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daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001//
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00002// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00003// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
8
9#include "common/debug.h"
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000013#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000014#include "libGLESv2/Program.h"
15#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000016#include "libGLESv2/Framebuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000017#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000018#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000019#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +000020#include "libGLESv2/renderer/ShaderExecutable11.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000021#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.coma8aac672012-12-20 21:08:00 +000022#include "libGLESv2/renderer/Image11.h"
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +000023#include "libGLESv2/renderer/VertexBuffer11.h"
daniel@transgaming.com11c2af52012-12-20 21:10:01 +000024#include "libGLESv2/renderer/IndexBuffer11.h"
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"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000031
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000032#include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h"
33#include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h"
34#include "libGLESv2/renderer/shaders/compiled/passthroughrgb11ps.h"
35#include "libGLESv2/renderer/shaders/compiled/passthroughlum11ps.h"
36#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha11ps.h"
37
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000038#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
39#include "libGLESv2/renderer/shaders/compiled/clear11ps.h"
40
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +000041#include <sstream>
42
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000043namespace rx
44{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000045static const DXGI_FORMAT RenderTargetFormats[] =
46 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000047 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000048 DXGI_FORMAT_R8G8B8A8_UNORM
49 };
50
51static const DXGI_FORMAT DepthStencilFormats[] =
52 {
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +000053 DXGI_FORMAT_UNKNOWN,
54 DXGI_FORMAT_D24_UNORM_S8_UINT,
55 DXGI_FORMAT_D16_UNORM
daniel@transgaming.com65e65372012-11-28 19:33:50 +000056 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000057
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000058enum
59{
60 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
61};
62
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000063Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
64{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000065 mVertexDataManager = NULL;
66 mIndexDataManager = NULL;
67
daniel@transgaming.comc5114302012-12-20 21:11:36 +000068 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000069 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000070
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000071 mCopyResourcesInitialized = false;
72 mCopyVB = NULL;
73 mCopySampler = NULL;
74 mCopyIL = NULL;
75 mCopyVS = NULL;
76 mCopyRGBAPS = NULL;
77 mCopyRGBPS = NULL;
78 mCopyLumPS = NULL;
79 mCopyLumAlphaPS = NULL;
80
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000081 mClearResourcesInitialized = false;
82 mClearVB = NULL;
83 mClearIL = NULL;
84 mClearVS = NULL;
85 mClearPS = NULL;
86 mClearScissorRS = NULL;
87 mClearNoScissorRS = NULL;
88
daniel@transgaming.combdf787f2013-02-01 03:20:36 +000089 mSyncQuery = NULL;
90
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000091 mD3d11Module = NULL;
92 mDxgiModule = NULL;
93
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000094 mDeviceLost = false;
95
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +000096 mMaxSupportedSamples = 0;
97
daniel@transgaming.com25072f62012-11-28 19:31:32 +000098 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000099 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000100 mDxgiAdapter = NULL;
101 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000102
103 mDriverConstantBufferVS = NULL;
104 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000105
106 mBGRATextureSupport = false;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +0000107
108 mIsGeometryShaderActive = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000109}
110
111Renderer11::~Renderer11()
112{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000113 release();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000114}
115
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000116Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
117{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000118 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000119 return static_cast<rx::Renderer11*>(renderer);
120}
121
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000122EGLint Renderer11::initialize()
123{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000124 if (!initializeCompiler())
125 {
126 return EGL_NOT_INITIALIZED;
127 }
128
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000129 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
130 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000131
132 if (mD3d11Module == NULL || mDxgiModule == NULL)
133 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000134 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000135 return EGL_NOT_INITIALIZED;
136 }
137
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000138 // create the D3D11 device
139 ASSERT(mDevice == NULL);
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000140 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000141
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000142 if (D3D11CreateDevice == NULL)
143 {
144 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
145 return EGL_NOT_INITIALIZED;
146 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000147
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000148 D3D_FEATURE_LEVEL featureLevel[] =
149 {
150 D3D_FEATURE_LEVEL_11_0,
151 D3D_FEATURE_LEVEL_10_1,
152 D3D_FEATURE_LEVEL_10_0,
153 };
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000154
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000155 HRESULT result = D3D11CreateDevice(NULL,
156 D3D_DRIVER_TYPE_HARDWARE,
157 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000158 #if defined(_DEBUG)
159 D3D11_CREATE_DEVICE_DEBUG,
160 #else
161 0,
162 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000163 featureLevel,
164 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000165 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000166 &mDevice,
167 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000168 &mDeviceContext);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000169
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000170 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000171 {
172 ERR("Could not create D3D11 device - aborting!\n");
173 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
174 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000175
176 IDXGIDevice *dxgiDevice = NULL;
177 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
178
179 if (FAILED(result))
180 {
181 ERR("Could not query DXGI device - aborting!\n");
182 return EGL_NOT_INITIALIZED;
183 }
184
185 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
186
187 if (FAILED(result))
188 {
189 ERR("Could not retrieve DXGI adapter - aborting!\n");
190 return EGL_NOT_INITIALIZED;
191 }
192
193 dxgiDevice->Release();
194
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000195 mDxgiAdapter->GetDesc(&mAdapterDescription);
196 memset(mDescription, 0, sizeof(mDescription));
197 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
198
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000199 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
200
201 if (!mDxgiFactory || FAILED(result))
202 {
203 ERR("Could not create DXGI factory - aborting!\n");
204 return EGL_NOT_INITIALIZED;
205 }
206
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000207 unsigned int maxSupportedSamples = 0;
208 unsigned int rtFormatCount = sizeof(RenderTargetFormats) / sizeof(DXGI_FORMAT);
209 unsigned int dsFormatCount = sizeof(DepthStencilFormats) / sizeof(DXGI_FORMAT);
210 for (unsigned int i = 0; i < rtFormatCount + dsFormatCount; ++i)
211 {
212 DXGI_FORMAT format = (i < rtFormatCount) ? RenderTargetFormats[i] : DepthStencilFormats[i - rtFormatCount];
213 if (format != DXGI_FORMAT_UNKNOWN)
214 {
215 UINT formatSupport;
216 result = mDevice->CheckFormatSupport(format, &formatSupport);
217 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
218 {
219 MultisampleSupportInfo supportInfo;
220
221 for (unsigned int j = 1; j <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; j++)
222 {
223 result = mDevice->CheckMultisampleQualityLevels(format, j, &supportInfo.qualityLevels[j - 1]);
224 if (SUCCEEDED(result) && supportInfo.qualityLevels[j - 1] > 0)
225 {
226 maxSupportedSamples = std::max(j, maxSupportedSamples);
227 }
228 else
229 {
230 supportInfo.qualityLevels[j - 1] = 0;
231 }
232 }
233
234 mMultisampleSupportMap.insert(std::make_pair(format, supportInfo));
235 }
236 }
237 }
238 mMaxSupportedSamples = maxSupportedSamples;
239
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000240 initializeDevice();
241
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000242 // BGRA texture support is optional in feature levels 10 and 10_1
243 UINT formatSupport;
244 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
245 if (FAILED(result))
246 {
247 ERR("Error checking BGRA format support: 0x%08X", result);
248 }
249 else
250 {
251 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
252 mBGRATextureSupport = (formatSupport & flags) == flags;
253 }
254
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +0000255 // Check floating point texture support
256 static const unsigned int requiredTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE;
257 static const unsigned int requiredRenderableFlags = D3D11_FORMAT_SUPPORT_RENDER_TARGET;
258 static const unsigned int requiredFilterFlags = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
