_OUT_OF_MEMORY, false);
2117 }
2118
2119 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2120 if (!dest)
2121 {
2122 source->Release();
2123 ERR("Failed to retrieve the render target view from the destination render target.");
2124 return error(GL_OUT_OF_MEMORY, false);
2125 }
2126
2127 gl::Rectangle destRect;
2128 destRect.x = xoffset;
2129 destRect.y = yoffset;
2130 destRect.width = sourceRect.width;
2131 destRect.height = sourceRect.height;
2132
2133 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2134 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2135
2136 source->Release();
2137 dest->Release();
2138
2139 return ret;
2140}
2141
2142bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight,
2143 ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat)
2144{
2145 HRESULT result;
2146
2147 if (!mCopyResourcesInitialized)
2148 {
2149 ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS);
2150
2151 D3D11_BUFFER_DESC vbDesc;
2152 vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
2153 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
2154 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
2155 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2156 vbDesc.MiscFlags = 0;
2157 vbDesc.StructureByteStride = 0;
2158
2159 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
2160 ASSERT(SUCCEEDED(result));
2161 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
2162
2163 D3D11_SAMPLER_DESC samplerDesc;
2164 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
2165 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
2166 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
2167 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
2168 samplerDesc.MipLODBias = 0.0f;
2169 samplerDesc.MaxAnisotropy = 0;
2170 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
2171 samplerDesc.BorderColor[0] = 0.0f;
2172 samplerDesc.BorderColor[1] = 0.0f;
2173 samplerDesc.BorderColor[2] = 0.0f;
2174 samplerDesc.BorderColor[3] = 0.0f;
2175 samplerDesc.MinLOD = 0.0f;
2176 samplerDesc.MaxLOD = 0.0f;
2177
2178 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
2179 ASSERT(SUCCEEDED(result));
2180 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
2181
2182 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
2183 {
2184 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2185 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2186 };
2187
2188 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL);
2189 ASSERT(SUCCEEDED(result));
2190 d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout");
2191
2192 result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS);
2193 ASSERT(SUCCEEDED(result));
2194 d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader");
2195
2196 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS);
2197 ASSERT(SUCCEEDED(result));
2198 d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader");
2199
2200 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS);
2201 ASSERT(SUCCEEDED(result));
2202 d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader");
2203
2204 result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS);
2205 ASSERT(SUCCEEDED(result));
2206 d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader");
2207
2208 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS);
2209 ASSERT(SUCCEEDED(result));
2210 d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader");
2211
2212 mCopyResourcesInitialized = true;
2213 }
2214
2215 // Verify the source and destination area sizes
2216 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
2217 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
2218 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
2219 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight))
2220 {
2221 return error(GL_INVALID_VALUE, false);
2222 }
2223
2224 // Set vertices
2225 D3D11_MAPPED_SUBRESOURCE mappedResource;
2226 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
2227 if (FAILED(result))
2228 {
2229 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
2230 return error(GL_OUT_OF_MEMORY, false);
2231 }
2232
2233 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
2234
2235 // Create a quad in homogeneous coordinates
2236 float x1 = (destArea.x / destWidth) * 2.0f - 1.0f;
2237 float y1 = (destArea.y / destHeight) * 2.0f - 1.0f;
2238 float x2 = ((destArea.x + destArea.width) / destWidth) * 2.0f - 1.0f;
2239 float y2 = ((destArea.y + destArea.height) / destHeight) * 2.0f - 1.0f;
2240
2241 float u1 = sourceArea.x / float(sourceWidth);
2242 float v1 = sourceArea.y / float(sourceHeight);
2243 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
2244 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
2245
2246 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
2247 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
2248 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
2249 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
2250
2251 mDeviceContext->Unmap(mCopyVB, 0);
2252
2253 static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
2254 static UINT startIdx = 0;
