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shannon.woods@transgaming.combdf2d802013-02-28 23:16:20 +00001#include "precompiled.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002//
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00003// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00004// Use of this source code is governed by a BSD-style license that can be
5// found in the LICENSE file.
6//
7
8// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
9
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
shannonwoods@chromium.orga2ecfcc2013-05-30 00:11:59 +000011#include "common/utilities.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000012#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000013#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000014#include "libGLESv2/Framebuffer.h"
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000015#include "libGLESv2/RenderBuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000016#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000017#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000018#include "libGLESv2/renderer/renderer11_utils.h"
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +000019#include "libGLESv2/renderer/formatutils11.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"
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +000025#include "libGLESv2/renderer/BufferStorage11.h"
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000026#include "libGLESv2/renderer/VertexDataManager.h"
27#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +000028#include "libGLESv2/renderer/TextureStorage11.h"
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +000029#include "libGLESv2/renderer/Query11.h"
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +000030#include "libGLESv2/renderer/Fence11.h"
Geoff Langb86b9792013-06-04 16:32:05 -040031#include "libGLESv2/renderer/Blit11.h"
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +000032
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000033#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
shannonwoods@chromium.org98949842013-05-30 00:01:51 +000034#include "libGLESv2/renderer/shaders/compiled/clearsingle11ps.h"
35#include "libGLESv2/renderer/shaders/compiled/clearmultiple11ps.h"
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000036
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000037#include "libEGL/Display.h"
38
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +000039#ifdef _DEBUG
40// this flag enables suppressing some spurious warnings that pop up in certain WebGL samples
41// and conformance tests. to enable all warnings, remove this define.
42#define ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS 1
43#endif
44
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000045namespace rx
46{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000047static const DXGI_FORMAT RenderTargetFormats[] =
48 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000049 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000050 DXGI_FORMAT_R8G8B8A8_UNORM
51 };
52
53static const DXGI_FORMAT DepthStencilFormats[] =
54 {
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +000055 DXGI_FORMAT_UNKNOWN,
56 DXGI_FORMAT_D24_UNORM_S8_UINT,
57 DXGI_FORMAT_D16_UNORM
daniel@transgaming.com65e65372012-11-28 19:33:50 +000058 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000059
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000060enum
61{
62 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
63};
64
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000065Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
66{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000067 mVertexDataManager = NULL;
68 mIndexDataManager = NULL;
69
daniel@transgaming.comc5114302012-12-20 21:11:36 +000070 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000071 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000072
Geoff Langb86b9792013-06-04 16:32:05 -040073 mBlit = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000074
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000075 mClearResourcesInitialized = false;
76 mClearVB = NULL;
77 mClearIL = NULL;
78 mClearVS = NULL;
shannonwoods@chromium.org98949842013-05-30 00:01:51 +000079 mClearSinglePS = NULL;
80 mClearMultiplePS = NULL;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000081 mClearScissorRS = NULL;
82 mClearNoScissorRS = NULL;
83
daniel@transgaming.combdf787f2013-02-01 03:20:36 +000084 mSyncQuery = NULL;
85
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000086 mD3d11Module = NULL;
87 mDxgiModule = NULL;
88
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000089 mDeviceLost = false;
90
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +000091 mMaxSupportedSamples = 0;
92
daniel@transgaming.com25072f62012-11-28 19:31:32 +000093 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000094 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000095 mDxgiAdapter = NULL;
96 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +000097
98 mDriverConstantBufferVS = NULL;
99 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000100
101 mBGRATextureSupport = false;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +0000102
103 mIsGeometryShaderActive = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000104}
105
106Renderer11::~Renderer11()
107{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000108 release();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000109}
110
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000111Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
112{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000113 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000114 return static_cast<rx::Renderer11*>(renderer);
115}
116
shannon.woods%transgaming.com@gtempaccount.comf9686c22013-04-13 03:33:45 +0000117#ifndef __d3d11_1_h__
118#define D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET ((D3D11_MESSAGE_ID)3146081)
119#endif
120
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000121EGLint Renderer11::initialize()
122{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000123 if (!initializeCompiler())
124 {
125 return EGL_NOT_INITIALIZED;
126 }
127
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000128 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
129 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000130
131 if (mD3d11Module == NULL || mDxgiModule == NULL)
132 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000133 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000134 return EGL_NOT_INITIALIZED;
135 }
136
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000137 // create the D3D11 device
138 ASSERT(mDevice == NULL);
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000139 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000140
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000141 if (D3D11CreateDevice == NULL)
142 {
143 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
144 return EGL_NOT_INITIALIZED;
145 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000146
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000147 D3D_FEATURE_LEVEL featureLevels[] =
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000148 {
149 D3D_FEATURE_LEVEL_11_0,
150 D3D_FEATURE_LEVEL_10_1,
151 D3D_FEATURE_LEVEL_10_0,
152 };
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000153
shannonwoods@chromium.orgc3419c12013-05-30 00:02:01 +0000154 HRESULT result = S_OK;
155
156#ifdef _DEBUG
157 result = D3D11CreateDevice(NULL,
158 D3D_DRIVER_TYPE_HARDWARE,
159 NULL,
160 D3D11_CREATE_DEVICE_DEBUG,
161 featureLevels,
162 ArraySize(featureLevels),
163 D3D11_SDK_VERSION,
164 &mDevice,
165 &mFeatureLevel,
166 &mDeviceContext);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000167
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000168 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000169 {
shannonwoods@chromium.orgc3419c12013-05-30 00:02:01 +0000170 ERR("Failed creating Debug D3D11 device - falling back to release runtime.\n");
171 }
172
173 if (!mDevice || FAILED(result))
174#endif
175 {
176 result = D3D11CreateDevice(NULL,
177 D3D_DRIVER_TYPE_HARDWARE,
178 NULL,
179 0,
180 featureLevels,
181 ArraySize(featureLevels),
182 D3D11_SDK_VERSION,
183 &mDevice,
184 &mFeatureLevel,
185 &mDeviceContext);
186
187 if (!mDevice || FAILED(result))
188 {
189 ERR("Could not create D3D11 device - aborting!\n");
190 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
191 }
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000192 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000193
194 IDXGIDevice *dxgiDevice = NULL;
195 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
196
197 if (FAILED(result))
198 {
199 ERR("Could not query DXGI device - aborting!\n");
200 return EGL_NOT_INITIALIZED;
201 }
202
203 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
204
205 if (FAILED(result))
206 {
207 ERR("Could not retrieve DXGI adapter - aborting!\n");
208 return EGL_NOT_INITIALIZED;
209 }
210
211 dxgiDevice->Release();
212
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000213 mDxgiAdapter->GetDesc(&mAdapterDescription);
214 memset(mDescription, 0, sizeof(mDescription));
215 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
216
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000217 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
218
219 if (!mDxgiFactory || FAILED(result))
220 {
221 ERR("Could not create DXGI factory - aborting!\n");
222 return EGL_NOT_INITIALIZED;
223 }
224
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000225 // Disable some spurious D3D11 debug warnings to prevent them from flooding the output log
226#if defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG)
227 ID3D11InfoQueue *infoQueue;
228 result = mDevice->QueryInterface(__uuidof(ID3D11InfoQueue), (void **)&infoQueue);
229
230 if (SUCCEEDED(result))
231 {
232 D3D11_MESSAGE_ID hideMessages[] =
233 {
234 D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETS_HAZARD,
shannon.woods%transgaming.com@gtempaccount.comf9686c22013-04-13 03:33:45 +0000235 D3D11_MESSAGE_ID_DEVICE_PSSETSHADERRESOURCES_HAZARD,
236 D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000237 };
238
239 D3D11_INFO_QUEUE_FILTER filter = {0};
240 filter.DenyList.NumIDs = ArraySize(hideMessages);
241 filter.DenyList.pIDList = hideMessages;
242
243 infoQueue->AddStorageFilterEntries(&filter);
244
245 infoQueue->Release();
246 }
247#endif
248
Geoff Lang61e49a52013-05-29 10:22:58 -0400249 mMaxSupportedSamples = 0;
250
251 const d3d11::DXGIFormatSet &dxgiFormats = d3d11::GetAllUsedDXGIFormats();
252 for (d3d11::DXGIFormatSet::const_iterator i = dxgiFormats.begin(); i != dxgiFormats.end(); ++i)
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000253 {
Geoff Lang61e49a52013-05-29 10:22:58 -0400254 MultisampleSupportInfo support = getMultisampleSupportInfo(*i);
255 mMultisampleSupportMap.insert(std::make_pair(*i, support));
256 mMaxSupportedSamples = std::max(mMaxSupportedSamples, support.maxSupportedSamples);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000257 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000258
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000259 initializeDevice();
260
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000261 // BGRA texture support is optional in feature levels 10 and 10_1
262 UINT formatSupport;
263 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
264 if (FAILED(result))
265 {
266 ERR("Error checking BGRA format support: 0x%08X", result);
267 }
268 else
269 {
270 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
271 mBGRATextureSupport = (formatSupport & flags) == flags;
272 }
273
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +0000274 // Check floating point texture support
275 static const unsigned int requiredTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE;
276 static const unsigned int requiredRenderableFlags = D3D11_FORMAT_SUPPORT_RENDER_TARGET;
277 static const unsigned int requiredFilterFlags = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
278
279 DXGI_FORMAT float16Formats[] =
280 {
281 DXGI_FORMAT_R16_FLOAT,
282 DXGI_FORMAT_R16G16_FLOAT,
283 DXGI_FORMAT_R16G16B16A16_FLOAT,
284 };
285
286 DXGI_FORMAT float32Formats[] =
287 {
288 DXGI_FORMAT_R32_FLOAT,
289 DXGI_FORMAT_R32G32_FLOAT,
290 DXGI_FORMAT_R32G32B32_FLOAT,
291 DXGI_FORMAT_R32G32B32A32_FLOAT,
292 };
293
294 mFloat16TextureSupport = true;
295 mFloat16FilterSupport = true;
296 mFloat16RenderSupport = true;
297 for (unsigned int i = 0; i < ArraySize(float16Formats); i++)
298 {
299 if (SUCCEEDED(mDevice->CheckFormatSupport(float16Formats[i], &formatSupport)))
300 {
301 mFloat16TextureSupport = mFloat16TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
302 mFloat16FilterSupport = mFloat16FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
303 mFloat16RenderSupport = mFloat16RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
304 }
305 else
306 {
307 mFloat16TextureSupport = false;
308 mFloat16RenderSupport = false;
309 mFloat16FilterSupport = false;
310 }
311 }
312
313 mFloat32TextureSupport = true;
314 mFloat32FilterSupport = true;
315 mFloat32RenderSupport = true;
316 for (unsigned int i = 0; i < ArraySize(float32Formats); i++)
317 {
318 if (SUCCEEDED(mDevice->CheckFormatSupport(float32Formats[i], &formatSupport)))
319 {
320 mFloat32TextureSupport = mFloat32TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
321 mFloat32FilterSupport = mFloat32FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
322 mFloat32RenderSupport = mFloat32RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
323 }
324 else
325 {
326 mFloat32TextureSupport = false;
327 mFloat32FilterSupport = false;
328 mFloat32RenderSupport = false;
329 }
330 }
331
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +0000332 // Check compressed texture support
333 const unsigned int requiredCompressedTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D;
334
335 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC1_UNORM, &formatSupport)))
336 {
337 mDXT1TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
338 }
339 else
340 {
341 mDXT1TextureSupport = false;
342 }
343
344 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC3_UNORM, &formatSupport)))
345 {
346 mDXT3TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
347 }
348 else
349 {
350 mDXT3TextureSupport = false;
351 }
352
353 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC5_UNORM, &formatSupport)))
354 {
355 mDXT5TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
356 }
357 else
358 {
359 mDXT5TextureSupport = false;
360 }
361
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +0000362 // Check depth texture support
363 DXGI_FORMAT depthTextureFormats[] =
364 {
365 DXGI_FORMAT_D16_UNORM,
366 DXGI_FORMAT_D24_UNORM_S8_UINT,
367 };
368
369 static const unsigned int requiredDepthTextureFlags = D3D11_FORMAT_SUPPORT_DEPTH_STENCIL |
370 D3D11_FORMAT_SUPPORT_TEXTURE2D;
371
372 mDepthTextureSupport = true;
373 for (unsigned int i = 0; i < ArraySize(depthTextureFormats); i++)
374 {
375 if (SUCCEEDED(mDevice->CheckFormatSupport(depthTextureFormats[i], &formatSupport)))
376 {
377 mDepthTextureSupport = mDepthTextureSupport && ((formatSupport & requiredDepthTextureFlags) == requiredDepthTextureFlags);
378 }
379 else
380 {
381 mDepthTextureSupport = false;
382 }
383 }
384
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000385 return EGL_SUCCESS;
386}
387
388// do any one-time device initialization
389// NOTE: this is also needed after a device lost/reset
390// to reset the scene status and ensure the default states are reset.