259
260 DXGI_FORMAT float16Formats[] =
261 {
262 DXGI_FORMAT_R16_FLOAT,
263 DXGI_FORMAT_R16G16_FLOAT,
264 DXGI_FORMAT_R16G16B16A16_FLOAT,
265 };
266
267 DXGI_FORMAT float32Formats[] =
268 {
269 DXGI_FORMAT_R32_FLOAT,
270 DXGI_FORMAT_R32G32_FLOAT,
271 DXGI_FORMAT_R32G32B32_FLOAT,
272 DXGI_FORMAT_R32G32B32A32_FLOAT,
273 };
274
275 mFloat16TextureSupport = true;
276 mFloat16FilterSupport = true;
277 mFloat16RenderSupport = true;
278 for (unsigned int i = 0; i < ArraySize(float16Formats); i++)
279 {
280 if (SUCCEEDED(mDevice->CheckFormatSupport(float16Formats[i], &formatSupport)))
281 {
282 mFloat16TextureSupport = mFloat16TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
283 mFloat16FilterSupport = mFloat16FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
284 mFloat16RenderSupport = mFloat16RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
285 }
286 else
287 {
288 mFloat16TextureSupport = false;
289 mFloat16RenderSupport = false;
290 mFloat16FilterSupport = false;
291 }
292 }
293
294 mFloat32TextureSupport = true;
295 mFloat32FilterSupport = true;
296 mFloat32RenderSupport = true;
297 for (unsigned int i = 0; i < ArraySize(float32Formats); i++)
298 {
299 if (SUCCEEDED(mDevice->CheckFormatSupport(float32Formats[i], &formatSupport)))
300 {
301 mFloat32TextureSupport = mFloat32TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
302 mFloat32FilterSupport = mFloat32FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
303 mFloat32RenderSupport = mFloat32RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
304 }
305 else
306 {
307 mFloat32TextureSupport = false;
308 mFloat32FilterSupport = false;
309 mFloat32RenderSupport = false;
310 }
311 }
312
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000313 return EGL_SUCCESS;
314}
315
316// do any one-time device initialization
317// NOTE: this is also needed after a device lost/reset
318// to reset the scene status and ensure the default states are reset.
319void Renderer11::initializeDevice()
320{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000321 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000322 mInputLayoutCache.initialize(mDevice, mDeviceContext);
323
324 ASSERT(!mVertexDataManager && !mIndexDataManager);
325 mVertexDataManager = new VertexDataManager(this);
326 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000327
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000328 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000329}
330
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000331int Renderer11::generateConfigs(ConfigDesc **configDescList)
332{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000333 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
334 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000335 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
336 int numConfigs = 0;
337
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000338 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000339 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000340 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000341 {
342 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
343
344 UINT formatSupport = 0;
345 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000346
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000347 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
348 {
349 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
350
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000351 bool depthStencilFormatOK = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000352
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000353 if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
354 {
355 UINT formatSupport = 0;
356 result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
357 depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
358 }
359
360 if (depthStencilFormatOK)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000361 {
362 ConfigDesc newConfig;
363 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
364 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
365 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
366 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
367
368 (*configDescList)[numConfigs++] = newConfig;
369 }
370 }
371 }
372 }
373
374 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000375}
376
377void Renderer11::deleteConfigs(ConfigDesc *configDescList)
378{
379 delete [] (configDescList);
380}
381
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000382void Renderer11::sync(bool block)
383{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000384 if (block)
385 {
386 HRESULT result;
387
388 if (!mSyncQuery)
389 {
390 D3D11_QUERY_DESC queryDesc;
391 queryDesc.Query = D3D11_QUERY_EVENT;
392 queryDesc.MiscFlags = 0;
393
394 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
395 ASSERT(SUCCEEDED(result));
396 }
397
398 mDeviceContext->End(mSyncQuery);
399 mDeviceContext->Flush();
400
401 do
402 {
403 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
404
405 // Keep polling, but allow other threads to do something useful first
406 Sleep(0);
407
408 if (testDeviceLost(true))
409 {
410 return;
411 }
412 }
413 while (result == S_FALSE);
414 }
415 else
416 {
417 mDeviceContext->Flush();
418 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000419}
420
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000421SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
422{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000423 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000424}
425
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000426void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
427{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000428 if (type == gl::SAMPLER_PIXEL)
429 {
430 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
431 {
432 ERR("Pixel shader sampler index %i is not valid.", index);
433 return;
434 }
435
436 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
437 {
438 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
439
440 if (!dxSamplerState)
441 {
442 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
443 "sampler state for pixel shaders at slot %i.", index);
444 }
445
446 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
447
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000448 mCurPixelSamplerStates[index] = samplerState;
449 }
450
451 mForceSetPixelSamplerStates[index] = false;
452 }
453 else if (type == gl::SAMPLER_VERTEX)
454 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000455 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000456 {
457 ERR("Vertex shader sampler index %i is not valid.", index);
458 return;
459 }
460
461 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
462 {
463 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
464
465 if (!dxSamplerState)
466 {
467 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
468 "sampler state for vertex shaders at slot %i.", index);
469 }
470
471 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
472
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000473 mCurVertexSamplerStates[index] = samplerState;
474 }
475
476 mForceSetVertexSamplerStates[index] = false;
477 }
478 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000479}
480
481void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
482{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000483 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000484 unsigned int serial = 0;
485 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000486
487 if (texture)
488 {
489 TextureStorageInterface *texStorage = texture->getNativeTexture();
490 if (texStorage)
491 {
492 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
493 textureSRV = storage11->getSRV();
494 }
495
496 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
497 // missing the shader resource view
498 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000499
500 serial = texture->getTextureSerial();
501 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000502 }
503
504 if (type == gl::SAMPLER_PIXEL)
505 {
506 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
507 {
508 ERR("Pixel shader sampler index %i is not valid.", index);
509 return;
510 }
511
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000512 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
513 {
514 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
515 }
516
517 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000518 }
519 else if (type == gl::SAMPLER_VERTEX)
520 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000521 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000522 {
523 ERR("Vertex shader sampler index %i is not valid.", index);
524 return;
525 }
526
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000527 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
528 {
529 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
530 }
531
532 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000533 }
534 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000535}
536
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000537void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000538{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000539 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000540 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000541 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
542 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000543 if (!dxRasterState)
544 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000545 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000546 "rasterizer state.");
547 }
548
549 mDeviceContext->RSSetState(dxRasterState);
550
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000551 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000552 }
553
554 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000555}
556
557void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
558 unsigned int sampleMask)
559{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000560 if (mForceSetBlendState ||
561 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
562 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
563 sampleMask != mCurSampleMask)
564 {
565 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
566 if (!dxBlendState)
567 {