2255 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
2256
2257 // Apply state
2258 static const float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
2259 mDeviceContext->OMSetBlendState(NULL, blendFactor, 0xFFFFFFF);
2260 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
2261 mDeviceContext->RSSetState(NULL);
2262
2263 // Apply shaders
2264 mDeviceContext->IASetInputLayout(mCopyIL);
2265 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
2266 mDeviceContext->VSSetShader(mCopyVS, NULL, 0);
2267
2268 ID3D11PixelShader *ps = NULL;
2269 switch(destFormat)
2270 {
2271 case GL_RGBA: ps = mCopyRGBAPS; break;
2272 case GL_RGB: ps = mCopyRGBPS; break;
2273 case GL_ALPHA: ps = mCopyRGBAPS; break;
2274 case GL_BGRA_EXT: ps = mCopyRGBAPS; break;
2275 case GL_LUMINANCE: ps = mCopyLumPS; break;
2276 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break;
2277 default: UNREACHABLE(); ps = NULL; break;
2278 }
2279
2280 mDeviceContext->PSSetShader(ps, NULL, 0);
2281
2282 // Unset the currently bound shader resource to avoid conflicts
2283 static ID3D11ShaderResourceView *const nullSRV = NULL;
2284 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2285
2286 // Apply render targets
2287 mDeviceContext->OMSetRenderTargets(1, &dest, NULL);
2288
2289 // Set the viewport
2290 D3D11_VIEWPORT viewport;
2291 viewport.TopLeftX = 0;
2292 viewport.TopLeftY = 0;
2293 viewport.Width = destWidth;
2294 viewport.Height = destHeight;
2295 viewport.MinDepth = 0.0f;
2296 viewport.MaxDepth = 1.0f;
2297 mDeviceContext->RSSetViewports(1, &viewport);
2298
2299 // Apply textures
2300 mDeviceContext->PSSetShaderResources(0, 1, &source);
2301 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
2302
2303 // Draw the quad
2304 mDeviceContext->Draw(4, 0);
2305
2306 // Unbind textures and render targets and vertex buffer
2307 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2308
2309 static ID3D11RenderTargetView *const nullRTV = NULL;
2310 mDeviceContext->OMSetRenderTargets(1, &nullRTV, NULL);
2311
2312 static UINT zero = 0;
2313 static ID3D11Buffer *const nullBuffer = NULL;
2314 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
2315
2316 markAllStateDirty();
2317
2318 return true;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002319}
2320
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002321RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2322{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002323 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002324 RenderTarget11 *renderTarget = NULL;
2325 if (depth)
2326 {
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002327 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), NULL,
2328 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002329 }
2330 else
2331 {
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002332 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
2333 swapChain11->getRenderTargetShaderResource(),
2334 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002335 }
2336 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002337}
2338
2339RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2340{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002341 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
2342 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002343}
2344
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002345ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, GLenum type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002346{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002347 ShaderExecutable11 *executable = NULL;
2348
2349 switch (type)
2350 {
2351 case GL_VERTEX_SHADER:
2352 {
2353 ID3D11VertexShader *vshader = NULL;
2354 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2355 ASSERT(SUCCEEDED(result));
2356
2357 if (vshader)
2358 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002359 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002360 }
2361 }
2362 break;
2363 case GL_FRAGMENT_SHADER:
2364 {
2365 ID3D11PixelShader *pshader = NULL;
2366 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2367 ASSERT(SUCCEEDED(result));
2368
2369 if (pshader)
2370 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002371 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002372 }
2373 }
2374 break;
2375 default:
2376 UNREACHABLE();
2377 break;
2378 }
2379
2380 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002381}
2382
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002383ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type)
2384{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002385 const char *profile = NULL;
2386
2387 switch (type)
2388 {
2389 case GL_VERTEX_SHADER:
2390 profile = "vs_4_0";
2391 break;
2392 case GL_FRAGMENT_SHADER:
2393 profile = "ps_4_0";
2394 break;
2395 default:
2396 UNREACHABLE();
2397 return NULL;
2398 }
2399
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00002400 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002401 if (!binary)
2402 return NULL;
2403
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002404 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002405 binary->Release();