391void Renderer11::initializeDevice()
392{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000393 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000394 mInputLayoutCache.initialize(mDevice, mDeviceContext);
395
396 ASSERT(!mVertexDataManager && !mIndexDataManager);
397 mVertexDataManager = new VertexDataManager(this);
398 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000399
Geoff Langb86b9792013-06-04 16:32:05 -0400400 ASSERT(!mBlit);
401 mBlit = new Blit11(this);
402
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000403 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000404}
405
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000406int Renderer11::generateConfigs(ConfigDesc **configDescList)
407{
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000408 unsigned int numRenderFormats = ArraySize(RenderTargetFormats);
409 unsigned int numDepthFormats = ArraySize(DepthStencilFormats);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000410 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
411 int numConfigs = 0;
412
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000413 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000414 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000415 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000416 {
417 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
418
419 UINT formatSupport = 0;
420 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000421
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000422 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
423 {
424 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
425
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000426 bool depthStencilFormatOK = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000427
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000428 if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
429 {
430 UINT formatSupport = 0;
431 result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
432 depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
433 }
434
435 if (depthStencilFormatOK)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000436 {
Jamie Madilld6cb2442013-07-10 15:13:38 -0400437 // FIXME: parse types from context version
438 ASSERT(d3d11_gl::GetInternalFormat(renderTargetFormat, 2) == d3d11_gl::GetInternalFormat(renderTargetFormat, 3));
439 ASSERT(d3d11_gl::GetInternalFormat(depthStencilFormat, 2) == d3d11_gl::GetInternalFormat(depthStencilFormat, 3));
440
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000441 ConfigDesc newConfig;
Jamie Madilld6cb2442013-07-10 15:13:38 -0400442 newConfig.renderTargetFormat = d3d11_gl::GetInternalFormat(renderTargetFormat, getCurrentClientVersion());
443 newConfig.depthStencilFormat = d3d11_gl::GetInternalFormat(depthStencilFormat, getCurrentClientVersion());
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000444 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
445 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
shannon.woods%transgaming.com@gtempaccount.comdcf33d52013-04-13 03:33:11 +0000446 newConfig.es3Capable = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000447
448 (*configDescList)[numConfigs++] = newConfig;
449 }
450 }
451 }
452 }
453
454 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000455}
456
457void Renderer11::deleteConfigs(ConfigDesc *configDescList)
458{
459 delete [] (configDescList);
460}
461
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000462void Renderer11::sync(bool block)
463{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000464 if (block)
465 {
466 HRESULT result;
467
468 if (!mSyncQuery)
469 {
470 D3D11_QUERY_DESC queryDesc;
471 queryDesc.Query = D3D11_QUERY_EVENT;
472 queryDesc.MiscFlags = 0;
473
474 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
475 ASSERT(SUCCEEDED(result));
476 }
477
478 mDeviceContext->End(mSyncQuery);
479 mDeviceContext->Flush();
480
481 do
482 {
483 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
484
485 // Keep polling, but allow other threads to do something useful first
486 Sleep(0);
487
488 if (testDeviceLost(true))
489 {
490 return;
491 }
492 }
493 while (result == S_FALSE);
494 }
495 else
496 {
497 mDeviceContext->Flush();
498 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000499}
500
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000501SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
502{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000503 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000504}
505
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000506void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
507{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000508 if (type == gl::SAMPLER_PIXEL)
509 {
510 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
511 {
512 ERR("Pixel shader sampler index %i is not valid.", index);
513 return;
514 }
515
516 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
517 {
518 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
519
520 if (!dxSamplerState)
521 {
522 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
523 "sampler state for pixel shaders at slot %i.", index);
524 }
525
526 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
527
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000528 mCurPixelSamplerStates[index] = samplerState;
529 }
530
531 mForceSetPixelSamplerStates[index] = false;
532 }
533 else if (type == gl::SAMPLER_VERTEX)
534 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000535 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000536 {
537 ERR("Vertex shader sampler index %i is not valid.", index);
538 return;
539 }
540
541 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
542 {
543 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
544
545 if (!dxSamplerState)
546 {
547 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
548 "sampler state for vertex shaders at slot %i.", index);
549 }
550
551 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
552
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000553 mCurVertexSamplerStates[index] = samplerState;
554 }
555
556 mForceSetVertexSamplerStates[index] = false;
557 }
558 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000559}
560
561void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
562{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000563 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000564 unsigned int serial = 0;
565 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000566
567 if (texture)
568 {
569 TextureStorageInterface *texStorage = texture->getNativeTexture();
570 if (texStorage)
571 {
572 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
573 textureSRV = storage11->getSRV();
574 }
575
576 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
577 // missing the shader resource view
578 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000579
580 serial = texture->getTextureSerial();
581 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000582 }
583
584 if (type == gl::SAMPLER_PIXEL)
585 {
586 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
587 {
588 ERR("Pixel shader sampler index %i is not valid.", index);
589 return;
590 }
591
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000592 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
593 {
594 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
595 }
596
597 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000598 }
599 else if (type == gl::SAMPLER_VERTEX)
600 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000601 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000602 {
603 ERR("Vertex shader sampler index %i is not valid.", index);
604 return;
605 }
606
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000607 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
608 {
609 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
610 }
611
612 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000613 }
614 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000615}
616
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000617bool Renderer11::setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], const gl::Buffer *fragmentUniformBuffers[])
618{
619 // convert buffers to ID3D11Buffer*
620 ID3D11Buffer *vertexConstantBuffers[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS] = { NULL };
621 ID3D11Buffer *pixelConstantBuffers[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS] = { NULL };
622
623 for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; uniformBufferIndex++)
624 {
625 const gl::Buffer *uniformBuffer = vertexUniformBuffers[uniformBufferIndex];
626 if (uniformBuffer)
627 {
628 BufferStorage11 *bufferStorage = BufferStorage11::makeBufferStorage11(uniformBuffer->getStorage());
629 ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(GL_UNIFORM_BUFFER);
630
631 if (!constantBuffer)
632 {
633 return false;
634 }
635
Geoff Langc6354ee2013-07-22 10:40:07 -0400636 if (mCurrentConstantBufferVS[uniformBufferIndex] != bufferStorage->getSerial())
637 {
638 mDeviceContext->VSSetConstantBuffers(getReservedVertexUniformBuffers() + uniformBufferIndex,
639 1, &constantBuffer);
640 mCurrentConstantBufferVS[uniformBufferIndex] = bufferStorage->getSerial();
641 }
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000642 }
643 }
644
645 for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS; uniformBufferIndex++)
646 {
647 const gl::Buffer *uniformBuffer = fragmentUniformBuffers[uniformBufferIndex];
648 if (uniformBuffer)
649 {
650 BufferStorage11 *bufferStorage = BufferStorage11::makeBufferStorage11(uniformBuffer->getStorage());
651 ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(GL_UNIFORM_BUFFER);
652
653 if (!constantBuffer)
654 {
655 return false;
656 }
657
Geoff Langc6354ee2013-07-22 10:40:07 -0400658 if (mCurrentConstantBufferPS[uniformBufferIndex] != bufferStorage->getSerial())
659 {
660 mDeviceContext->PSSetConstantBuffers(getReservedFragmentUniformBuffers() + uniformBufferIndex,
661 1, &constantBuffer);
662 mCurrentConstantBufferPS[uniformBufferIndex] = bufferStorage->getSerial();
663 }
664
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000665 pixelConstantBuffers[uniformBufferIndex] = constantBuffer;
666 }
667 }
668
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000669 return true;
670}
671
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000672void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000673{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000674 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000675 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000676 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
677 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000678 if (!dxRasterState)
679 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000680 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000681 "rasterizer state.");
682 }
683
684 mDeviceContext->RSSetState(dxRasterState);
685
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000686 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000687 }
688
689 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000690}
691
Geoff Lang2a64ee42013-05-31 11:22:40 -0400692void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::ColorF &blendColor,
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000693 unsigned int sampleMask)
694{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000695 if (mForceSetBlendState ||
696 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
Geoff Lang2a64ee42013-05-31 11:22:40 -0400697 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::ColorF)) != 0 ||
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000698 sampleMask != mCurSampleMask)
699 {
700 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
701 if (!dxBlendState)
702 {
703 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
704 "blend state.");
705 }
706
shannonwoods@chromium.org568c82e2013-05-30 00:13:15 +0000707 float blendColors[4] = {0.0f};
708 if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
709 blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
710 {
711 blendColors[0] = blendColor.red;
712 blendColors[1] = blendColor.green;
713 blendColors[2] = blendColor.blue;
714 blendColors[3] = blendColor.alpha;
715 }
716 else
717 {
718 blendColors[0] = blendColor.alpha;
719 blendColors[1] = blendColor.alpha;
720 blendColors[2] = blendColor.alpha;
721 blendColors[3] = blendColor.alpha;
722 }
723
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000724 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
725
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000726 mCurBlendState = blendState;
727 mCurBlendColor = blendColor;
728 mCurSampleMask = sampleMask;
729 }
730
731 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000732}
733
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000734void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000735 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000736{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000737 if (mForceSetDepthStencilState ||
738 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
739 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
740 {
741 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
742 stencilRef != stencilBackRef ||
743 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
744 {
745 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
746 "invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000747 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000748 }
749
750 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
751 if (!dxDepthStencilState)
752 {
753 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
754 "setting the default depth stencil state.");
755 }
756
757 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
758
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000759 mCurDepthStencilState = depthStencilState;
760 mCurStencilRef = stencilRef;
761 mCurStencilBackRef = stencilBackRef;
762 }
763
764 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000765}
766
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000767void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000768{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000769 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
770 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000771 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000772 if (enabled)
773 {
774 D3D11_RECT rect;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000775 rect.left = std::max(0, scissor.x);
776 rect.top = std::max(0, scissor.y);
777 rect.right = scissor.x + std::max(0, scissor.width);
778 rect.bottom = scissor.y + std::max(0, scissor.height);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000779
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000780 mDeviceContext->RSSetScissorRects(1, &rect);
781 }
782
783 if (enabled != mScissorEnabled)
784 {
785 mForceSetRasterState = true;
786 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000787
788 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000789 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000790 }
791
792 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000793}
794
daniel@transgaming.com12985182012-12-20 20:56:31 +0000795bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000796 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000797{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000798 gl::Rectangle actualViewport = viewport;
799 float actualZNear = gl::clamp01(zNear);
800 float actualZFar = gl::clamp01(zFar);
801 if (ignoreViewport)
802 {
803 actualViewport.x = 0;
804 actualViewport.y = 0;
805 actualViewport.width = mRenderTargetDesc.width;
806 actualViewport.height = mRenderTargetDesc.height;
807 actualZNear = 0.0f;
808 actualZFar = 1.0f;
809 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000810
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000811 // Get D3D viewport bounds, which depends on the feature level
812 const Range& viewportBounds = getViewportBounds();
813
814 // Clamp width and height first to the gl maximum, then clamp further if we extend past the D3D maximum bounds
daniel@transgaming.com53670042012-11-28 20:55:51 +0000815 D3D11_VIEWPORT dxViewport;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000816 dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end);
817 dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end);
818 dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension());
819 dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension());
820 dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX));
821 dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY));
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000822 dxViewport.MinDepth = actualZNear;
823 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000824
825 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
826 {
827 return false; // Nothing to render
828 }
829
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000830 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
831 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000832
daniel@transgaming.com53670042012-11-28 20:55:51 +0000833 if (viewportChanged)
834 {
835 mDeviceContext->RSSetViewports(1, &dxViewport);
836
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000837 mCurViewport = actualViewport;
838 mCurNear = actualZNear;
839 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000840
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +0000841 mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f;
842 mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f;
843 mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
844 mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000845
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000846 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
847 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000848
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000849 mVertexConstants.depthRange[0] = actualZNear;
850 mVertexConstants.depthRange[1] = actualZFar;
851 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000852
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000853 mPixelConstants.depthRange[0] = actualZNear;
854 mPixelConstants.depthRange[1] = actualZFar;
855 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000856 }
857
858 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000859 return true;
860}
861
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000862bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
863{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000864 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000865
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000866 switch (mode)
867 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000868 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
869 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000870 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000871 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
872 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
873 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000874 // emulate fans via rewriting index buffer
Shannon Woods5ab33c82013-06-26 15:31:09 -0400875 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000876 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000877 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000878 }
879
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000880 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000881
882 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000883}
884
885bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000886{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000887 // Get the color render buffer and serial
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000888 // Also extract the render target dimensions and view
889 unsigned int renderTargetWidth = 0;
890 unsigned int renderTargetHeight = 0;
891 GLenum renderTargetFormat = 0;
892 unsigned int renderTargetSerials[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {0};
893 ID3D11RenderTargetView* framebufferRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
894 bool missingColorRenderTarget = true;
895
896 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000897 {
shannon.woods%transgaming.com@gtempaccount.com4059a382013-04-13 03:31:16 +0000898 const GLenum drawBufferState = framebuffer->getDrawBufferState(colorAttachment);
899
900 if (framebuffer->getColorbufferType(colorAttachment) != GL_NONE && drawBufferState != GL_NONE)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000901 {
shannon.woods%transgaming.com@gtempaccount.com4059a382013-04-13 03:31:16 +0000902 // the draw buffer must be either "none", "back" for the default buffer or the same index as this color (in order)
903 ASSERT(drawBufferState == GL_BACK || drawBufferState == (GL_COLOR_ATTACHMENT0_EXT + colorAttachment));
904
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000905 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(colorAttachment);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000906
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000907 if (!colorbuffer)
908 {
909 ERR("render target pointer unexpectedly null.");
910 return false;
911 }
shannon.woods@transgaming.com3e3da582013-02-28 23:09:03 +0000912
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000913 // check for zero-sized default framebuffer, which is a special case.
914 // in this case we do not wish to modify any state and just silently return false.
915 // this will not report any gl error but will cause the calling method to return.