568 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
569 "blend state.");
570 }
571
572 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
573 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
574
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000575 mCurBlendState = blendState;
576 mCurBlendColor = blendColor;
577 mCurSampleMask = sampleMask;
578 }
579
580 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000581}
582
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000583void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000584 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000585{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000586 if (mForceSetDepthStencilState ||
587 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
588 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
589 {
590 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
591 stencilRef != stencilBackRef ||
592 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
593 {
594 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
595 "invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000596 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000597 }
598
599 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
600 if (!dxDepthStencilState)
601 {
602 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
603 "setting the default depth stencil state.");
604 }
605
606 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
607
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000608 mCurDepthStencilState = depthStencilState;
609 mCurStencilRef = stencilRef;
610 mCurStencilBackRef = stencilBackRef;
611 }
612
613 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000614}
615
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000616void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000617{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000618 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
619 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000620 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000621 if (enabled)
622 {
623 D3D11_RECT rect;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000624 rect.left = std::max(0, scissor.x);
625 rect.top = std::max(0, scissor.y);
626 rect.right = scissor.x + std::max(0, scissor.width);
627 rect.bottom = scissor.y + std::max(0, scissor.height);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000628
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000629 mDeviceContext->RSSetScissorRects(1, &rect);
630 }
631
632 if (enabled != mScissorEnabled)
633 {
634 mForceSetRasterState = true;
635 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000636
637 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000638 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000639 }
640
641 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000642}
643
daniel@transgaming.com12985182012-12-20 20:56:31 +0000644bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000645 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000646{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000647 gl::Rectangle actualViewport = viewport;
648 float actualZNear = gl::clamp01(zNear);
649 float actualZFar = gl::clamp01(zFar);
650 if (ignoreViewport)
651 {
652 actualViewport.x = 0;
653 actualViewport.y = 0;
654 actualViewport.width = mRenderTargetDesc.width;
655 actualViewport.height = mRenderTargetDesc.height;
656 actualZNear = 0.0f;
657 actualZFar = 1.0f;
658 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000659
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000660 // Get D3D viewport bounds, which depends on the feature level
661 const Range& viewportBounds = getViewportBounds();
662
663 // 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 +0000664 D3D11_VIEWPORT dxViewport;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000665 dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end);
666 dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end);
667 dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension());
668 dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension());
669 dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX));
670 dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY));
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000671 dxViewport.MinDepth = actualZNear;
672 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000673
674 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
675 {
676 return false; // Nothing to render
677 }
678
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000679 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
680 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000681
daniel@transgaming.com53670042012-11-28 20:55:51 +0000682 if (viewportChanged)
683 {
684 mDeviceContext->RSSetViewports(1, &dxViewport);
685
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000686 mCurViewport = actualViewport;
687 mCurNear = actualZNear;
688 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000689
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +0000690 mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f;
691 mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f;
692 mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
693 mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000694
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000695 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
696 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000697
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000698 mVertexConstants.depthRange[0] = actualZNear;
699 mVertexConstants.depthRange[1] = actualZFar;
700 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000701
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000702 mPixelConstants.depthRange[0] = actualZNear;
703 mPixelConstants.depthRange[1] = actualZFar;
704 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000705 }
706
707 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000708 return true;
709}
710
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000711bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
712{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000713 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000714
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000715 switch (mode)
716 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000717 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
718 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000719 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000720 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
721 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
722 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000723 // emulate fans via rewriting index buffer
724 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000725 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000726 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000727 }
728
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000729 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000730
731 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000732}
733
734bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000735{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000736 // Get the color render buffer and serial
737 gl::Renderbuffer *renderbufferObject = NULL;
738 unsigned int renderTargetSerial = 0;
739 if (framebuffer->getColorbufferType() != GL_NONE)
740 {
741 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000742
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000743 if (!renderbufferObject)
744 {
745 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000746 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000747 }
748
shannon.woods@transgaming.com3e3da582013-02-28 23:09:03 +0000749 // check for zero-sized default framebuffer, which is a special case.
750 // in this case we do not wish to modify any state and just silently return false.
751 // this will not report any gl error but will cause the calling method to return.
752 if (renderbufferObject->getWidth() == 0 || renderbufferObject->getHeight() == 0)
753 {
754 return false;
755 }
756
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000757 renderTargetSerial = renderbufferObject->getSerial();
758 }
759
760 // Get the depth stencil render buffer and serials
761 gl::Renderbuffer *depthStencil = NULL;
762 unsigned int depthbufferSerial = 0;
763 unsigned int stencilbufferSerial = 0;
764 if (framebuffer->getDepthbufferType() != GL_NONE)
765 {
766 depthStencil = framebuffer->getDepthbuffer();
767 if (!depthStencil)
768 {
769 ERR("Depth stencil pointer unexpectedly null.");
770 return false;
771 }
772
773 depthbufferSerial = depthStencil->getSerial();
774 }
775 else if (framebuffer->getStencilbufferType() != GL_NONE)
776 {
777 depthStencil = framebuffer->getStencilbuffer();
778 if (!depthStencil)
779 {
780 ERR("Depth stencil pointer unexpectedly null.");
781 return false;
782 }
783
784 stencilbufferSerial = depthStencil->getSerial();
785 }
786
787 // Extract the render target dimensions and view
788 unsigned int renderTargetWidth = 0;
789 unsigned int renderTargetHeight = 0;
790 GLenum renderTargetFormat = 0;
791 ID3D11RenderTargetView* framebufferRTV = NULL;
792 if (renderbufferObject)
793 {
794 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
795 if (!renderTarget)
796 {
797 ERR("render target pointer unexpectedly null.");
798 return false;
799 }
800
801 framebufferRTV = renderTarget->getRenderTargetView();
802 if (!framebufferRTV)
803 {
804 ERR("render target view pointer unexpectedly null.");
805 return false;
806 }
807
808 renderTargetWidth = renderbufferObject->getWidth();
809 renderTargetHeight = renderbufferObject->getHeight();
810 renderTargetFormat = renderbufferObject->getActualFormat();
811 }
812
813 // Extract the depth stencil sizes and view
814 unsigned int depthSize = 0;
815 unsigned int stencilSize = 0;
816 ID3D11DepthStencilView* framebufferDSV = NULL;
817 if (depthStencil)
818 {
819 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
820 if (!depthStencilRenderTarget)
821 {
822 ERR("render target pointer unexpectedly null.");
823 if (framebufferRTV)
824 {
825 framebufferRTV->Release();
826 }
827 return false;
828 }
829
830 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
831 if (!framebufferDSV)
832 {