2406
2407 return executable;
2408}
2409
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002410VertexBuffer *Renderer11::createVertexBuffer()
2411{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00002412 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002413}
2414
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002415IndexBuffer *Renderer11::createIndexBuffer()
2416{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00002417 return new IndexBuffer11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002418}
2419
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002420bool Renderer11::getRenderTargetResource(gl::Framebuffer *framebuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
2421{
2422 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2423 if (colorbuffer)
2424 {
2425 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2426 if (renderTarget)
2427 {
2428 *subresourceIndex = renderTarget->getSubresourceIndex();
2429
2430 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
2431 if (colorBufferRTV)
2432 {
2433 ID3D11Resource *textureResource = NULL;
2434 colorBufferRTV->GetResource(&textureResource);
2435 colorBufferRTV->Release();
2436
2437 if (textureResource)
2438 {
2439 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
2440 textureResource->Release();
2441
2442 if (SUCCEEDED(result))
2443 {
2444 return true;
2445 }
2446 else
2447 {
2448 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
2449 "HRESULT: 0x%X.", result);
2450 }
2451 }
2452 }
2453 }
2454 }
2455
2456 return false;
2457}
2458
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002459bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
2460 bool blitRenderTarget, bool blitDepthStencil)
2461{
2462 // TODO
2463 UNIMPLEMENTED();
2464 return false;
2465}
2466
2467void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2468 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2469{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002470 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002471 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002472
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002473 if (getRenderTargetResource(framebuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002474 {
2475 gl::Rectangle area;
2476 area.x = x;
2477 area.y = y;
2478 area.width = width;
2479 area.height = height;
2480
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002481 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
2482 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002483
2484 colorBufferTexture->Release();
2485 colorBufferTexture = NULL;
2486 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002487}
2488
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002489Image *Renderer11::createImage()
2490{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00002491 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002492}
2493
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002494void Renderer11::generateMipmap(Image *dest, Image *src)
2495{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00002496 Image11 *dest11 = Image11::makeImage11(dest);
2497 Image11 *src11 = Image11::makeImage11(src);
2498 Image11::generateMipmap(dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002499}
2500
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002501TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
2502{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002503 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
2504 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002505}
2506
2507TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
2508{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002509 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002510}
2511
2512TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
2513{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002514 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002515}
2516
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002517static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
2518{
2519 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
2520 destFormat == GL_ALPHA &&
2521 destType == GL_UNSIGNED_BYTE)
2522 {
2523 return 1;
2524 }
2525 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
2526 destFormat == GL_RGBA &&
2527 destType == GL_UNSIGNED_BYTE)
2528 {
2529 return 4;
2530 }
2531 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
2532 destFormat == GL_BGRA_EXT &&
2533 destType == GL_UNSIGNED_BYTE)
2534 {
2535 return 4;
2536 }
2537 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
2538 destFormat == GL_RGBA &&
2539 destType == GL_HALF_FLOAT_OES)
2540 {
2541 return 8;
2542 }
2543 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
2544 destFormat == GL_RGB &&
2545 destType == GL_FLOAT)
2546 {
2547 return 12;
2548 }
2549 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
2550 destFormat == GL_RGBA &&
2551 destType == GL_FLOAT)
2552 {
2553 return 16;
2554 }
2555 else
2556 {
2557 return 0;
2558 }
2559}
2560