916 if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0)
917 {
918 return false;
919 }
920
921 renderTargetSerials[colorAttachment] = colorbuffer->getSerial();
922
923 // Extract the render target dimensions and view
924 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
925 if (!renderTarget)
926 {
927 ERR("render target pointer unexpectedly null.");
928 return false;
929 }
930
931 framebufferRTVs[colorAttachment] = renderTarget->getRenderTargetView();
932 if (!framebufferRTVs[colorAttachment])
933 {
934 ERR("render target view pointer unexpectedly null.");
935 return false;
936 }
937
938 if (missingColorRenderTarget)
939 {
940 renderTargetWidth = colorbuffer->getWidth();
941 renderTargetHeight = colorbuffer->getHeight();
942 renderTargetFormat = colorbuffer->getActualFormat();
943 missingColorRenderTarget = false;
944 }
945 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000946 }
947
948 // Get the depth stencil render buffer and serials
949 gl::Renderbuffer *depthStencil = NULL;
950 unsigned int depthbufferSerial = 0;
951 unsigned int stencilbufferSerial = 0;
952 if (framebuffer->getDepthbufferType() != GL_NONE)
953 {
954 depthStencil = framebuffer->getDepthbuffer();
955 if (!depthStencil)
956 {
957 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000958 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000959 return false;
960 }
961
962 depthbufferSerial = depthStencil->getSerial();
963 }
964 else if (framebuffer->getStencilbufferType() != GL_NONE)
965 {
966 depthStencil = framebuffer->getStencilbuffer();
967 if (!depthStencil)
968 {
969 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000970 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000971 return false;
972 }
973
974 stencilbufferSerial = depthStencil->getSerial();
975 }
976
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000977 // Extract the depth stencil sizes and view
978 unsigned int depthSize = 0;
979 unsigned int stencilSize = 0;
980 ID3D11DepthStencilView* framebufferDSV = NULL;
981 if (depthStencil)
982 {
983 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
984 if (!depthStencilRenderTarget)
985 {
986 ERR("render target pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000987 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000988 return false;
989 }
990
991 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
992 if (!framebufferDSV)
993 {
994 ERR("depth stencil view pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000995 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000996 return false;
997 }
998
999 // If there is no render buffer, the width, height and format values come from
1000 // the depth stencil
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001001 if (missingColorRenderTarget)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001002 {
1003 renderTargetWidth = depthStencil->getWidth();
1004 renderTargetHeight = depthStencil->getHeight();
1005 renderTargetFormat = depthStencil->getActualFormat();
1006 }
1007
1008 depthSize = depthStencil->getDepthSize();
1009 stencilSize = depthStencil->getStencilSize();
1010 }
1011
1012 // Apply the render target and depth stencil
1013 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001014 memcmp(renderTargetSerials, mAppliedRenderTargetSerials, sizeof(renderTargetSerials)) != 0 ||
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001015 depthbufferSerial != mAppliedDepthbufferSerial ||
1016 stencilbufferSerial != mAppliedStencilbufferSerial)
1017 {
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001018 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), framebufferRTVs, framebufferDSV);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001019
1020 mRenderTargetDesc.width = renderTargetWidth;
1021 mRenderTargetDesc.height = renderTargetHeight;
1022 mRenderTargetDesc.format = renderTargetFormat;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00001023 mForceSetViewport = true;
1024 mForceSetScissor = true;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001025
1026 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
1027 {
1028 mCurDepthSize = depthSize;
1029 mForceSetRasterState = true;
1030 }
1031
1032 mCurStencilSize = stencilSize;
1033
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001034 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
1035 {
1036 mAppliedRenderTargetSerials[rtIndex] = renderTargetSerials[rtIndex];
1037 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001038 mAppliedDepthbufferSerial = depthbufferSerial;
1039 mAppliedStencilbufferSerial = stencilbufferSerial;
1040 mRenderTargetDescInitialized = true;
1041 mDepthStencilInitialized = true;
1042 }
1043
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001044 SafeRelease(framebufferRTVs);
1045 SafeRelease(framebufferDSV);
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001046
1047 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001048}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001049
Jamie Madill57a89722013-07-02 11:57:03 -04001050GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, const gl::VertexAttribute vertexAttributes[], gl::VertexAttribCurrentValueData currentValues[],
Jamie Madilla857c362013-07-02 11:57:02 -04001051 GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +00001052{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001053 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
Jamie Madilla857c362013-07-02 11:57:02 -04001054 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, currentValues, programBinary, first, count, attributes, instances);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001055 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +00001056 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001057 return err;
1058 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +00001059
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001060 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +00001061}
1062
daniel@transgaming.com31240482012-11-28 21:06:41 +00001063GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001064{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001065 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001066
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001067 if (err == GL_NO_ERROR)
1068 {
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001069 if (indexInfo->storage)
1070 {
1071 if (indexInfo->serial != mAppliedStorageIBSerial || indexInfo->startOffset != mAppliedIBOffset)
1072 {
1073 BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(indexInfo->storage);
1074 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1075
shannonwoods@chromium.org675526e2013-05-30 00:04:49 +00001076 mDeviceContext->IASetIndexBuffer(storage->getBuffer(GL_ELEMENT_ARRAY_BUFFER), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001077
1078 mAppliedIBSerial = 0;
1079 mAppliedStorageIBSerial = storage->getSerial();
1080 mAppliedIBOffset = indexInfo->startOffset;
1081 }
1082 }
1083 else if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001084 {
1085 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1086
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +00001087 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001088
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001089 mAppliedIBSerial = indexInfo->serial;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001090 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001091 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001092 }
1093 }
1094
1095 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001096}
1097
1098void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
1099{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001100 if (mode == GL_LINE_LOOP)
1101 {
1102 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1103 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001104 else if (mode == GL_TRIANGLE_FAN)
1105 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001106 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001107 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001108 else if (instances > 0)
1109 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001110 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001111 }
1112 else
1113 {
1114 mDeviceContext->Draw(count, 0);
1115 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001116}
1117
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001118void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001119{
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001120 if (mode == GL_LINE_LOOP)
1121 {
1122 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
1123 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001124 else if (mode == GL_TRIANGLE_FAN)
1125 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001126 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
1127 }
1128 else if (instances > 0)
1129 {
1130 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001131 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001132 else
1133 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +00001134 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001135 }
1136}
1137
1138void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1139{
1140 // Get the raw indices for an indexed draw
1141 if (type != GL_NONE && elementArrayBuffer)
1142 {
1143 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001144 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001145 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001146 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001147 }
1148
1149 if (!mLineLoopIB)
1150 {
1151 mLineLoopIB = new StreamingIndexBufferInterface(this);
1152 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1153 {
1154 delete mLineLoopIB;
1155 mLineLoopIB = NULL;
1156
1157 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001158 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001159 }
1160 }
1161
Geoff Langeadfd572013-07-09 15:55:07 -04001162 if (static_cast<unsigned int>(count + 1) > (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int)))
1163 {
1164 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP, too many indices required.");
1165 return gl::error(GL_OUT_OF_MEMORY);
1166 }
1167
1168 const unsigned int spaceNeeded = (count + 1) * sizeof(unsigned int);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001169 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1170 {
1171 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001172 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001173 }
1174
1175 void* mappedMemory = NULL;
1176 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1177 if (offset == -1 || mappedMemory == NULL)
1178 {
1179 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001180 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001181 }
1182
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001183 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001184 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001185
1186 switch (type)
1187 {
1188 case GL_NONE: // Non-indexed draw
1189 for (int i = 0; i < count; i++)
1190 {
1191 data[i] = i;
1192 }
1193 data[count] = 0;
1194 break;
1195 case GL_UNSIGNED_BYTE:
1196 for (int i = 0; i < count; i++)
1197 {
1198 data[i] = static_cast<const GLubyte*>(indices)[i];
1199 }
1200 data[count] = static_cast<const GLubyte*>(indices)[0];
1201 break;
1202 case GL_UNSIGNED_SHORT:
1203 for (int i = 0; i < count; i++)
1204 {
1205 data[i] = static_cast<const GLushort*>(indices)[i];
1206 }
1207 data[count] = static_cast<const GLushort*>(indices)[0];
1208 break;
1209 case GL_UNSIGNED_INT:
1210 for (int i = 0; i < count; i++)
1211 {
1212 data[i] = static_cast<const GLuint*>(indices)[i];
1213 }
1214 data[count] = static_cast<const GLuint*>(indices)[0];
1215 break;
1216 default: UNREACHABLE();
1217 }
1218
1219 if (!mLineLoopIB->unmapBuffer())
1220 {
1221 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001222 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001223 }
1224
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001225 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001226 {
1227 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
1228
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001229 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001230 mAppliedIBSerial = mLineLoopIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001231 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001232 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001233 }
1234
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001235 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001236}
1237
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001238void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001239{
1240 // Get the raw indices for an indexed draw
1241 if (type != GL_NONE && elementArrayBuffer)
1242 {
1243 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001244 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001245 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001246 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001247 }
1248
1249 if (!mTriangleFanIB)
1250 {
1251 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1252 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1253 {
1254 delete mTriangleFanIB;
1255 mTriangleFanIB = NULL;
1256
1257 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001258 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001259 }
1260 }
1261
Geoff Langeadfd572013-07-09 15:55:07 -04001262 const unsigned int numTris = count - 2;
1263
1264 if (numTris * 3 > (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int)))
1265 {
1266 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN, too many indices required.");
1267 return gl::error(GL_OUT_OF_MEMORY);
1268 }
1269
1270 const unsigned int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001271 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1272 {
1273 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001274 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001275 }
1276
1277 void* mappedMemory = NULL;
1278 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
1279 if (offset == -1 || mappedMemory == NULL)
1280 {
1281 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001282 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001283 }
1284
1285 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1286 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
1287
1288 switch (type)
1289 {
1290 case GL_NONE: // Non-indexed draw
Geoff Langeadfd572013-07-09 15:55:07 -04001291 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001292 {
1293 data[i*3 + 0] = 0;
1294 data[i*3 + 1] = i + 1;
1295 data[i*3 + 2] = i + 2;
1296 }
1297 break;
1298 case GL_UNSIGNED_BYTE:
Geoff Langeadfd572013-07-09 15:55:07 -04001299 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001300 {
1301 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1302 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1303 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1304 }
1305 break;
1306 case GL_UNSIGNED_SHORT:
Geoff Langeadfd572013-07-09 15:55:07 -04001307 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001308 {
1309 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1310 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1311 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1312 }
1313 break;
1314 case GL_UNSIGNED_INT:
Geoff Langeadfd572013-07-09 15:55:07 -04001315 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001316 {
1317 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1318 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1319 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1320 }
1321 break;
1322 default: UNREACHABLE();
1323 }
1324
1325 if (!mTriangleFanIB->unmapBuffer())
1326 {
1327 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001328 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001329 }
1330
1331 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1332 {
1333 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1334
1335 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1336 mAppliedIBSerial = mTriangleFanIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001337 mAppliedStorageIBSerial = 0;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001338 mAppliedIBOffset = indexBufferOffset;
1339 }
1340
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001341 if (instances > 0)
1342 {
1343 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1344 }
1345 else
1346 {
1347 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1348 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001349}
1350
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001351void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1352{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001353 unsigned int programBinarySerial = programBinary->getSerial();
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001354 const bool updateProgramState = (programBinarySerial != mAppliedProgramBinarySerial);
1355
1356 if (updateProgramState)
daniel@transgaming.come4991412012-12-20 20:55:34 +00001357 {
1358 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1359 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001360
daniel@transgaming.come4991412012-12-20 20:55:34 +00001361 ID3D11VertexShader *vertexShader = NULL;
1362 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001363
daniel@transgaming.come4991412012-12-20 20:55:34 +00001364 ID3D11PixelShader *pixelShader = NULL;
1365 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001366
daniel@transgaming.come4991412012-12-20 20:55:34 +00001367 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1368 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001369
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001370 programBinary->dirtyAllUniforms();
1371
1372 mAppliedProgramBinarySerial = programBinarySerial;
1373 }
1374
1375 // Only use the geometry shader currently for point sprite drawing
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001376 const bool usesGeometryShader = (programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode);
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001377
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001378 if (updateProgramState || usesGeometryShader != mIsGeometryShaderActive)
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001379 {
1380 if (usesGeometryShader)
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001381 {
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001382 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
1383 ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001384 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1385 }
1386 else
1387 {
1388 mDeviceContext->GSSetShader(NULL, NULL, 0);
1389 }
1390
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001391 mIsGeometryShaderActive = usesGeometryShader;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001392 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001393}
1394
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001395void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001396{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001397 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1398 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001399
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001400 unsigned int totalRegisterCountVS = 0;
1401 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001402
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001403 bool vertexUniformsDirty = false;
1404 bool pixelUniformsDirty = false;
1405
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001406 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1407 {
1408 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001409
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001410 if (uniform->isReferencedByVertexShader())
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001411 {
1412 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001413 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001414 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001415
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001416 if (uniform->isReferencedByFragmentShader())
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001417 {
1418 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001419 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001420 }
1421 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001422
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001423 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1424 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1425
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001426 float (*mapVS)[4] = NULL;
1427 float (*mapPS)[4] = NULL;
1428
Shannon Woods5ab33c82013-06-26 15:31:09 -04001429 if (totalRegisterCountVS > 0 && vertexUniformsDirty)
1430 {
1431 D3D11_MAPPED_SUBRESOURCE map = {0};
1432 HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1433 ASSERT(SUCCEEDED(result));
1434 mapVS = (float(*)[4])map.pData;
1435 }
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001436
Shannon Woods5ab33c82013-06-26 15:31:09 -04001437 if (totalRegisterCountPS > 0 && pixelUniformsDirty)
1438 {
1439 D3D11_MAPPED_SUBRESOURCE map = {0};
1440 HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1441 ASSERT(SUCCEEDED(result));
1442 mapPS = (float(*)[4])map.pData;
1443 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001444
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001445 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001446 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001447 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001448
Nicolas Capense6050882013-07-08 10:43:10 -04001449 if (!gl::IsSampler(uniform->type))
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001450 {