833 ERR("depth stencil view pointer unexpectedly null.");
834 if (framebufferRTV)
835 {
836 framebufferRTV->Release();
837 }
838 return false;
839 }
840
841 // If there is no render buffer, the width, height and format values come from
842 // the depth stencil
843 if (!renderbufferObject)
844 {
845 renderTargetWidth = depthStencil->getWidth();
846 renderTargetHeight = depthStencil->getHeight();
847 renderTargetFormat = depthStencil->getActualFormat();
848 }
849
850 depthSize = depthStencil->getDepthSize();
851 stencilSize = depthStencil->getStencilSize();
852 }
853
854 // Apply the render target and depth stencil
855 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
856 renderTargetSerial != mAppliedRenderTargetSerial ||
857 depthbufferSerial != mAppliedDepthbufferSerial ||
858 stencilbufferSerial != mAppliedStencilbufferSerial)
859 {
860 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
861
862 mRenderTargetDesc.width = renderTargetWidth;
863 mRenderTargetDesc.height = renderTargetHeight;
864 mRenderTargetDesc.format = renderTargetFormat;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000865 mForceSetViewport = true;
866 mForceSetScissor = true;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000867
868 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
869 {
870 mCurDepthSize = depthSize;
871 mForceSetRasterState = true;
872 }
873
874 mCurStencilSize = stencilSize;
875
876 mAppliedRenderTargetSerial = renderTargetSerial;
877 mAppliedDepthbufferSerial = depthbufferSerial;
878 mAppliedStencilbufferSerial = stencilbufferSerial;
879 mRenderTargetDescInitialized = true;
880 mDepthStencilInitialized = true;
881 }
882
883 if (framebufferRTV)
884 {
885 framebufferRTV->Release();
886 }
887 if (framebufferDSV)
888 {
889 framebufferDSV->Release();
890 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000891
892 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000893}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000894
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000895GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000896{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000897 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
898 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
899 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000900 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000901 return err;
902 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000903
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000904 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000905}
906
daniel@transgaming.com31240482012-11-28 21:06:41 +0000907GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000908{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000909 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000910
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000911 if (err == GL_NO_ERROR)
912 {
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +0000913 if (indexInfo->storage)
914 {
915 if (indexInfo->serial != mAppliedStorageIBSerial || indexInfo->startOffset != mAppliedIBOffset)
916 {
917 BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(indexInfo->storage);
918 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
919
920 mDeviceContext->IASetIndexBuffer(storage->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
921
922 mAppliedIBSerial = 0;
923 mAppliedStorageIBSerial = storage->getSerial();
924 mAppliedIBOffset = indexInfo->startOffset;
925 }
926 }
927 else if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000928 {
929 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
930
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000931 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +0000932
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000933 mAppliedIBSerial = indexInfo->serial;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +0000934 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000935 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000936 }
937 }
938
939 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000940}
941
942void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
943{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000944 if (mode == GL_LINE_LOOP)
945 {
946 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
947 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000948 else if (mode == GL_TRIANGLE_FAN)
949 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000950 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000951 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000952 else if (instances > 0)
953 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000954 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000955 }
956 else
957 {
958 mDeviceContext->Draw(count, 0);
959 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000960}
961
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000962void 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 +0000963{
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000964 if (mode == GL_LINE_LOOP)
965 {
966 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
967 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000968 else if (mode == GL_TRIANGLE_FAN)
969 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000970 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
971 }
972 else if (instances > 0)
973 {
974 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000975 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000976 else
977 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +0000978 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000979 }
980}
981
982void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
983{
984 // Get the raw indices for an indexed draw
985 if (type != GL_NONE && elementArrayBuffer)
986 {
987 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +0000988 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000989 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +0000990 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000991 }
992
993 if (!mLineLoopIB)
994 {
995 mLineLoopIB = new StreamingIndexBufferInterface(this);
996 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
997 {
998 delete mLineLoopIB;
999 mLineLoopIB = NULL;
1000
1001 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001002 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001003 }
1004 }
1005
1006 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
1007 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1008 {
1009 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001010 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001011 }
1012
1013 void* mappedMemory = NULL;
1014 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1015 if (offset == -1 || mappedMemory == NULL)
1016 {
1017 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001018 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001019 }
1020
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001021 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001022 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001023
1024 switch (type)
1025 {
1026 case GL_NONE: // Non-indexed draw
1027 for (int i = 0; i < count; i++)
1028 {
1029 data[i] = i;
1030 }
1031 data[count] = 0;
1032 break;
1033 case GL_UNSIGNED_BYTE:
1034 for (int i = 0; i < count; i++)
1035 {
1036 data[i] = static_cast<const GLubyte*>(indices)[i];
1037 }
1038 data[count] = static_cast<const GLubyte*>(indices)[0];
1039 break;
1040 case GL_UNSIGNED_SHORT:
1041 for (int i = 0; i < count; i++)
1042 {
1043 data[i] = static_cast<const GLushort*>(indices)[i];
1044 }
1045 data[count] = static_cast<const GLushort*>(indices)[0];
1046 break;
1047 case GL_UNSIGNED_INT:
1048 for (int i = 0; i < count; i++)
1049 {
1050 data[i] = static_cast<const GLuint*>(indices)[i];
1051 }
1052 data[count] = static_cast<const GLuint*>(indices)[0];
1053 break;
1054 default: UNREACHABLE();
1055 }
1056
1057 if (!mLineLoopIB->unmapBuffer())
1058 {
1059 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001060 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001061 }
1062
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001063 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001064 {
1065 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
1066
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001067 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001068 mAppliedIBSerial = mLineLoopIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001069 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001070 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001071 }
1072
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001073 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001074}
1075
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001076void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001077{
1078 // Get the raw indices for an indexed draw
1079 if (type != GL_NONE && elementArrayBuffer)
1080 {
1081 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001082 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001083 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001084 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001085 }
1086
1087 if (!mTriangleFanIB)
1088 {
1089 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1090 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1091 {
1092 delete mTriangleFanIB;
1093 mTriangleFanIB = NULL;
1094
1095 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001096 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001097 }
1098 }
1099
1100 const int numTris = count - 2;
1101 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
1102 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1103 {
1104 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001105 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001106 }
1107
1108 void* mappedMemory = NULL;
1109 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
1110 if (offset == -1 || mappedMemory == NULL)
1111 {
1112 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001113 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001114 }
1115
1116 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1117 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
1118
1119 switch (type)
1120 {
1121 case GL_NONE: // Non-indexed draw
1122 for (int i = 0; i < numTris; i++)
1123 {