2561static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
2562 unsigned int y, int inputPitch, gl::Color *outColor)
2563{
2564 switch (format)
2565 {
2566 case DXGI_FORMAT_R8G8B8A8_UNORM:
2567 {
2568 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
2569 outColor->red = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
2570 outColor->green = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
2571 outColor->blue = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
2572 outColor->alpha = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
2573 }
2574 break;
2575
2576 case DXGI_FORMAT_A8_UNORM:
2577 {
2578 outColor->red = 0.0f;
2579 outColor->green = 0.0f;
2580 outColor->blue = 0.0f;
2581 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
2582 }
2583 break;
2584
2585 case DXGI_FORMAT_R32G32B32A32_FLOAT:
2586 {
2587 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
2588 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
2589 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
2590 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
2591 }
2592 break;
2593
2594 case DXGI_FORMAT_R32G32B32_FLOAT:
2595 {
2596 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
2597 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
2598 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
2599 outColor->alpha = 1.0f;
2600 }
2601 break;
2602
2603 case DXGI_FORMAT_R16G16B16A16_FLOAT:
2604 {
2605 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
2606 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
2607 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
2608 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
2609 }
2610 break;
2611
2612 case DXGI_FORMAT_B8G8R8A8_UNORM:
2613 {
2614 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
2615 outColor->red = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
2616 outColor->blue = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
2617 outColor->green = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
2618 outColor->alpha = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
2619 }
2620 break;
2621
2622 case DXGI_FORMAT_R8_UNORM:
2623 {
2624 outColor->red = *(data + x + y * inputPitch) / 255.0f;
2625 outColor->green = 0.0f;
2626 outColor->blue = 0.0f;
2627 outColor->alpha = 1.0f;
2628 }
2629 break;
2630
2631 case DXGI_FORMAT_R8G8_UNORM:
2632 {
2633 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
2634
2635 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
2636 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
2637 outColor->blue = 0.0f;
2638 outColor->alpha = 1.0f;
2639 }
2640 break;
2641
2642 case DXGI_FORMAT_R16_FLOAT:
2643 {
2644 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
2645 outColor->green = 0.0f;
2646 outColor->blue = 0.0f;
2647 outColor->alpha = 1.0f;
2648 }
2649 break;
2650
2651 case DXGI_FORMAT_R16G16_FLOAT:
2652 {
2653 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
2654 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
2655 outColor->blue = 0.0f;
2656 outColor->alpha = 1.0f;
2657 }
2658 break;
2659
2660 default:
2661 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
2662 UNIMPLEMENTED();
2663 break;
2664 }
2665}
2666
2667static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
2668 unsigned int y, int outputPitch, void *outData)
2669{
2670 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
2671 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
2672
2673 switch (format)
2674 {
2675 case GL_RGBA:
2676 switch (type)
2677 {
2678 case GL_UNSIGNED_BYTE:
2679 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
2680 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2681 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2682 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
2683 break;
2684
2685 default:
2686 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
2687 UNIMPLEMENTED();
2688 break;
2689 }
2690 break;
2691
2692 case GL_BGRA_EXT:
2693 switch (type)
2694 {
2695 case GL_UNSIGNED_BYTE:
2696 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2697 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2698 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
2699 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
2700 break;
2701
2702 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
2703 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2704 // this type is packed as follows:
2705 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2706 // --------------------------------------------------------------------------------
2707 // | 4th | 3rd | 2nd | 1st component |
2708 // --------------------------------------------------------------------------------
2709 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2710 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2711 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
2712 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
2713 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
2714 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
2715 break;
2716
2717 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