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001451 if (uniform->isReferencedByVertexShader() && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001452 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001453 memcpy(mapVS + uniform->vsRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001454 }
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001455
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001456 if (uniform->isReferencedByFragmentShader() && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001457 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001458 memcpy(mapPS + uniform->psRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001459 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001460 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001461
1462 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001463 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001464
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001465 if (mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001466 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001467 mDeviceContext->Unmap(vertexConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001468 }
1469
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001470 if (mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001471 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001472 mDeviceContext->Unmap(pixelConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001473 }
Geoff Langc6354ee2013-07-22 10:40:07 -04001474
1475 if (mCurrentVertexConstantBuffer != vertexConstantBuffer)
1476 {
1477 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1478 mCurrentVertexConstantBuffer = vertexConstantBuffer;
1479 }
1480
1481 if (mCurrentPixelConstantBuffer != pixelConstantBuffer)
1482 {
1483 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
1484 mCurrentPixelConstantBuffer = pixelConstantBuffer;
1485 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001486
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001487 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001488 if (!mDriverConstantBufferVS)
1489 {
1490 D3D11_BUFFER_DESC constantBufferDescription = {0};
1491 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1492 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1493 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1494 constantBufferDescription.CPUAccessFlags = 0;
1495 constantBufferDescription.MiscFlags = 0;
1496 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001497
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001498 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001499 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001500
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001501 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1502 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001503
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001504 if (!mDriverConstantBufferPS)
1505 {
1506 D3D11_BUFFER_DESC constantBufferDescription = {0};
1507 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1508 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1509 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1510 constantBufferDescription.CPUAccessFlags = 0;
1511 constantBufferDescription.MiscFlags = 0;
1512 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001513
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001514 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001515 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001516
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001517 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1518 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001519
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001520 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1521 {
1522 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1523 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1524 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001525
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001526 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1527 {
1528 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1529 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1530 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001531
1532 // needed for the point sprite geometry shader
Geoff Langc6354ee2013-07-22 10:40:07 -04001533 if (mCurrentGeometryConstantBuffer != mDriverConstantBufferPS)
1534 {
1535 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
1536 mCurrentGeometryConstantBuffer = mDriverConstantBufferPS;
1537 }
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001538}
1539
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001540void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001541{
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +00001542 bool alphaUnmasked = gl::GetAlphaBits(mRenderTargetDesc.format, getCurrentClientVersion()) == 0 ||
1543 clearParams.colorMaskAlpha;
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001544 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1545 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1546 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001547
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001548 unsigned int stencilUnmasked = 0x0;
1549 if (frameBuffer->hasStencil())
1550 {
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +00001551 unsigned int stencilSize = gl::GetStencilBits(frameBuffer->getStencilbuffer()->getActualFormat(),
1552 getCurrentClientVersion());
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001553 stencilUnmasked = (0x1 << stencilSize) - 1;
1554 }
1555 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1556 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001557
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001558 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1559 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1560 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001561
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001562 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1563 {
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001564 maskedClear(clearParams, frameBuffer->usingExtendedDrawBuffers());
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001565 }
1566 else
1567 {
1568 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1569 {
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001570 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001571 {
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001572 if (frameBuffer->isEnabledColorAttachment(colorAttachment))
1573 {
1574 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer(colorAttachment);
1575 if (renderbufferObject)
1576 {
1577 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1578 if (!renderTarget)
1579 {
1580 ERR("render target pointer unexpectedly null.");
1581 return;
1582 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001583
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001584 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1585 if (!framebufferRTV)
1586 {
1587 ERR("render target view pointer unexpectedly null.");
1588 return;
1589 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001590
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001591 const float clearValues[4] = { clearParams.colorClearValue.red,
1592 clearParams.colorClearValue.green,
1593 clearParams.colorClearValue.blue,
1594 clearParams.colorClearValue.alpha };
1595 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001596
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001597 framebufferRTV->Release();
1598 }
1599 }
1600 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001601 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001602 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001603 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001604 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1605 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001606 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001607 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1608 if (!renderTarget)
1609 {
1610 ERR("render target pointer unexpectedly null.");
1611 return;
1612 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001613
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001614 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1615 if (!framebufferDSV)
1616 {
1617 ERR("depth stencil view pointer unexpectedly null.");
1618 return;
1619 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001620
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001621 UINT clearFlags = 0;
1622 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1623 {
1624 clearFlags |= D3D11_CLEAR_DEPTH;
1625 }
1626 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1627 {
1628 clearFlags |= D3D11_CLEAR_STENCIL;
1629 }
1630
shannon.woods@transgaming.combe211b32013-02-28 23:17:16 +00001631 float depthClear = gl::clamp01(clearParams.depthClearValue);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001632 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1633
1634 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001635
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001636 framebufferDSV->Release();
1637 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001638 }
1639 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001640}
1641
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001642void Renderer11::maskedClear(const gl::ClearParameters &clearParams, bool usingExtendedDrawBuffers)
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001643{
1644 HRESULT result;
1645
1646 if (!mClearResourcesInitialized)
1647 {
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001648 ASSERT(!mClearVB && !mClearVS && !mClearSinglePS && !mClearMultiplePS && !mClearScissorRS && !mClearNoScissorRS);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001649
1650 D3D11_BUFFER_DESC vbDesc;
1651 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1652 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1653 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1654 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1655 vbDesc.MiscFlags = 0;
1656 vbDesc.StructureByteStride = 0;
1657
1658 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1659 ASSERT(SUCCEEDED(result));
1660 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1661
1662 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1663 {
1664 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1665 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1666 };
1667
1668 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1669 ASSERT(SUCCEEDED(result));
1670 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1671
1672 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1673 ASSERT(SUCCEEDED(result));
1674 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1675
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001676 result = mDevice->CreatePixelShader(g_PS_ClearSingle, sizeof(g_PS_ClearSingle), NULL, &mClearSinglePS);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001677 ASSERT(SUCCEEDED(result));
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001678 d3d11::SetDebugName(mClearSinglePS, "Renderer11 masked clear pixel shader (1 RT)");
1679
1680 result = mDevice->CreatePixelShader(g_PS_ClearMultiple, sizeof(g_PS_ClearMultiple), NULL, &mClearMultiplePS);
1681 ASSERT(SUCCEEDED(result));
1682 d3d11::SetDebugName(mClearMultiplePS, "Renderer11 masked clear pixel shader (MRT)");
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001683
1684 D3D11_RASTERIZER_DESC rsScissorDesc;
1685 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1686 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1687 rsScissorDesc.FrontCounterClockwise = FALSE;
1688 rsScissorDesc.DepthBias = 0;
1689 rsScissorDesc.DepthBiasClamp = 0.0f;
1690 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1691 rsScissorDesc.DepthClipEnable = FALSE;
1692 rsScissorDesc.ScissorEnable = TRUE;
1693 rsScissorDesc.MultisampleEnable = FALSE;
1694 rsScissorDesc.AntialiasedLineEnable = FALSE;
1695
1696 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1697 ASSERT(SUCCEEDED(result));
1698 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1699
1700 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1701 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1702 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1703 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1704 rsNoScissorDesc.DepthBias = 0;
1705 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1706 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1707 rsNoScissorDesc.DepthClipEnable = FALSE;
1708 rsNoScissorDesc.ScissorEnable = FALSE;
1709 rsNoScissorDesc.MultisampleEnable = FALSE;
1710 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1711
1712 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1713 ASSERT(SUCCEEDED(result));
1714 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1715
1716 mClearResourcesInitialized = true;
1717 }
1718
1719 // Prepare the depth stencil state to write depth values if the depth should be cleared
1720 // and stencil values if the stencil should be cleared
1721 gl::DepthStencilState glDSState;
1722 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1723 glDSState.depthFunc = GL_ALWAYS;
1724 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1725 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1726 glDSState.stencilFunc = GL_ALWAYS;
1727 glDSState.stencilMask = 0;
1728 glDSState.stencilFail = GL_REPLACE;
1729 glDSState.stencilPassDepthFail = GL_REPLACE;
1730 glDSState.stencilPassDepthPass = GL_REPLACE;
1731 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1732 glDSState.stencilBackFunc = GL_ALWAYS;
1733 glDSState.stencilBackMask = 0;
1734 glDSState.stencilBackFail = GL_REPLACE;
1735 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1736 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1737 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1738
1739 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1740
1741 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1742
1743 // Prepare the blend state to use a write mask if the color buffer should be cleared
1744 gl::BlendState glBlendState;
1745 glBlendState.blend = false;
1746 glBlendState.sourceBlendRGB = GL_ONE;
1747 glBlendState.destBlendRGB = GL_ZERO;
1748 glBlendState.sourceBlendAlpha = GL_ONE;
1749 glBlendState.destBlendAlpha = GL_ZERO;
1750 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1751 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1752 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1753 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1754 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
shannon.woods@transgaming.com50ea9932013-02-28 23:13:40 +00001755 glBlendState.colorMaskAlpha = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskAlpha : false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001756 glBlendState.sampleAlphaToCoverage = false;
1757 glBlendState.dither = false;
1758
1759 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1760 static const UINT sampleMask = 0xFFFFFFFF;
1761
1762 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1763
1764 // Set the vertices
1765 D3D11_MAPPED_SUBRESOURCE mappedResource;
1766 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1767 if (FAILED(result))
1768 {
1769 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1770 return;
1771 }
1772
1773 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1774
1775 float depthClear = gl::clamp01(clearParams.depthClearValue);
1776 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1777 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1778 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1779 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1780
1781 mDeviceContext->Unmap(mClearVB, 0);
1782
1783 // Apply state
1784 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1785 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1786 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1787
1788 // Apply shaders
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001789 ID3D11PixelShader *pixelShader = usingExtendedDrawBuffers ? mClearMultiplePS : mClearSinglePS;
1790
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001791 mDeviceContext->IASetInputLayout(mClearIL);
1792 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001793 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
shannon.woods@transgaming.com2c53e472013-02-28 23:13:56 +00001794 mDeviceContext->GSSetShader(NULL, NULL, 0);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001795
1796 // Apply vertex buffer
1797 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1798 static UINT startIdx = 0;
1799 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1800 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1801
1802 // Draw the clear quad
1803 mDeviceContext->Draw(4, 0);
1804
1805 // Clean up
1806 markAllStateDirty();
1807}
1808
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001809void Renderer11::markAllStateDirty()
1810{
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001811 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
1812 {
1813 mAppliedRenderTargetSerials[rtIndex] = 0;
1814 }
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001815 mAppliedDepthbufferSerial = 0;
1816 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001817 mDepthStencilInitialized = false;
1818 mRenderTargetDescInitialized = false;
1819
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001820 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001821 {
1822 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001823 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001824 }
1825 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1826 {
1827 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001828 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001829 }
1830
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001831 mForceSetBlendState = true;
1832 mForceSetRasterState = true;
1833 mForceSetDepthStencilState = true;
1834 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001835 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001836
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001837 mAppliedIBSerial = 0;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001838 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001839 mAppliedIBOffset = 0;
1840
daniel@transgaming.come4991412012-12-20 20:55:34 +00001841 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001842 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1843 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
Geoff Lang1f53cab2013-07-22 10:37:22 -04001844
1845 mInputLayoutCache.markDirty();
Geoff Langc6354ee2013-07-22 10:40:07 -04001846
1847 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; i++)
1848 {
1849 mCurrentConstantBufferVS[i] = -1;
1850 mCurrentConstantBufferPS[i] = -1;
1851 }
1852
1853 mCurrentVertexConstantBuffer = NULL;
1854 mCurrentPixelConstantBuffer = NULL;
1855 mCurrentGeometryConstantBuffer = NULL;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001856}
1857
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001858void Renderer11::releaseDeviceResources()
1859{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001860 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001861 mInputLayoutCache.clear();
1862
1863 delete mVertexDataManager;
1864 mVertexDataManager = NULL;
1865
1866 delete mIndexDataManager;
1867 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001868
1869 delete mLineLoopIB;
1870 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001871
1872 delete mTriangleFanIB;
1873 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001874
Geoff Langb86b9792013-06-04 16:32:05 -04001875 delete mBlit;
1876 mBlit = NULL;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001877
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001878 SafeRelease(mClearVB);
1879 SafeRelease(mClearIL);
1880 SafeRelease(mClearVS);
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001881 SafeRelease(mClearSinglePS);
1882 SafeRelease(mClearMultiplePS);
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001883 SafeRelease(mClearScissorRS);
1884 SafeRelease(mClearNoScissorRS);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001885
1886 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001887
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001888 SafeRelease(mDriverConstantBufferVS);
1889 SafeRelease(mDriverConstantBufferPS);
1890 SafeRelease(mSyncQuery);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001891}
1892
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001893void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001894{
1895 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001896 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001897}
1898
1899bool Renderer11::isDeviceLost()
1900{
1901 return mDeviceLost;
1902}
1903
1904// set notify to true to broadcast a message to all contexts of the device loss
1905bool Renderer11::testDeviceLost(bool notify)
1906{
1907 bool isLost = false;
1908
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001909 // GetRemovedReason is used to test if the device is removed
1910 HRESULT result = mDevice->GetDeviceRemovedReason();
1911 isLost = d3d11::isDeviceLostError(result);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001912
1913 if (isLost)
1914 {
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001915 // Log error if this is a new device lost event
1916 if (mDeviceLost == false)
1917 {
1918 ERR("The D3D11 device was removed: 0x%08X", result);
1919 }
1920
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001921 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001922 // we'll probably get this done again by notifyDeviceLost
1923 // but best to remember it!