1124 data[i*3 + 0] = 0;
1125 data[i*3 + 1] = i + 1;
1126 data[i*3 + 2] = i + 2;
1127 }
1128 break;
1129 case GL_UNSIGNED_BYTE:
1130 for (int i = 0; i < numTris; i++)
1131 {
1132 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1133 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1134 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1135 }
1136 break;
1137 case GL_UNSIGNED_SHORT:
1138 for (int i = 0; i < numTris; i++)
1139 {
1140 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1141 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1142 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1143 }
1144 break;
1145 case GL_UNSIGNED_INT:
1146 for (int i = 0; i < numTris; i++)
1147 {
1148 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1149 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1150 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1151 }
1152 break;
1153 default: UNREACHABLE();
1154 }
1155
1156 if (!mTriangleFanIB->unmapBuffer())
1157 {
1158 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001159 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001160 }
1161
1162 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1163 {
1164 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1165
1166 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1167 mAppliedIBSerial = mTriangleFanIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001168 mAppliedStorageIBSerial = 0;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001169 mAppliedIBOffset = indexBufferOffset;
1170 }
1171
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001172 if (instances > 0)
1173 {
1174 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1175 }
1176 else
1177 {
1178 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1179 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001180}
1181
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001182void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1183{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001184 unsigned int programBinarySerial = programBinary->getSerial();
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001185 const bool updateProgramState = (programBinarySerial != mAppliedProgramBinarySerial);
1186
1187 if (updateProgramState)
daniel@transgaming.come4991412012-12-20 20:55:34 +00001188 {
1189 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1190 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001191
daniel@transgaming.come4991412012-12-20 20:55:34 +00001192 ID3D11VertexShader *vertexShader = NULL;
1193 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001194
daniel@transgaming.come4991412012-12-20 20:55:34 +00001195 ID3D11PixelShader *pixelShader = NULL;
1196 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001197
daniel@transgaming.come4991412012-12-20 20:55:34 +00001198 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1199 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001200
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001201 programBinary->dirtyAllUniforms();
1202
1203 mAppliedProgramBinarySerial = programBinarySerial;
1204 }
1205
1206 // Only use the geometry shader currently for point sprite drawing
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001207 const bool usesGeometryShader = (programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode);
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001208
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001209 if (updateProgramState || usesGeometryShader != mIsGeometryShaderActive)
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001210 {
1211 if (usesGeometryShader)
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001212 {
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001213 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
1214 ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001215 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1216 }
1217 else
1218 {
1219 mDeviceContext->GSSetShader(NULL, NULL, 0);
1220 }
1221
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001222 mIsGeometryShaderActive = usesGeometryShader;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001223 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001224}
1225
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001226void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001227{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001228 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1229 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001230
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001231 unsigned int totalRegisterCountVS = 0;
1232 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001233
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001234 bool vertexUniformsDirty = false;
1235 bool pixelUniformsDirty = false;
1236
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001237 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1238 {
1239 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001240
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001241 if (uniform->vsRegisterIndex >= 0)
1242 {
1243 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001244 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001245 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001246
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001247 if (uniform->psRegisterIndex >= 0)
1248 {
1249 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001250 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001251 }
1252 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001253
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001254 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1255 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1256
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001257 float (*mapVS)[4] = NULL;
1258 float (*mapPS)[4] = NULL;
1259
1260 if (totalRegisterCountVS > 0 && vertexUniformsDirty)
1261 {
1262 D3D11_MAPPED_SUBRESOURCE map = {0};
1263 HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1264 ASSERT(SUCCEEDED(result));
1265 mapVS = (float(*)[4])map.pData;
1266 }
1267
1268 if (totalRegisterCountPS > 0 && pixelUniformsDirty)
1269 {
1270 D3D11_MAPPED_SUBRESOURCE map = {0};
1271 HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1272 ASSERT(SUCCEEDED(result));
1273 mapPS = (float(*)[4])map.pData;
1274 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001275
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001276 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001277 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001278 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001279
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001280 if (uniform->type != GL_SAMPLER_2D && uniform->type != GL_SAMPLER_CUBE)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001281 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001282 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001283 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001284 memcpy(mapVS + uniform->vsRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001285 }
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001286
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001287 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001288 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001289 memcpy(mapPS + uniform->psRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001290 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001291 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001292
1293 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001294 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001295
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001296 if (mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001297 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001298 mDeviceContext->Unmap(vertexConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001299 }
1300
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001301 if (mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001302 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001303 mDeviceContext->Unmap(pixelConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001304 }
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001305
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001306 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1307 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001308
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001309 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001310 if (!mDriverConstantBufferVS)
1311 {
1312 D3D11_BUFFER_DESC constantBufferDescription = {0};
1313 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1314 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1315 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1316 constantBufferDescription.CPUAccessFlags = 0;
1317 constantBufferDescription.MiscFlags = 0;
1318 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001319
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001320 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001321 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001322
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001323 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1324 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001325
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001326 if (!mDriverConstantBufferPS)
1327 {
1328 D3D11_BUFFER_DESC constantBufferDescription = {0};
1329 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1330 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1331 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1332 constantBufferDescription.CPUAccessFlags = 0;
1333 constantBufferDescription.MiscFlags = 0;
1334 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001335
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001336 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001337 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001338
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001339 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1340 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001341
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001342 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1343 {