2718 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2719 // this type is packed as follows:
2720 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2721 // --------------------------------------------------------------------------------
2722 // | 4th | 3rd | 2nd | 1st component |
2723 // --------------------------------------------------------------------------------
2724 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2725 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2726 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
2727 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
2728 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
2729 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
2730 break;
2731
2732 default:
2733 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
2734 UNIMPLEMENTED();
2735 break;
2736 }
2737 break;
2738
2739 case GL_RGB:
2740 switch (type)
2741 {
2742 case GL_UNSIGNED_SHORT_5_6_5:
2743 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2744 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
2745 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
2746 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
2747 break;
2748
2749 case GL_UNSIGNED_BYTE:
2750 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
2751 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2752 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2753 break;
2754
2755 default:
2756 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
2757 UNIMPLEMENTED();
2758 break;
2759 }
2760 break;
2761
2762 default:
2763 ERR("WritePixelColor not implemented for format 0x%X.", format);
2764 UNIMPLEMENTED();
2765 break;
2766 }
2767}
2768
2769void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
2770 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
2771 GLint packAlignment, void *pixels)
2772{
2773 D3D11_TEXTURE2D_DESC textureDesc;
2774 texture->GetDesc(&textureDesc);
2775
2776 D3D11_TEXTURE2D_DESC stagingDesc;
2777 stagingDesc.Width = area.width;
2778 stagingDesc.Height = area.height;
2779 stagingDesc.MipLevels = 1;
2780 stagingDesc.ArraySize = 1;
2781 stagingDesc.Format = textureDesc.Format;
2782 stagingDesc.SampleDesc.Count = 1;
2783 stagingDesc.SampleDesc.Quality = 0;
2784 stagingDesc.Usage = D3D11_USAGE_STAGING;
2785 stagingDesc.BindFlags = 0;
2786 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
2787 stagingDesc.MiscFlags = 0;
2788
2789 ID3D11Texture2D* stagingTex = NULL;
2790 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
2791 if (FAILED(result))
2792 {
2793 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
2794 return;
2795 }
2796
2797 ID3D11Texture2D* srcTex = NULL;
2798 if (textureDesc.SampleDesc.Count > 1)
2799 {
2800 D3D11_TEXTURE2D_DESC resolveDesc;
2801 resolveDesc.Width = textureDesc.Width;
2802 resolveDesc.Height = textureDesc.Height;
2803 resolveDesc.MipLevels = 1;
2804 resolveDesc.ArraySize = 1;
2805 resolveDesc.Format = textureDesc.Format;
2806 resolveDesc.SampleDesc.Count = 1;
2807 resolveDesc.SampleDesc.Quality = 0;
2808 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
2809 resolveDesc.BindFlags = 0;
2810 resolveDesc.CPUAccessFlags = 0;
2811 resolveDesc.MiscFlags = 0;
2812
2813 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
2814 if (FAILED(result))
2815 {
2816 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
2817 stagingTex->Release();
2818 return;
2819 }
2820
2821 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
2822 subResource = 0;
2823 }
2824 else
2825 {
2826 srcTex = texture;
2827 srcTex->AddRef();
2828 }
2829
2830 D3D11_BOX srcBox;
2831 srcBox.left = area.x;
2832 srcBox.right = area.x + area.width;
2833 srcBox.top = area.y;
2834 srcBox.bottom = area.y + area.height;
2835 srcBox.front = 0;
2836 srcBox.back = 1;
2837
2838 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
2839
2840 srcTex->Release();
2841 srcTex = NULL;
2842
2843 D3D11_MAPPED_SUBRESOURCE mapping;
2844 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
2845
2846 unsigned char *source;
2847 int inputPitch;
2848 if (packReverseRowOrder)
2849 {
2850 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
2851 inputPitch = -static_cast<int>(mapping.RowPitch);
2852 }
2853 else
2854 {
2855 source = static_cast<unsigned char*>(mapping.pData);
2856 inputPitch = static_cast<int>(mapping.RowPitch);
2857 }
2858
2859 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
2860 if (fastPixelSize != 0)
2861 {
2862 unsigned char *dest = static_cast<unsigned char*>(pixels);
2863 for (int j = 0; j < area.height; j++)
2864 {
2865 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
2866 }
2867 }
2868 else
2869 {
2870 gl::Color pixelColor;
2871 for (int j = 0; j < area.height; j++)
2872 {
2873 for (int i = 0; i < area.width; i++)
2874 {
2875 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
2876 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
2877 }
2878 }
2879 }
2880
2881 mDeviceContext->Unmap(stagingTex, 0);
2882
2883 stagingTex->Release();
2884 stagingTex = NULL;
2885}
2886
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002887}