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001924 // Note that we don't want to clear the device loss status here
1925 // -- this needs to be done by resetDevice
1926 mDeviceLost = true;
1927 if (notify)
1928 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001929 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001930 }
1931 }
1932
1933 return isLost;
1934}
1935
1936bool Renderer11::testDeviceResettable()
1937{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001938 // determine if the device is resettable by creating a dummy device
1939 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001940
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001941 if (D3D11CreateDevice == NULL)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001942 {
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001943 return false;
1944 }
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001945
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001946 D3D_FEATURE_LEVEL featureLevels[] =
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001947 {
1948 D3D_FEATURE_LEVEL_11_0,
1949 D3D_FEATURE_LEVEL_10_1,
1950 D3D_FEATURE_LEVEL_10_0,
1951 };
1952
1953 ID3D11Device* dummyDevice;
1954 D3D_FEATURE_LEVEL dummyFeatureLevel;
1955 ID3D11DeviceContext* dummyContext;
1956
1957 HRESULT result = D3D11CreateDevice(NULL,
1958 D3D_DRIVER_TYPE_HARDWARE,
1959 NULL,
1960 #if defined(_DEBUG)
1961 D3D11_CREATE_DEVICE_DEBUG,
1962 #else
1963 0,
1964 #endif
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001965 featureLevels,
1966 ArraySize(featureLevels),
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001967 D3D11_SDK_VERSION,
1968 &dummyDevice,
1969 &dummyFeatureLevel,
1970 &dummyContext);
1971
1972 if (!mDevice || FAILED(result))
1973 {
1974 return false;
1975 }
1976
1977 dummyContext->Release();
1978 dummyDevice->Release();
1979
1980 return true;
1981}
1982
1983void Renderer11::release()
1984{
1985 releaseDeviceResources();
1986
1987 if (mDxgiFactory)
1988 {
1989 mDxgiFactory->Release();
1990 mDxgiFactory = NULL;
1991 }
1992
1993 if (mDxgiAdapter)
1994 {
1995 mDxgiAdapter->Release();
1996 mDxgiAdapter = NULL;
1997 }
1998
1999 if (mDeviceContext)
2000 {
2001 mDeviceContext->ClearState();
2002 mDeviceContext->Flush();
2003 mDeviceContext->Release();
2004 mDeviceContext = NULL;
2005 }
2006
2007 if (mDevice)
2008 {
2009 mDevice->Release();
2010 mDevice = NULL;
2011 }
2012
2013 if (mD3d11Module)
2014 {
2015 FreeLibrary(mD3d11Module);
2016 mD3d11Module = NULL;
2017 }
2018
2019 if (mDxgiModule)
2020 {
2021 FreeLibrary(mDxgiModule);
2022 mDxgiModule = NULL;
2023 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002024}
2025
2026bool Renderer11::resetDevice()
2027{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00002028 // recreate everything
2029 release();
2030 EGLint result = initialize();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002031
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00002032 if (result != EGL_SUCCESS)
2033 {
2034 ERR("Could not reinitialize D3D11 device: %08X", result);
2035 return false;
2036 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002037
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002038 mDeviceLost = false;
2039
2040 return true;
2041}
2042
2043DWORD Renderer11::getAdapterVendor() const
2044{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002045 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002046}
2047
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002048std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002049{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002050 std::ostringstream rendererString;
2051
2052 rendererString << mDescription;
2053 rendererString << " Direct3D11";
2054
2055 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
2056 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
2057
2058 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002059}
2060
2061GUID Renderer11::getAdapterIdentifier() const
2062{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00002063 // Use the adapter LUID as our adapter ID
2064 // This number is local to a machine is only guaranteed to be unique between restarts
2065 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
2066 GUID adapterId = {0};
2067 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
2068 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002069}
2070
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00002071bool Renderer11::getBGRATextureSupport() const
2072{
2073 return mBGRATextureSupport;
2074}
2075
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002076bool Renderer11::getDXT1TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002077{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002078 return mDXT1TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002079}
2080
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002081bool Renderer11::getDXT3TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002082{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002083 return mDXT3TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002084}
2085
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002086bool Renderer11::getDXT5TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002087{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002088 return mDXT5TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002089}
2090
2091bool Renderer11::getDepthTextureSupport() const
2092{
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +00002093 return mDepthTextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002094}
2095
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002096bool Renderer11::getFloat32TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002097{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002098 return mFloat32TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002099}
2100
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002101bool Renderer11::getFloat32TextureFilteringSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002102{
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002103 return mFloat32FilterSupport;
2104}
2105
2106bool Renderer11::getFloat32TextureRenderingSupport() const
2107{
2108 return mFloat32RenderSupport;
2109}
2110
2111bool Renderer11::getFloat16TextureSupport() const
2112{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002113 return mFloat16TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002114}
2115
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002116bool Renderer11::getFloat16TextureFilteringSupport() const
2117{
2118 return mFloat16FilterSupport;
2119}
2120
2121bool Renderer11::getFloat16TextureRenderingSupport() const
2122{
2123 return mFloat16RenderSupport;
2124}
2125
Geoff Langd42cf4e2013-06-05 16:09:17 -04002126bool Renderer11::getRGB565TextureSupport() const
2127{
2128 return false;
2129}
2130
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002131bool Renderer11::getLuminanceTextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002132{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002133 return false;
2134}
2135
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002136bool Renderer11::getLuminanceAlphaTextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002137{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002138 return false;
2139}
2140
2141bool Renderer11::getTextureFilterAnisotropySupport() const
2142{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002143 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002144}
2145
2146float Renderer11::getTextureMaxAnisotropy() const
2147{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002148 switch (mFeatureLevel)
2149 {
2150 case D3D_FEATURE_LEVEL_11_0:
2151 return D3D11_MAX_MAXANISOTROPY;
2152 case D3D_FEATURE_LEVEL_10_1:
2153 case D3D_FEATURE_LEVEL_10_0:
2154 return D3D10_MAX_MAXANISOTROPY;
2155 default: UNREACHABLE();
2156 return 0;
2157 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002158}
2159
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002160bool Renderer11::getEventQuerySupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002161{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002162 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002163}
2164
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002165Range Renderer11::getViewportBounds() const
2166{
2167 switch (mFeatureLevel)
2168 {
2169 case D3D_FEATURE_LEVEL_11_0:
2170 return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
2171 case D3D_FEATURE_LEVEL_10_1:
2172 case D3D_FEATURE_LEVEL_10_0:
2173 return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
2174 default: UNREACHABLE();
2175 return Range(0, 0);
2176 }
2177}
2178
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002179unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002180{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002181 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2182 switch (mFeatureLevel)
2183 {
2184 case D3D_FEATURE_LEVEL_11_0:
2185 case D3D_FEATURE_LEVEL_10_1:
2186 case D3D_FEATURE_LEVEL_10_0:
2187 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
2188 default: UNREACHABLE();
2189 return 0;
2190 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002191}
2192
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002193unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
2194{
2195 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2196}
2197
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002198unsigned int Renderer11::getReservedVertexUniformVectors() const
2199{
Shannon Woods5ab33c82013-06-26 15:31:09 -04002200 return 0; // Driver uniforms are stored in a separate constant buffer
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002201}
2202
2203unsigned int Renderer11::getReservedFragmentUniformVectors() const
2204{
Shannon Woods5ab33c82013-06-26 15:31:09 -04002205 return 0; // Driver uniforms are stored in a separate constant buffer
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002206}
2207
2208unsigned int Renderer11::getMaxVertexUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002209{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002210 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2211 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2212 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002213}
2214
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002215unsigned int Renderer11::getMaxFragmentUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002216{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002217 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2218 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2219 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002220}
2221
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002222unsigned int Renderer11::getMaxVaryingVectors() const
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002223{
2224 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
shannonwoods@chromium.org74b86cf2013-05-30 00:02:58 +00002225 META_ASSERT(D3D11_VS_OUTPUT_REGISTER_COUNT <= D3D11_PS_INPUT_REGISTER_COUNT);
2226 META_ASSERT(D3D10_VS_OUTPUT_REGISTER_COUNT <= D3D10_PS_INPUT_REGISTER_COUNT);
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002227 switch (mFeatureLevel)
2228 {
2229 case D3D_FEATURE_LEVEL_11_0:
2230 return D3D11_VS_OUTPUT_REGISTER_COUNT;
2231 case D3D_FEATURE_LEVEL_10_1:
2232 case D3D_FEATURE_LEVEL_10_0:
2233 return D3D10_VS_OUTPUT_REGISTER_COUNT;
2234 default: UNREACHABLE();
2235 return 0;
2236 }
2237}
2238
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002239unsigned int Renderer11::getMaxVertexShaderUniformBuffers() const
2240{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002241 META_ASSERT(gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
2242 gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
2243
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002244 switch (mFeatureLevel)
2245 {
2246 case D3D_FEATURE_LEVEL_11_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002247 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedVertexUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002248 case D3D_FEATURE_LEVEL_10_1:
2249 case D3D_FEATURE_LEVEL_10_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002250 return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedVertexUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002251 default: UNREACHABLE();
2252 return 0;
2253 }
2254}
2255
2256unsigned int Renderer11::getMaxFragmentShaderUniformBuffers() const
2257{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002258 META_ASSERT(gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
2259 gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
2260
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002261 switch (mFeatureLevel)
2262 {
2263 case D3D_FEATURE_LEVEL_11_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002264 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedFragmentUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002265 case D3D_FEATURE_LEVEL_10_1:
2266 case D3D_FEATURE_LEVEL_10_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002267 return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedFragmentUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002268 default: UNREACHABLE();
2269 return 0;
2270 }
2271}
2272
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002273unsigned int Renderer11::getReservedVertexUniformBuffers() const
2274{
2275 // we reserve one buffer for the application uniforms, and one for driver uniforms
2276 return 2;
2277}
2278
2279unsigned int Renderer11::getReservedFragmentUniformBuffers() const
2280{
2281 // we reserve one buffer for the application uniforms, and one for driver uniforms
2282 return 2;
2283}
2284
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002285unsigned int Renderer11::getMaxTransformFeedbackBuffers() const
2286{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002287 META_ASSERT(gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D11_SO_BUFFER_SLOT_COUNT &&
2288 gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D10_SO_BUFFER_SLOT_COUNT);
2289
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002290 switch (mFeatureLevel)
2291 {
2292 case D3D_FEATURE_LEVEL_11_0:
2293 return D3D11_SO_BUFFER_SLOT_COUNT;
2294 case D3D_FEATURE_LEVEL_10_1:
2295 case D3D_FEATURE_LEVEL_10_0:
2296 return D3D10_SO_BUFFER_SLOT_COUNT;
2297 default: UNREACHABLE();
2298 return 0;
2299 }
2300}
2301
shannonwoods@chromium.org33e798f2013-05-30 00:05:05 +00002302unsigned int Renderer11::getMaxUniformBufferSize() const
2303{
2304 // Each component is a 4-element vector of 4-byte units (floats)
2305 const unsigned int bytesPerComponent = 4 * sizeof(float);
2306
2307 switch (mFeatureLevel)
2308 {
2309 case D3D_FEATURE_LEVEL_11_0:
2310 return D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
2311 case D3D_FEATURE_LEVEL_10_1:
2312 case D3D_FEATURE_LEVEL_10_0:
2313 return D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
2314 default: UNREACHABLE();
2315 return 0;
2316 }
2317}
2318
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002319bool Renderer11::getNonPower2TextureSupport() const
2320{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00002321 switch (mFeatureLevel)
2322 {
2323 case D3D_FEATURE_LEVEL_11_0:
2324 case D3D_FEATURE_LEVEL_10_1:
2325 case D3D_FEATURE_LEVEL_10_0:
2326 return true;
2327 default: UNREACHABLE();
2328 return false;
2329 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002330}
2331
2332bool Renderer11::getOcclusionQuerySupport() const
2333{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002334 switch (mFeatureLevel)
2335 {
2336 case D3D_FEATURE_LEVEL_11_0:
2337 case D3D_FEATURE_LEVEL_10_1:
2338 case D3D_FEATURE_LEVEL_10_0:
2339 return true;
2340 default: UNREACHABLE();
2341 return false;
2342 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002343}
2344
2345bool Renderer11::getInstancingSupport() const
2346{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002347 switch (mFeatureLevel)
2348 {
2349 case D3D_FEATURE_LEVEL_11_0:
2350 case D3D_FEATURE_LEVEL_10_1:
2351 case D3D_FEATURE_LEVEL_10_0:
2352 return true;
2353 default: UNREACHABLE();
2354 return false;
2355 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002356}
2357
2358bool Renderer11::getShareHandleSupport() const
2359{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002360 // We only currently support share handles with BGRA surfaces, because
2361 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002362 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002363 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002364}
2365
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002366bool Renderer11::getDerivativeInstructionSupport() const
2367{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002368 switch (mFeatureLevel)
2369 {
2370 case D3D_FEATURE_LEVEL_11_0:
2371 case D3D_FEATURE_LEVEL_10_1:
2372 case D3D_FEATURE_LEVEL_10_0:
2373 return true;
2374 default: UNREACHABLE();
2375 return false;
2376 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002377}
2378
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002379bool Renderer11::getPostSubBufferSupport() const
2380{
2381 // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2.