1344 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1345 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1346 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001347
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001348 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1349 {
1350 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1351 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1352 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001353
1354 // needed for the point sprite geometry shader
1355 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001356}
1357
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001358void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001359{
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001360 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1361 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1362 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1363 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001364
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001365 unsigned int stencilUnmasked = 0x0;
1366 if (frameBuffer->hasStencil())
1367 {
1368 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1369 stencilUnmasked = (0x1 << stencilSize) - 1;
1370 }
1371 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1372 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001373
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001374 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1375 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1376 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001377
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001378 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1379 {
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001380 maskedClear(clearParams);
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001381 }
1382 else
1383 {
1384 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1385 {
1386 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
1387 if (renderbufferObject)
1388 {
1389 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1390 if (!renderTarget)
1391 {
1392 ERR("render target pointer unexpectedly null.");
1393 return;
1394 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001395
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001396 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1397 if (!framebufferRTV)
1398 {
1399 ERR("render target view pointer unexpectedly null.");
1400 return;
1401 }
1402
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001403 const float clearValues[4] = { clearParams.colorClearValue.red,
1404 clearParams.colorClearValue.green,
1405 clearParams.colorClearValue.blue,
1406 clearParams.colorClearValue.alpha };
1407 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001408
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001409 framebufferRTV->Release();
1410 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001411 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001412 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001413 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001414 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1415 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001416 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001417 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1418 if (!renderTarget)
1419 {
1420 ERR("render target pointer unexpectedly null.");
1421 return;
1422 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001423
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001424 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1425 if (!framebufferDSV)
1426 {
1427 ERR("depth stencil view pointer unexpectedly null.");
1428 return;
1429 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001430
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001431 UINT clearFlags = 0;
1432 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1433 {
1434 clearFlags |= D3D11_CLEAR_DEPTH;
1435 }
1436 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1437 {
1438 clearFlags |= D3D11_CLEAR_STENCIL;
1439 }
1440
1441 float depthClear = clearParams.depthClearValue;
1442 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1443
1444 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001445
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001446 framebufferDSV->Release();
1447 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001448 }
1449 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001450}
1451
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001452void Renderer11::maskedClear(const gl::ClearParameters &clearParams)
1453{
1454 HRESULT result;
1455
1456 if (!mClearResourcesInitialized)
1457 {
1458 ASSERT(!mClearVB && !mClearVS && !mClearPS && !mClearScissorRS && !mClearNoScissorRS);
1459
1460 D3D11_BUFFER_DESC vbDesc;
1461 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1462 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1463 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1464 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1465 vbDesc.MiscFlags = 0;
1466 vbDesc.StructureByteStride = 0;
1467
1468 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1469 ASSERT(SUCCEEDED(result));
1470 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1471
1472 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1473 {
1474 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1475 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1476 };
1477
1478 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1479 ASSERT(SUCCEEDED(result));
1480 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1481
1482 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1483 ASSERT(SUCCEEDED(result));
1484 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1485
1486 result = mDevice->CreatePixelShader(g_PS_Clear, sizeof(g_PS_Clear), NULL, &mClearPS);
1487 ASSERT(SUCCEEDED(result));
1488 d3d11::SetDebugName(mClearPS, "Renderer11 masked clear pixel shader");
1489
1490 D3D11_RASTERIZER_DESC rsScissorDesc;
1491 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1492 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1493 rsScissorDesc.FrontCounterClockwise = FALSE;
1494 rsScissorDesc.DepthBias = 0;
1495 rsScissorDesc.DepthBiasClamp = 0.0f;
1496 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1497 rsScissorDesc.DepthClipEnable = FALSE;
1498 rsScissorDesc.ScissorEnable = TRUE;
1499 rsScissorDesc.MultisampleEnable = FALSE;
1500 rsScissorDesc.AntialiasedLineEnable = FALSE;
1501
1502 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1503 ASSERT(SUCCEEDED(result));
1504 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1505
1506 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1507 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1508 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1509 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1510 rsNoScissorDesc.DepthBias = 0;
1511 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1512 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1513 rsNoScissorDesc.DepthClipEnable = FALSE;
1514 rsNoScissorDesc.ScissorEnable = FALSE;
1515 rsNoScissorDesc.MultisampleEnable = FALSE;
1516 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1517
1518 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1519 ASSERT(SUCCEEDED(result));
1520 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1521
1522 mClearResourcesInitialized = true;
1523 }
1524
1525 // Prepare the depth stencil state to write depth values if the depth should be cleared
1526 // and stencil values if the stencil should be cleared
1527 gl::DepthStencilState glDSState;
1528 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1529 glDSState.depthFunc = GL_ALWAYS;
1530 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1531 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1532 glDSState.stencilFunc = GL_ALWAYS;
1533 glDSState.stencilMask = 0;
1534 glDSState.stencilFail = GL_REPLACE;
1535 glDSState.stencilPassDepthFail = GL_REPLACE;
1536 glDSState.stencilPassDepthPass = GL_REPLACE;
1537 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1538 glDSState.stencilBackFunc = GL_ALWAYS;
1539 glDSState.stencilBackMask = 0;
1540 glDSState.stencilBackFail = GL_REPLACE;
1541 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1542 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1543 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1544
1545 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1546
1547 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1548
1549 // Prepare the blend state to use a write mask if the color buffer should be cleared
1550 gl::BlendState glBlendState;
1551 glBlendState.blend = false;
1552 glBlendState.sourceBlendRGB = GL_ONE;
1553 glBlendState.destBlendRGB = GL_ZERO;
1554 glBlendState.sourceBlendAlpha = GL_ONE;
1555 glBlendState.destBlendAlpha = GL_ZERO;
1556 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1557 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1558 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1559 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1560 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1561 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1562 glBlendState.sampleAlphaToCoverage = false;
1563 glBlendState.dither = false;
1564
1565 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1566 static const UINT sampleMask = 0xFFFFFFFF;
1567
1568 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1569
1570 // Set the vertices
1571 D3D11_MAPPED_SUBRESOURCE mappedResource;
1572 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1573 if (FAILED(result))
1574 {
1575 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1576 return;
1577 }
1578
1579 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1580
1581 float depthClear = gl::clamp01(clearParams.depthClearValue);
1582 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1583 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1584 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1585 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1586
1587 mDeviceContext->Unmap(mClearVB, 0);
1588
1589 // Apply state
1590 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1591 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1592 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1593
1594 // Apply shaders
1595 mDeviceContext->IASetInputLayout(mClearIL);
1596 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
1597 mDeviceContext->PSSetShader(mClearPS, NULL, 0);
1598
1599 // Apply vertex buffer
1600 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1601 static UINT startIdx = 0;
1602 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1603 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1604
1605 // Draw the clear quad
1606 mDeviceContext->Draw(4, 0);
1607
1608 // Clean up
1609 markAllStateDirty();
1610}
1611
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001612void Renderer11::markAllStateDirty()
1613{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001614 mAppliedRenderTargetSerial = 0;
1615 mAppliedDepthbufferSerial = 0;
1616 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001617 mDepthStencilInitialized = false;
1618 mRenderTargetDescInitialized = false;
1619
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001620 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001621 {
1622 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001623 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001624 }
1625 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1626 {
1627 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001628 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001629 }
1630
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001631 mForceSetBlendState = true;
1632 mForceSetRasterState = true;
1633 mForceSetDepthStencilState = true;
1634 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001635 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001636
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001637 mAppliedIBSerial = 0;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001638 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001639 mAppliedIBOffset = 0;
1640
daniel@transgaming.come4991412012-12-20 20:55:34 +00001641 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001642 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1643 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001644}
1645
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001646void Renderer11::releaseDeviceResources()
1647{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001648 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001649 mInputLayoutCache.clear();
1650
1651 delete mVertexDataManager;
1652 mVertexDataManager = NULL;
1653
1654 delete mIndexDataManager;
1655 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001656
1657 delete mLineLoopIB;
1658 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001659
1660 delete mTriangleFanIB;
1661 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001662
1663 if (mCopyVB)
1664 {
1665 mCopyVB->Release();
1666 mCopyVB = NULL;
1667 }
1668
1669 if (mCopySampler)
1670 {
1671 mCopySampler->Release();
1672 mCopySampler = NULL;
1673 }
1674
1675 if (mCopyIL)
1676 {
1677 mCopyIL->Release();
1678 mCopyIL = NULL;
1679 }
1680
1681 if (mCopyVS)
1682 {
1683 mCopyVS->Release();
1684 mCopyVS = NULL;
1685 }
1686
1687 if (mCopyRGBAPS)
1688 {
1689 mCopyRGBAPS->Release();
1690 mCopyRGBAPS = NULL;
1691 }
1692
1693 if (mCopyRGBPS)
1694 {
1695 mCopyRGBPS->Release();
1696 mCopyRGBPS = NULL;
1697 }
1698
1699 if (mCopyLumPS)
1700 {
1701 mCopyLumPS->Release();
1702 mCopyLumPS = NULL;
1703 }
1704
1705 if (mCopyLumAlphaPS)
1706 {
1707 mCopyLumAlphaPS->Release();
1708 mCopyLumAlphaPS = NULL;
1709 }
1710
1711 mCopyResourcesInitialized = false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001712
1713 if (mClearVB)
1714 {
1715 mClearVB->Release();
1716 mClearVB = NULL;
1717 }
1718
1719 if (mClearIL)
1720 {
1721 mClearIL->Release();
1722 mClearIL = NULL;
1723 }
1724
1725 if (mClearVS)
1726 {
1727 mClearVS->Release();
1728 mClearVS = NULL;
1729 }
1730
1731 if (mClearPS)
1732 {
1733 mClearPS->Release();
1734 mClearPS = NULL;
1735 }
1736
1737 if (mClearScissorRS)
1738 {
1739 mClearScissorRS->Release();
1740 mClearScissorRS = NULL;
1741 }
1742
1743 if (mClearNoScissorRS)
1744 {
1745 mClearNoScissorRS->Release();
1746 mClearNoScissorRS = NULL;
1747 }
1748
1749 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001750
1751 if (mDriverConstantBufferVS)
1752 {
1753 mDriverConstantBufferVS->Release();
1754 mDriverConstantBufferVS = NULL;
1755 }
1756
1757 if (mDriverConstantBufferPS)
1758 {
1759 mDriverConstantBufferPS->Release();
1760 mDriverConstantBufferPS = NULL;
1761 }
daniel@transgaming.combdf787f2013-02-01 03:20:36 +00001762
1763 if (mSyncQuery)
1764 {
1765 mSyncQuery->Release();
1766 mSyncQuery = NULL;
1767 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001768}
1769
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001770void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001771{
1772 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001773 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001774}
1775
1776bool Renderer11::isDeviceLost()
1777{
1778 return mDeviceLost;
1779}
1780
1781// set notify to true to broadcast a message to all contexts of the device loss
1782bool Renderer11::testDeviceLost(bool notify)
1783{
1784 bool isLost = false;
1785
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001786 // GetRemovedReason is used to test if the device is removed
1787 HRESULT result = mDevice->GetDeviceRemovedReason();
1788 isLost = d3d11::isDeviceLostError(result);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001789
1790 if (isLost)
1791 {
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001792 // Log error if this is a new device lost event
1793 if (mDeviceLost == false)
1794 {
1795 ERR("The D3D11 device was removed: 0x%08X", result);
1796 }
1797
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001798 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001799 // we'll probably get this done again by notifyDeviceLost
1800 // but best to remember it!
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001801 // Note that we don't want to clear the device loss status here
1802 // -- this needs to be done by resetDevice
1803 mDeviceLost = true;
1804 if (notify)
1805 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001806 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001807 }
1808 }
1809
1810 return isLost;
1811}
1812
1813bool Renderer11::testDeviceResettable()
1814{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001815 // determine if the device is resettable by creating a dummy device
1816 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001817
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001818 if (D3D11CreateDevice == NULL)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001819 {
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001820 return false;
1821 }
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001822
1823 D3D_FEATURE_LEVEL featureLevel[] =
1824 {
1825 D3D_FEATURE_LEVEL_11_0,
1826 D3D_FEATURE_LEVEL_10_1,
1827 D3D_FEATURE_LEVEL_10_0,
1828 };
1829
1830 ID3D11Device* dummyDevice;
1831 D3D_FEATURE_LEVEL dummyFeatureLevel;
1832 ID3D11DeviceContext* dummyContext;
1833
1834 HRESULT result = D3D11CreateDevice(NULL,
1835 D3D_DRIVER_TYPE_HARDWARE,
1836 NULL,
1837 #if defined(_DEBUG)
1838 D3D11_CREATE_DEVICE_DEBUG,
1839 #else
1840 0,
1841 #endif
1842 featureLevel,
1843 sizeof(featureLevel)/sizeof(featureLevel[0]),
1844 D3D11_SDK_VERSION,
1845 &dummyDevice,
1846 &dummyFeatureLevel,
1847 &dummyContext);
1848
1849 if (!mDevice || FAILED(result))
1850 {
1851 return false;
1852 }
1853
1854 dummyContext->Release();
1855 dummyDevice->Release();
1856
1857 return true;
1858}
1859
1860void Renderer11::release()
1861{
1862 releaseDeviceResources();
1863
1864 if (mDxgiFactory)
1865 {
1866 mDxgiFactory->Release();
1867 mDxgiFactory = NULL;
1868 }
1869
1870 if (mDxgiAdapter)
1871 {
1872 mDxgiAdapter->Release();
1873 mDxgiAdapter = NULL;
1874 }
1875
1876 if (mDeviceContext)
1877 {
1878 mDeviceContext->ClearState();
1879 mDeviceContext->Flush();
1880 mDeviceContext->Release();
1881 mDeviceContext = NULL;
1882 }
1883
1884 if (mDevice)
1885 {
1886 mDevice->Release();
1887 mDevice = NULL;
1888 }
1889
1890 if (mD3d11Module)
1891 {
1892 FreeLibrary(mD3d11Module);
1893 mD3d11Module = NULL;
1894 }
1895
1896 if (mDxgiModule)
1897 {
1898 FreeLibrary(mDxgiModule);
1899 mDxgiModule = NULL;
1900 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001901}
1902
1903bool Renderer11::resetDevice()
1904{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001905 // recreate everything
1906 release();
1907 EGLint result = initialize();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001908
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001909 if (result != EGL_SUCCESS)
1910 {
1911 ERR("Could not reinitialize D3D11 device: %08X", result);
1912 return false;
1913 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001914
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001915 mDeviceLost = false;
1916
1917 return true;
1918}
1919
1920DWORD Renderer11::getAdapterVendor() const
1921{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001922 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001923}
1924
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001925std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001926{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001927 std::ostringstream rendererString;
1928
1929 rendererString << mDescription;
1930 rendererString << " Direct3D11";
1931
1932 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1933 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1934
1935 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001936}
1937
1938GUID Renderer11::getAdapterIdentifier() const
1939{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00001940 // Use the adapter LUID as our adapter ID
1941 // This number is local to a machine is only guaranteed to be unique between restarts
1942 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
1943 GUID adapterId = {0};
1944 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
1945 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001946}
1947
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00001948bool Renderer11::getBGRATextureSupport() const
1949{
1950 return mBGRATextureSupport;
1951}
1952
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001953bool Renderer11::getDXT1TextureSupport()
1954{
1955 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001956 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001957 return false;