2382 return false;
2383}
2384
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002385int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002386{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002387 switch (mFeatureLevel)
2388 {
2389 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002390 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002391 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2392 default: UNREACHABLE(); return 0;
2393 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002394}
2395
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002396int Renderer11::getMinorShaderModel() const
2397{
2398 switch (mFeatureLevel)
2399 {
2400 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2401 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2402 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2403 default: UNREACHABLE(); return 0;
2404 }
2405}
2406
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002407float Renderer11::getMaxPointSize() const
2408{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002409 // choose a reasonable maximum. we enforce this in the shader.
2410 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2411 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002412}
2413
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002414int Renderer11::getMaxViewportDimension() const
2415{
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002416 // Maximum viewport size must be at least as large as the largest render buffer (or larger).
2417 // In our case return the maximum texture size, which is the maximum render buffer size.
2418 META_ASSERT(D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D11_VIEWPORT_BOUNDS_MAX);
2419 META_ASSERT(D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D10_VIEWPORT_BOUNDS_MAX);
2420
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002421 switch (mFeatureLevel)
2422 {
2423 case D3D_FEATURE_LEVEL_11_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002424 return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002425 case D3D_FEATURE_LEVEL_10_1:
2426 case D3D_FEATURE_LEVEL_10_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002427 return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002428 default: UNREACHABLE();
2429 return 0;
2430 }
2431}
2432
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002433int Renderer11::getMaxTextureWidth() const
2434{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002435 switch (mFeatureLevel)
2436 {
2437 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2438 case D3D_FEATURE_LEVEL_10_1:
2439 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2440 default: UNREACHABLE(); return 0;
2441 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002442}
2443
2444int Renderer11::getMaxTextureHeight() const
2445{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002446 switch (mFeatureLevel)
2447 {
2448 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2449 case D3D_FEATURE_LEVEL_10_1:
2450 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2451 default: UNREACHABLE(); return 0;
2452 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002453}
2454
shannon.woods%transgaming.com@gtempaccount.comc1fdf6b2013-04-13 03:44:41 +00002455int Renderer11::getMaxTextureDepth() const
2456{
2457 switch (mFeatureLevel)
2458 {
2459 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; // 2048
2460 case D3D_FEATURE_LEVEL_10_1:
2461 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; // 2048
2462 default: UNREACHABLE(); return 0;
2463 }
2464}
2465
shannon.woods%transgaming.com@gtempaccount.coma98a8112013-04-13 03:45:57 +00002466int Renderer11::getMaxTextureArrayLayers() const
2467{
2468 switch (mFeatureLevel)
2469 {
2470 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; // 2048
2471 case D3D_FEATURE_LEVEL_10_1:
2472 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; // 512
2473 default: UNREACHABLE(); return 0;
2474 }
2475}
2476
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002477bool Renderer11::get32BitIndexSupport() const
2478{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002479 switch (mFeatureLevel)
2480 {
2481 case D3D_FEATURE_LEVEL_11_0:
2482 case D3D_FEATURE_LEVEL_10_1:
2483 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2484 default: UNREACHABLE(); return false;
2485 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002486}
2487
2488int Renderer11::getMinSwapInterval() const
2489{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002490 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002491}
2492
2493int Renderer11::getMaxSwapInterval() const
2494{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002495 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002496}
2497
2498int Renderer11::getMaxSupportedSamples() const
2499{
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +00002500 return mMaxSupportedSamples;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002501}
2502
Geoff Lang0e120e32013-05-29 10:23:55 -04002503GLsizei Renderer11::getMaxSupportedFormatSamples(GLint internalFormat) const
2504{
Shannon Woodsdd4674f2013-07-08 10:32:15 -04002505 DXGI_FORMAT format = gl_d3d11::GetRenderableFormat(internalFormat, getCurrentClientVersion());
Geoff Lang0e120e32013-05-29 10:23:55 -04002506 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2507 return (iter != mMultisampleSupportMap.end()) ? iter->second.maxSupportedSamples : 0;
2508}
2509
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002510GLsizei Renderer11::getNumSampleCounts(GLint internalFormat) const
2511{
2512 unsigned int numCounts = 0;
2513
2514 // D3D11 supports multisampling for signed and unsigned format, but ES 3.0 does not
2515 if (!gl::IsIntegerFormat(internalFormat, getCurrentClientVersion()))
2516 {
2517 DXGI_FORMAT format = gl_d3d11::GetRenderableFormat(internalFormat, getCurrentClientVersion());
2518 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2519
2520 if (iter != mMultisampleSupportMap.end())
2521 {
2522 const MultisampleSupportInfo& info = iter->second;
2523 for (int i = 0; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2524 {
2525 if (info.qualityLevels[i] > 0)
2526 {
2527 numCounts++;
2528 }
2529 }
2530 }
2531 }
2532
2533 return numCounts;
2534}
2535
2536void Renderer11::getSampleCounts(GLint internalFormat, GLsizei bufSize, GLint *params) const
2537{
2538 // D3D11 supports multisampling for signed and unsigned format, but ES 3.0 does not
2539 if (gl::IsIntegerFormat(internalFormat, getCurrentClientVersion()))
2540 return;
2541
2542 DXGI_FORMAT format = gl_d3d11::GetRenderableFormat(internalFormat, getCurrentClientVersion());
2543 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2544
2545 if (iter != mMultisampleSupportMap.end())
2546 {
2547 const MultisampleSupportInfo& info = iter->second;
2548 int bufPos = 0;
2549 for (int i = D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT - 1; i >= 0 && bufPos < bufSize; i--)
2550 {
2551 if (info.qualityLevels[i] > 0)
2552 {
2553 params[bufPos++] = i + 1;
2554 }
2555 }
2556 }
2557}
2558
shannon.woods@transgaming.com88fbd0f2013-02-28 23:05:46 +00002559int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
2560{
2561 if (requested == 0)
2562 {
2563 return 0;
2564 }
2565
2566 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2567 if (iter != mMultisampleSupportMap.end())
2568 {
2569 const MultisampleSupportInfo& info = iter->second;
2570 for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2571 {
2572 if (info.qualityLevels[i] > 0)
2573 {
2574 return i + 1;
2575 }
2576 }
2577 }
2578
2579 return -1;
2580}
2581
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002582unsigned int Renderer11::getMaxRenderTargets() const
2583{
shannon.woods%transgaming.com@gtempaccount.comf30ccc22013-04-13 03:28:36 +00002584 META_ASSERT(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2585 META_ASSERT(D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2586
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002587 switch (mFeatureLevel)
2588 {
2589 case D3D_FEATURE_LEVEL_11_0:
2590 return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2591 case D3D_FEATURE_LEVEL_10_1:
2592 case D3D_FEATURE_LEVEL_10_0:
2593 return D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2594 default:
2595 UNREACHABLE();
2596 return 1;
2597 }
2598}
2599
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002600bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002601{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002602 if (source && dest)
2603 {
2604 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2605 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2606
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002607 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002608 return true;
2609 }
2610
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002611 return false;
2612}
2613
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002614bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002615{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002616 if (source && dest)
2617 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002618 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2619 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002620
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002621 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002622 return true;
2623 }
2624
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002625 return false;
2626}
2627
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002628bool Renderer11::copyToRenderTarget(TextureStorageInterface3D *dest, TextureStorageInterface3D *source)
2629{
2630 if (source && dest)
2631 {
2632 TextureStorage11_3D *source11 = TextureStorage11_3D::makeTextureStorage11_3D(source->getStorageInstance());
2633 TextureStorage11_3D *dest11 = TextureStorage11_3D::makeTextureStorage11_3D(dest->getStorageInstance());
2634
2635 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
2636 return true;
2637 }
2638
2639 return false;
2640}
2641
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002642bool Renderer11::copyToRenderTarget(TextureStorageInterface2DArray *dest, TextureStorageInterface2DArray *source)
2643{
2644 if (source && dest)
2645 {
2646 TextureStorage11_2DArray *source11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(source->getStorageInstance());
2647 TextureStorage11_2DArray *dest11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(dest->getStorageInstance());
2648
2649 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
2650 return true;
2651 }
2652
2653 return false;
2654}
2655
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002656bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002657 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002658{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002659 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002660 if (!colorbuffer)
2661 {
2662 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002663 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002664 }
2665
2666 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2667 if (!sourceRenderTarget)
2668 {
2669 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002670 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002671 }
2672
2673 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2674 if (!source)
2675 {
2676 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002677 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002678 }
2679
2680 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2681 if (!storage11)
2682 {
2683 source->Release();
2684 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002685 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002686 }
2687
2688 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2689 if (!destRenderTarget)
2690 {
2691 source->Release();
2692 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002693 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002694 }
2695
2696 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2697 if (!dest)
2698 {
2699 source->Release();
2700 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002701 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002702 }
2703
Geoff Langb86b9792013-06-04 16:32:05 -04002704 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2705 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002706
Geoff Langb86b9792013-06-04 16:32:05 -04002707 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2708 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002709
Geoff Langb86b9792013-06-04 16:32:05 -04002710 // Use nearest filtering because source and destination are the same size for the direct
2711 // copy
2712 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize,
2713 destFormat, GL_NEAREST);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002714
2715 source->Release();
2716 dest->Release();
2717
2718 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002719}
2720
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002721bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002722 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002723{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002724 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002725 if (!colorbuffer)
2726 {
2727 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002728 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002729 }
2730
2731 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2732 if (!sourceRenderTarget)
2733 {
2734 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002735 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002736 }
2737
2738 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2739 if (!source)
2740 {
2741 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002742 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002743 }
2744
2745 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2746 if (!storage11)
2747 {
2748 source->Release();
2749 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002750 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002751 }
2752
Nicolas Capensb13f8662013-06-04 13:30:19 -04002753 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetFace(target, level));
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002754 if (!destRenderTarget)
2755 {
2756 source->Release();
2757 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002758 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002759 }
2760
2761 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2762 if (!dest)
2763 {
2764 source->Release();
2765 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002766 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002767 }
2768
Geoff Langb86b9792013-06-04 16:32:05 -04002769 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2770 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002771
Geoff Langb86b9792013-06-04 16:32:05 -04002772 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2773 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002774
Geoff Langb86b9792013-06-04 16:32:05 -04002775 // Use nearest filtering because source and destination are the same size for the direct
2776 // copy
2777 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize,
2778 destFormat, GL_NEAREST);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002779
2780 source->Release();
2781 dest->Release();
2782
2783 return ret;
2784}
2785
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002786bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2787 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface3D *storage, GLint level)
2788{
2789 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2790 if (!colorbuffer)
2791 {
2792 ERR("Failed to retrieve the color buffer from the frame buffer.");
2793 return gl::error(GL_OUT_OF_MEMORY, false);
2794 }
2795
2796 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2797 if (!sourceRenderTarget)
2798 {
2799 ERR("Failed to retrieve the render target from the frame buffer.");
2800 return gl::error(GL_OUT_OF_MEMORY, false);
2801 }
2802
2803 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2804 if (!source)
2805 {
2806 ERR("Failed to retrieve the render target view from the render target.");
2807 return gl::error(GL_OUT_OF_MEMORY, false);
2808 }
2809
2810 TextureStorage11_3D *storage11 = TextureStorage11_3D::makeTextureStorage11_3D(storage->getStorageInstance());
2811 if (!storage11)
2812 {
2813 source->Release();
2814 ERR("Failed to retrieve the texture storage from the destination.");
2815 return gl::error(GL_OUT_OF_MEMORY, false);
2816 }
2817
2818 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
2819 if (!destRenderTarget)
2820 {
2821 source->Release();
2822 ERR("Failed to retrieve the render target from the destination storage.");
2823 return gl::error(GL_OUT_OF_MEMORY, false);
2824 }
2825
2826 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2827 if (!dest)
2828 {
2829 source->Release();
2830 ERR("Failed to retrieve the render target view from the destination render target.");
2831 return gl::error(GL_OUT_OF_MEMORY, false);
2832 }
2833
Geoff Langb86b9792013-06-04 16:32:05 -04002834 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2835 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002836
Geoff Langb86b9792013-06-04 16:32:05 -04002837 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2838 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002839
Geoff Langb86b9792013-06-04 16:32:05 -04002840 // Use nearest filtering because source and destination are the same size for the direct
2841 // copy
2842 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize,
2843 destFormat, GL_NEAREST);
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002844
2845 source->Release();
2846 dest->Release();
2847
2848 return ret;
2849}
2850
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002851bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2852 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface2DArray *storage, GLint level)
2853{
2854 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2855 if (!colorbuffer)
2856 {
2857 ERR("Failed to retrieve the color buffer from the frame buffer.");
2858 return gl::error(GL_OUT_OF_MEMORY, false);
2859 }
2860
2861 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2862 if (!sourceRenderTarget)
2863 {
2864 ERR("Failed to retrieve the render target from the frame buffer.");
2865 return gl::error(GL_OUT_OF_MEMORY, false);
2866 }
2867
2868 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2869 if (!source)
2870 {
2871 ERR("Failed to retrieve the render target view from the render target.");
2872 return gl::error(GL_OUT_OF_MEMORY, false);
2873 }
2874
2875 TextureStorage11_2DArray *storage11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(storage->getStorageInstance());
2876 if (!storage11)
2877 {
2878 source->Release();
2879 ERR("Failed to retrieve the texture storage from the destination.");
2880 return gl::error(GL_OUT_OF_MEMORY, false);
2881 }
2882
2883 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
2884 if (!destRenderTarget)
2885 {
2886 source->Release();
2887 ERR("Failed to retrieve the render target from the destination storage.");
2888 return gl::error(GL_OUT_OF_MEMORY, false);
2889 }
2890
2891 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2892 if (!dest)
2893 {
2894 source->Release();
2895 ERR("Failed to retrieve the render target view from the destination render target.");
2896 return gl::error(GL_OUT_OF_MEMORY, false);
2897 }
2898
Geoff Langb86b9792013-06-04 16:32:05 -04002899 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2900 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002901
Geoff Langb86b9792013-06-04 16:32:05 -04002902 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2903 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002904
Geoff Langb86b9792013-06-04 16:32:05 -04002905 // Use nearest filtering because source and destination are the same size for the direct
2906 // copy
2907 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize,
2908 destFormat, GL_NEAREST);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002909
2910 source->Release();
2911 dest->Release();
2912
2913 return ret;
2914}
2915
shannon.woods%transgaming.com@gtempaccount.comba2744f2013-04-13 03:33:38 +00002916void Renderer11::unapplyRenderTargets()
2917{
2918 setOneTimeRenderTarget(NULL);
2919}
2920
2921void Renderer11::setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView)
2922{
2923 ID3D11RenderTargetView *rtvArray[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
2924
2925 rtvArray[0] = renderTargetView;
2926
2927 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), rtvArray, NULL);
2928
2929 // Do not preserve the serial for this one-time-use render target
2930 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
2931 {
2932 mAppliedRenderTargetSerials[rtIndex] = 0;
2933 }
2934}
2935
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002936RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2937{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002938 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002939 RenderTarget11 *renderTarget = NULL;
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002940
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002941 if (depth)
2942 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002943 // Note: depth stencil may be NULL for 0 sized surfaces
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002944 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
2945 swapChain11->getDepthStencilTexture(), NULL,
shannonwoods@chromium.org7faf3ec2013-05-30 00:03:45 +00002946 swapChain11->getWidth(), swapChain11->getHeight(), 1);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002947 }
2948 else
2949 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002950 // Note: render target may be NULL for 0 sized surfaces
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002951 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002952 swapChain11->getOffscreenTexture(),
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002953 swapChain11->getRenderTargetShaderResource(),
shannonwoods@chromium.org7faf3ec2013-05-30 00:03:45 +00002954 swapChain11->getWidth(), swapChain11->getHeight(), 1);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002955 }
2956 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002957}
2958
Geoff Langa2d97f12013-06-11 11:44:02 -04002959RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples)
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002960{
Geoff Langa2d97f12013-06-11 11:44:02 -04002961 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples);
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002962 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002963}
2964
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002965ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002966{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002967 ShaderExecutable11 *executable = NULL;
2968
2969 switch (type)
2970 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002971 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002972 {
2973 ID3D11VertexShader *vshader = NULL;
2974 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2975 ASSERT(SUCCEEDED(result));
2976
2977 if (vshader)
2978 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002979 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002980 }
2981 }
2982 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002983 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002984 {
2985 ID3D11PixelShader *pshader = NULL;
2986 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2987 ASSERT(SUCCEEDED(result));
2988
2989 if (pshader)
2990 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002991 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002992 }
2993 }
2994 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002995 case rx::SHADER_GEOMETRY:
2996 {
2997 ID3D11GeometryShader *gshader = NULL;
2998 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
2999 ASSERT(SUCCEEDED(result));
3000
3001 if (gshader)
3002 {
3003 executable = new ShaderExecutable11(function, length, gshader);
3004 }
3005 }
3006 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00003007 default:
3008 UNREACHABLE();
3009 break;
3010 }
3011
3012 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00003013}
3014
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003015ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003016{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003017 const char *profile = NULL;
3018
3019 switch (type)
3020 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003021 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003022 profile = "vs_4_0";
3023 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003024 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003025 profile = "ps_4_0";
3026 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00003027 case rx::SHADER_GEOMETRY:
3028 profile = "gs_4_0";
3029 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003030 default:
3031 UNREACHABLE();
3032 return NULL;
3033 }
3034
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +00003035 ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, D3DCOMPILE_OPTIMIZATION_LEVEL0, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003036 if (!binary)
3037 return NULL;
3038
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003039 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003040 binary->Release();
3041
3042 return executable;
3043}
3044
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00003045VertexBuffer *Renderer11::createVertexBuffer()
3046{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00003047 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00003048}
3049
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00003050IndexBuffer *Renderer11::createIndexBuffer()
3051{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00003052 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003053}
3054
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +00003055BufferStorage *Renderer11::createBufferStorage()
3056{
3057 return new BufferStorage11(this);
3058}
3059
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003060QueryImpl *Renderer11::createQuery(GLenum type)
3061{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00003062 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003063}
3064
3065FenceImpl *Renderer11::createFence()
3066{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00003067 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00003068}
3069
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003070bool Renderer11::getRenderTargetResource(gl::Renderbuffer *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003071{
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003072 ASSERT(colorbuffer != NULL);
3073
3074 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
3075 if (renderTarget)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003076 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003077 *subresourceIndex = renderTarget->getSubresourceIndex();
3078
3079 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
3080 if (colorBufferRTV)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003081 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003082 ID3D11Resource *textureResource = NULL;
3083 colorBufferRTV->GetResource(&textureResource);
3084 colorBufferRTV->Release();
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003085
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003086 if (textureResource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003087 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003088 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
3089 textureResource->Release();
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003090
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003091 if (SUCCEEDED(result))
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003092 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003093 return true;
3094 }
3095 else
3096 {
3097 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
3098 "HRESULT: 0x%X.", result);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003099 }
3100 }
3101 }
3102 }
3103
3104 return false;
3105}
3106
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003107bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
Geoff Lang685806d2013-06-12 11:16:36 -04003108 bool blitRenderTarget, bool blitDepth, bool blitStencil, GLenum filter)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003109{
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003110 if (blitRenderTarget)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003111 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003112 gl::Renderbuffer *readBuffer = readTarget->getReadColorbuffer();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003113
3114 if (!readBuffer)
3115 {
3116 ERR("Failed to retrieve the read buffer from the read framebuffer.");
3117 return gl::error(GL_OUT_OF_MEMORY, false);
3118 }
3119
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003120 RenderTarget *readRenderTarget = readBuffer->getRenderTarget();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003121
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003122 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003123 {
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003124 if (drawTarget->isEnabledColorAttachment(colorAttachment))
3125 {
3126 gl::Renderbuffer *drawBuffer = drawTarget->getColorbuffer(colorAttachment);
3127
3128 if (!drawBuffer)
3129 {
3130 ERR("Failed to retrieve the draw buffer from the draw framebuffer.");
3131 return gl::error(GL_OUT_OF_MEMORY, false);
3132 }
3133
3134 RenderTarget *drawRenderTarget = drawBuffer->getRenderTarget();
3135
Geoff Lang685806d2013-06-12 11:16:36 -04003136 if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, filter,
3137 blitRenderTarget, false, false))
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003138 {
3139 return false;
3140 }
3141 }
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003142 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003143 }
3144
Geoff Lang685806d2013-06-12 11:16:36 -04003145 if (blitDepth || blitStencil)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003146 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003147 gl::Renderbuffer *readBuffer = readTarget->getDepthOrStencilbuffer();
3148 gl::Renderbuffer *drawBuffer = drawTarget->getDepthOrStencilbuffer();
3149
3150 if (!readBuffer)
3151 {
3152 ERR("Failed to retrieve the read depth-stencil buffer from the read framebuffer.");
3153 return gl::error(GL_OUT_OF_MEMORY, false);
3154 }
3155
3156 if (!drawBuffer)
3157 {
3158 ERR("Failed to retrieve the draw depth-stencil buffer from the draw framebuffer.");
3159 return gl::error(GL_OUT_OF_MEMORY, false);
3160 }
3161
3162 RenderTarget *readRenderTarget = readBuffer->getDepthStencil();
3163 RenderTarget *drawRenderTarget = drawBuffer->getDepthStencil();
3164
Geoff Lang685806d2013-06-12 11:16:36 -04003165 if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, filter,
3166 false, blitDepth, blitStencil))
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003167 {
3168 return false;
3169 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003170 }
3171
3172 return true;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003173}
3174
3175void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
3176 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
3177{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003178 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00003179 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003180
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003181 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
3182
3183 if (colorbuffer && getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003184 {
3185 gl::Rectangle area;
3186 area.x = x;
3187 area.y = y;
3188 area.width = width;
3189 area.height = height;
3190
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00003191 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
3192 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003193
3194 colorBufferTexture->Release();
3195 colorBufferTexture = NULL;
3196 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003197}
3198
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003199Image *Renderer11::createImage()
3200{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00003201 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003202}
3203
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003204void Renderer11::generateMipmap(Image *dest, Image *src)
3205{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00003206 Image11 *dest11 = Image11::makeImage11(dest);
3207 Image11 *src11 = Image11::makeImage11(src);
Jamie Madilld6cb2442013-07-10 15:13:38 -04003208 Image11::generateMipmap(getCurrentClientVersion(), dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003209}
3210
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003211TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
3212{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00003213 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
3214 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003215}
3216
3217TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
3218{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00003219 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003220}
3221
3222TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
3223{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00003224 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003225}
3226
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +00003227TextureStorage *Renderer11::createTextureStorage3D(int levels, GLenum internalformat, GLenum usage, GLsizei width, GLsizei height, GLsizei depth)
3228{
3229 return new TextureStorage11_3D(this, levels, internalformat, usage, width, height, depth);
3230}
3231
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00003232TextureStorage *Renderer11::createTextureStorage2DArray(int levels, GLenum internalformat, GLenum usage, GLsizei width, GLsizei height, GLsizei depth)
3233{
3234 return new TextureStorage11_2DArray(this, levels, internalformat, usage, width, height, depth);
3235}
3236
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003237void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
3238 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
3239 GLint packAlignment, void *pixels)
3240{
3241 D3D11_TEXTURE2D_DESC textureDesc;
3242 texture->GetDesc(&textureDesc);
3243
3244 D3D11_TEXTURE2D_DESC stagingDesc;
3245 stagingDesc.Width = area.width;
3246 stagingDesc.Height = area.height;
3247 stagingDesc.MipLevels = 1;
3248 stagingDesc.ArraySize = 1;
3249 stagingDesc.Format = textureDesc.Format;
3250 stagingDesc.SampleDesc.Count = 1;
3251 stagingDesc.SampleDesc.Quality = 0;
3252 stagingDesc.Usage = D3D11_USAGE_STAGING;
3253 stagingDesc.BindFlags = 0;
3254 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
3255 stagingDesc.MiscFlags = 0;
3256
3257 ID3D11Texture2D* stagingTex = NULL;
3258 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
3259 if (FAILED(result))
3260 {
3261 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
3262 return;
3263 }
3264
3265 ID3D11Texture2D* srcTex = NULL;
3266 if (textureDesc.SampleDesc.Count > 1)
3267 {
3268 D3D11_TEXTURE2D_DESC resolveDesc;
3269 resolveDesc.Width = textureDesc.Width;
3270 resolveDesc.Height = textureDesc.Height;
3271 resolveDesc.MipLevels = 1;
3272 resolveDesc.ArraySize = 1;
3273 resolveDesc.Format = textureDesc.Format;
3274 resolveDesc.SampleDesc.Count = 1;
3275 resolveDesc.SampleDesc.Quality = 0;
3276 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
3277 resolveDesc.BindFlags = 0;
3278 resolveDesc.CPUAccessFlags = 0;
3279 resolveDesc.MiscFlags = 0;
3280
3281 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
3282 if (FAILED(result))
3283 {
3284 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
3285 stagingTex->Release();
3286 return;
3287 }
3288
3289 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
3290 subResource = 0;
3291 }
3292 else
3293 {
3294 srcTex = texture;
3295 srcTex->AddRef();
3296 }
3297
3298 D3D11_BOX srcBox;
3299 srcBox.left = area.x;
3300 srcBox.right = area.x + area.width;
3301 srcBox.top = area.y;
3302 srcBox.bottom = area.y + area.height;
3303 srcBox.front = 0;
3304 srcBox.back = 1;
3305
3306 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
3307
3308 srcTex->Release();
3309 srcTex = NULL;
3310
3311 D3D11_MAPPED_SUBRESOURCE mapping;
3312 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
3313
3314 unsigned char *source;
3315 int inputPitch;
3316 if (packReverseRowOrder)
3317 {
3318 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
3319 inputPitch = -static_cast<int>(mapping.RowPitch);
3320 }
3321 else
3322 {
3323 source = static_cast<unsigned char*>(mapping.pData);
3324 inputPitch = static_cast<int>(mapping.RowPitch);
3325 }
3326
Geoff Lang697ad3e2013-06-04 10:11:28 -04003327 GLuint clientVersion = getCurrentClientVersion();
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003328
Jamie Madilld6cb2442013-07-10 15:13:38 -04003329 GLint sourceInternalFormat = d3d11_gl::GetInternalFormat(textureDesc.Format, clientVersion);
Geoff Lang697ad3e2013-06-04 10:11:28 -04003330 GLenum sourceFormat = gl::GetFormat(sourceInternalFormat, clientVersion);
3331 GLenum sourceType = gl::GetType(sourceInternalFormat, clientVersion);
3332
3333 GLuint sourcePixelSize = gl::GetPixelBytes(sourceInternalFormat, clientVersion);
3334
3335 if (sourceFormat == format && sourceType == type)
3336 {
3337 // Direct copy possible
3338 unsigned char *dest = static_cast<unsigned char*>(pixels);
3339 for (int y = 0; y < area.height; y++)
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003340 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003341 memcpy(dest + y * outputPitch, source + y * inputPitch, area.width * sourcePixelSize);
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003342 }
3343 }
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003344 else
3345 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003346 GLint destInternalFormat = gl::GetSizedInternalFormat(format, type, clientVersion);
3347 GLuint destPixelSize = gl::GetPixelBytes(destInternalFormat, clientVersion);
3348
3349 ColorCopyFunction fastCopyFunc = d3d11::GetFastCopyFunction(textureDesc.Format, format, type, getCurrentClientVersion());
3350 if (fastCopyFunc)
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003351 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003352 // Fast copy is possible through some special function
3353 for (int y = 0; y < area.height; y++)
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003354 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003355 for (int x = 0; x < area.width; x++)
3356 {
3357 void *dest = static_cast<unsigned char*>(pixels) + y * outputPitch + x * destPixelSize;
3358 void *src = static_cast<unsigned char*>(source) + y * inputPitch + x * sourcePixelSize;
3359
3360 fastCopyFunc(src, dest);
3361 }
3362 }
3363 }
3364 else
3365 {
Jamie Madilld6cb2442013-07-10 15:13:38 -04003366 ColorReadFunction readFunc = d3d11::GetColorReadFunction(textureDesc.Format, clientVersion);
Geoff Lang697ad3e2013-06-04 10:11:28 -04003367 ColorWriteFunction writeFunc = gl::GetColorWriteFunction(format, type, clientVersion);
3368
3369 unsigned char temp[16]; // Maximum size of any Color<T> type used.
3370 META_ASSERT(sizeof(temp) >= sizeof(gl::ColorF) &&
3371 sizeof(temp) >= sizeof(gl::ColorUI) &&
3372 sizeof(temp) >= sizeof(gl::ColorI));
3373
3374 for (int y = 0; y < area.height; y++)
3375 {
3376 for (int x = 0; x < area.width; x++)
3377 {
3378 void *dest = static_cast<unsigned char*>(pixels) + y * outputPitch + x * destPixelSize;
3379 void *src = static_cast<unsigned char*>(source) + y * inputPitch + x * sourcePixelSize;
3380
3381 // readFunc and writeFunc will be using the same type of color, CopyTexImage
3382 // will not allow the copy otherwise.
3383 readFunc(src, temp);
3384 writeFunc(temp, dest);
3385 }
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003386 }
3387 }
3388 }
3389
3390 mDeviceContext->Unmap(stagingTex, 0);
3391
3392 stagingTex->Release();
3393 stagingTex = NULL;
3394}
3395
Geoff Lang758d5b22013-06-11 11:42:50 -04003396bool Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget,
Geoff Lang685806d2013-06-12 11:16:36 -04003397 RenderTarget *drawRenderTarget, GLenum filter, bool colorBlit, bool depthBlit, bool stencilBlit)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003398{
Geoff Lang975af372013-06-12 11:19:22 -04003399 // Since blitRenderbufferRect is called for each render buffer that needs to be blitted,
3400 // it should never be the case that both color and depth/stencil need to be blitted at
3401 // at the same time.
3402 ASSERT(colorBlit != (depthBlit || stencilBlit));
3403
Geoff Langc1f51be2013-06-11 11:49:14 -04003404 bool result = true;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003405
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003406 RenderTarget11 *readRenderTarget11 = RenderTarget11::makeRenderTarget11(readRenderTarget);
3407 if (!readRenderTarget)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003408 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003409 ERR("Failed to retrieve the read render target from the read framebuffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003410 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003411 }
3412
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003413 ID3D11Resource *readTexture = NULL;
Geoff Langc1f51be2013-06-11 11:49:14 -04003414 ID3D11ShaderResourceView *readSRV = NULL;
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003415 unsigned int readSubresource = 0;
3416 if (readRenderTarget->getSamples() > 0)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003417 {
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003418 ID3D11Resource *unresolvedResource = readRenderTarget11->getTexture();
3419 ID3D11Texture2D *unresolvedTexture = d3d11::DynamicCastComObject<ID3D11Texture2D>(unresolvedResource);
3420 unresolvedResource->Release();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003421
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003422 if (unresolvedTexture)
3423 {
3424 readTexture = resolveMultisampledTexture(unresolvedTexture, readRenderTarget11->getSubresourceIndex());
3425 readSubresource = 0;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003426
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003427 unresolvedTexture->Release();
Geoff Langc1f51be2013-06-11 11:49:14 -04003428
3429 HRESULT result = mDevice->CreateShaderResourceView(readTexture, NULL, &readSRV);
3430 if (FAILED(result))
3431 {
3432 readTexture->Release();
3433 return gl::error(GL_OUT_OF_MEMORY, false);
3434 }
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003435 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003436 }
3437 else
3438 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003439 readTexture = readRenderTarget11->getTexture();
3440 readSubresource = readRenderTarget11->getSubresourceIndex();
Geoff Langc1f51be2013-06-11 11:49:14 -04003441 readSRV = readRenderTarget11->getShaderResourceView();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003442 }
3443
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003444 if (!readTexture)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003445 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003446 ERR("Failed to retrieve the read render target view from the read render target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003447 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003448 }
3449
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003450 RenderTarget11 *drawRenderTarget11 = RenderTarget11::makeRenderTarget11(drawRenderTarget);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003451 if (!drawRenderTarget)
3452 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003453 readTexture->Release();
3454 ERR("Failed to retrieve the draw render target from the draw framebuffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003455 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003456 }
3457
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003458 ID3D11Resource *drawTexture = drawRenderTarget11->getTexture();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003459 unsigned int drawSubresource = drawRenderTarget11->getSubresourceIndex();
Geoff Langc1f51be2013-06-11 11:49:14 -04003460 ID3D11RenderTargetView *drawRTV = drawRenderTarget11->getRenderTargetView();
3461 ID3D11DepthStencilView *drawDSV = drawRenderTarget11->getDepthStencilView();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003462
Geoff Langc1f51be2013-06-11 11:49:14 -04003463 bool wholeBufferCopy = readRect.x == 0 && readRect.width == readRenderTarget11->getWidth() &&
3464 readRect.y == 0 && readRect.height == readRenderTarget11->getHeight() &&
3465 drawRect.x == 0 && drawRect.width == drawRenderTarget->getWidth() &&
3466 drawRect.y == 0 && drawRect.height == drawRenderTarget->getHeight();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003467
Geoff Langc1f51be2013-06-11 11:49:14 -04003468 bool stretchRequired = readRect.width != drawRect.width || readRect.height != drawRect.height;
Geoff Lang758d5b22013-06-11 11:42:50 -04003469
Geoff Langc1f51be2013-06-11 11:49:14 -04003470 if (readRenderTarget11->getActualFormat() == drawRenderTarget->getActualFormat() &&
Geoff Lang685806d2013-06-12 11:16:36 -04003471 !stretchRequired && (!(depthBlit || stencilBlit) || wholeBufferCopy))
Geoff Langc1f51be2013-06-11 11:49:14 -04003472 {
3473 D3D11_BOX readBox;
3474 readBox.left = readRect.x;
3475 readBox.right = readRect.x + readRect.width;
3476 readBox.top = readRect.y;
3477 readBox.bottom = readRect.y + readRect.height;
3478 readBox.front = 0;
3479 readBox.back = 1;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003480
Geoff Langc1f51be2013-06-11 11:49:14 -04003481 // D3D11 needs depth-stencil CopySubresourceRegions to have a NULL pSrcBox
3482 // We also require complete framebuffer copies for depth-stencil blit.
3483 D3D11_BOX *pSrcBox = wholeBufferCopy ? NULL : &readBox;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003484
Geoff Langc1f51be2013-06-11 11:49:14 -04003485 mDeviceContext->CopySubresourceRegion(drawTexture, drawSubresource, drawRect.x, drawRect.y, 0,
3486 readTexture, readSubresource, pSrcBox);
3487 result = true;
3488 }
3489 else
3490 {
3491 gl::Box readArea(readRect.x, readRect.y, 0, readRect.width, readRect.height, 1);
3492 gl::Extents readSize(readRenderTarget->getWidth(), readRenderTarget->getHeight(), 1);
3493
3494 gl::Box drawArea(drawRect.x, drawRect.y, 0, drawRect.width, drawRect.height, 1);
3495 gl::Extents drawSize(drawRenderTarget->getWidth(), drawRenderTarget->getHeight(), 1);
3496
Geoff Lang975af372013-06-12 11:19:22 -04003497 if (depthBlit && stencilBlit)
Geoff Langc1f51be2013-06-11 11:49:14 -04003498 {
Geoff Lang975af372013-06-12 11:19:22 -04003499 result = mBlit->copyDepthStencil(readTexture, readSubresource, readArea, readSize,
3500 drawTexture, drawSubresource, drawArea, drawSize);
3501 }
3502 else if (depthBlit)
3503 {
3504 result = mBlit->copyDepth(readSRV, readArea, readSize, drawDSV, drawArea, drawSize);
3505 }
3506 else if (stencilBlit)
3507 {
3508 result = mBlit->copyStencil(readTexture, readSubresource, readArea, readSize,
3509 drawTexture, drawSubresource, drawArea, drawSize);
Geoff Langc1f51be2013-06-11 11:49:14 -04003510 }
3511 else
3512 {
Geoff Lang685806d2013-06-12 11:16:36 -04003513 GLenum format = gl::GetFormat(drawRenderTarget->getInternalFormat(), getCurrentClientVersion());
Geoff Langc1f51be2013-06-11 11:49:14 -04003514 result = mBlit->copyTexture(readSRV, readArea, readSize, drawRTV, drawArea, drawSize, format, filter);
3515 }
3516 }
3517
3518 SafeRelease(readTexture);
3519 SafeRelease(readSRV);
3520 SafeRelease(drawTexture);
3521 SafeRelease(drawRTV);
3522 SafeRelease(drawDSV);
3523
3524 return result;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003525}
3526
shannon.woods@transgaming.comd67f9ce2013-02-28 23:06:09 +00003527ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
3528{
3529 D3D11_TEXTURE2D_DESC textureDesc;
3530 source->GetDesc(&textureDesc);
3531
3532 if (textureDesc.SampleDesc.Count > 1)
3533 {
3534 D3D11_TEXTURE2D_DESC resolveDesc;
3535 resolveDesc.Width = textureDesc.Width;
3536 resolveDesc.Height = textureDesc.Height;
3537 resolveDesc.MipLevels = 1;
3538 resolveDesc.ArraySize = 1;
3539 resolveDesc.Format = textureDesc.Format;
3540 resolveDesc.SampleDesc.Count = 1;
3541 resolveDesc.SampleDesc.Quality = 0;
3542 resolveDesc.Usage = textureDesc.Usage;
3543 resolveDesc.BindFlags = textureDesc.BindFlags;
3544 resolveDesc.CPUAccessFlags = 0;
3545 resolveDesc.MiscFlags = 0;
3546
3547 ID3D11Texture2D *resolveTexture = NULL;
3548 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
3549 if (FAILED(result))
3550 {
3551 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
3552 return NULL;
3553 }
3554
3555 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
3556 return resolveTexture;
3557 }
3558 else
3559 {
3560 source->AddRef();
3561 return source;
3562 }
3563}
3564
shannonwoods@chromium.org6e4f2a62013-05-30 00:15:19 +00003565bool Renderer11::getLUID(LUID *adapterLuid) const
3566{
3567 adapterLuid->HighPart = 0;
3568 adapterLuid->LowPart = 0;
3569
3570 if (!mDxgiAdapter)
3571 {
3572 return false;
3573 }
3574
3575 DXGI_ADAPTER_DESC adapterDesc;
3576 if (FAILED(mDxgiAdapter->GetDesc(&adapterDesc)))
3577 {
3578 return false;
3579 }
3580
3581 *adapterLuid = adapterDesc.AdapterLuid;
3582 return true;
3583}
3584
Geoff Lang61e49a52013-05-29 10:22:58 -04003585Renderer11::MultisampleSupportInfo Renderer11::getMultisampleSupportInfo(DXGI_FORMAT format)
3586{
3587 MultisampleSupportInfo supportInfo = { 0 };
3588
3589 UINT formatSupport;
3590 HRESULT result;
3591
3592 result = mDevice->CheckFormatSupport(format, &formatSupport);
3593 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
3594 {
3595 for (unsigned int i = 1; i <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
3596 {
3597 result = mDevice->CheckMultisampleQualityLevels(format, i, &supportInfo.qualityLevels[i - 1]);
3598 if (SUCCEEDED(result) && supportInfo.qualityLevels[i - 1] > 0)
3599 {
3600 supportInfo.maxSupportedSamples = std::max(supportInfo.maxSupportedSamples, i);
3601 }
3602 else
3603 {
3604 supportInfo.qualityLevels[i - 1] = 0;
3605 }
3606 }
3607 }
3608
3609 return supportInfo;
3610}
3611
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003612}