1958}
1959
1960bool Renderer11::getDXT3TextureSupport()
1961{
1962 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001963 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001964 return false;
1965}
1966
1967bool Renderer11::getDXT5TextureSupport()
1968{
1969 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001970 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001971 return false;
1972}
1973
1974bool Renderer11::getDepthTextureSupport() const
1975{
1976 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001977 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001978 return false;
1979}
1980
1981bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
1982{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00001983 *renderable = mFloat32RenderSupport;
1984 *filtering = mFloat32FilterSupport;
1985 return mFloat32TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001986}
1987
1988bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
1989{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00001990 *renderable = mFloat16RenderSupport;
1991 *filtering = mFloat16FilterSupport;
1992 return mFloat16TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001993}
1994
1995bool Renderer11::getLuminanceTextureSupport()
1996{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001997 return false;
1998}
1999
2000bool Renderer11::getLuminanceAlphaTextureSupport()
2001{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002002 return false;
2003}
2004
2005bool Renderer11::getTextureFilterAnisotropySupport() const
2006{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002007 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002008}
2009
2010float Renderer11::getTextureMaxAnisotropy() const
2011{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002012 switch (mFeatureLevel)
2013 {
2014 case D3D_FEATURE_LEVEL_11_0:
2015 return D3D11_MAX_MAXANISOTROPY;
2016 case D3D_FEATURE_LEVEL_10_1:
2017 case D3D_FEATURE_LEVEL_10_0:
2018 return D3D10_MAX_MAXANISOTROPY;
2019 default: UNREACHABLE();
2020 return 0;
2021 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002022}
2023
2024bool Renderer11::getEventQuerySupport()
2025{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002026 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002027}
2028
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002029Range Renderer11::getViewportBounds() const
2030{
2031 switch (mFeatureLevel)
2032 {
2033 case D3D_FEATURE_LEVEL_11_0:
2034 return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
2035 case D3D_FEATURE_LEVEL_10_1:
2036 case D3D_FEATURE_LEVEL_10_0:
2037 return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
2038 default: UNREACHABLE();
2039 return Range(0, 0);
2040 }
2041}
2042
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002043unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002044{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002045 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2046 switch (mFeatureLevel)
2047 {
2048 case D3D_FEATURE_LEVEL_11_0:
2049 case D3D_FEATURE_LEVEL_10_1:
2050 case D3D_FEATURE_LEVEL_10_0:
2051 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
2052 default: UNREACHABLE();
2053 return 0;
2054 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002055}
2056
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002057unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
2058{
2059 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2060}
2061
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002062int Renderer11::getMaxVertexUniformVectors() const
2063{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002064 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2065 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2066 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002067}
2068
2069int Renderer11::getMaxFragmentUniformVectors() const
2070{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002071 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2072 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2073 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002074}
2075
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002076int Renderer11::getMaxVaryingVectors() const
2077{
2078 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
2079 switch (mFeatureLevel)
2080 {
2081 case D3D_FEATURE_LEVEL_11_0:
2082 return D3D11_VS_OUTPUT_REGISTER_COUNT;
2083 case D3D_FEATURE_LEVEL_10_1:
2084 case D3D_FEATURE_LEVEL_10_0:
2085 return D3D10_VS_OUTPUT_REGISTER_COUNT;
2086 default: UNREACHABLE();
2087 return 0;
2088 }
2089}
2090
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002091bool Renderer11::getNonPower2TextureSupport() const
2092{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00002093 switch (mFeatureLevel)
2094 {
2095 case D3D_FEATURE_LEVEL_11_0:
2096 case D3D_FEATURE_LEVEL_10_1:
2097 case D3D_FEATURE_LEVEL_10_0:
2098 return true;
2099 default: UNREACHABLE();
2100 return false;
2101 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002102}
2103
2104bool Renderer11::getOcclusionQuerySupport() const
2105{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002106 switch (mFeatureLevel)
2107 {
2108 case D3D_FEATURE_LEVEL_11_0:
2109 case D3D_FEATURE_LEVEL_10_1:
2110 case D3D_FEATURE_LEVEL_10_0:
2111 return true;
2112 default: UNREACHABLE();
2113 return false;
2114 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002115}
2116
2117bool Renderer11::getInstancingSupport() const
2118{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002119 switch (mFeatureLevel)
2120 {
2121 case D3D_FEATURE_LEVEL_11_0:
2122 case D3D_FEATURE_LEVEL_10_1:
2123 case D3D_FEATURE_LEVEL_10_0:
2124 return true;
2125 default: UNREACHABLE();
2126 return false;
2127 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002128}
2129
2130bool Renderer11::getShareHandleSupport() const
2131{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002132 // We only currently support share handles with BGRA surfaces, because
2133 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002134 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002135 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002136}
2137
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002138bool Renderer11::getDerivativeInstructionSupport() const
2139{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002140 switch (mFeatureLevel)
2141 {
2142 case D3D_FEATURE_LEVEL_11_0:
2143 case D3D_FEATURE_LEVEL_10_1:
2144 case D3D_FEATURE_LEVEL_10_0:
2145 return true;
2146 default: UNREACHABLE();
2147 return false;
2148 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002149}
2150
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002151bool Renderer11::getPostSubBufferSupport() const
2152{
2153 // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2.
2154 return false;
2155}
2156
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002157int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002158{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002159 switch (mFeatureLevel)
2160 {
2161 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002162 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002163 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2164 default: UNREACHABLE(); return 0;
2165 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002166}
2167
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002168int Renderer11::getMinorShaderModel() const
2169{
2170 switch (mFeatureLevel)
2171 {
2172 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2173 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2174 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2175 default: UNREACHABLE(); return 0;
2176 }
2177}
2178
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002179float Renderer11::getMaxPointSize() const
2180{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002181 // choose a reasonable maximum. we enforce this in the shader.
2182 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2183 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002184}
2185
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002186int Renderer11::getMaxViewportDimension() const
2187{
2188 // Clamp viewport width/height to half of the maximum right/bottom edge
2189 switch (mFeatureLevel)
2190 {
2191 case D3D_FEATURE_LEVEL_11_0:
2192 return D3D11_VIEWPORT_BOUNDS_MAX - D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2193 case D3D_FEATURE_LEVEL_10_1:
2194 case D3D_FEATURE_LEVEL_10_0:
2195 return D3D10_VIEWPORT_BOUNDS_MAX - D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2196 default: UNREACHABLE();
2197 return 0;
2198 }
2199}
2200
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002201int Renderer11::getMaxTextureWidth() const
2202{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002203 switch (mFeatureLevel)
2204 {
2205 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2206 case D3D_FEATURE_LEVEL_10_1:
2207 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2208 default: UNREACHABLE(); return 0;
2209 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002210}
2211
2212int Renderer11::getMaxTextureHeight() const
2213{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002214 switch (mFeatureLevel)
2215 {
2216 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2217 case D3D_FEATURE_LEVEL_10_1:
2218 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2219 default: UNREACHABLE(); return 0;
2220 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002221}
2222
2223bool Renderer11::get32BitIndexSupport() const
2224{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002225 switch (mFeatureLevel)
2226 {
2227 case D3D_FEATURE_LEVEL_11_0:
2228 case D3D_FEATURE_LEVEL_10_1:
2229 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2230 default: UNREACHABLE(); return false;
2231 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002232}
2233
2234int Renderer11::getMinSwapInterval() const
2235{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002236 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002237}
2238
2239int Renderer11::getMaxSwapInterval() const
2240{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002241 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002242}
2243
2244int Renderer11::getMaxSupportedSamples() const
2245{
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +00002246 return mMaxSupportedSamples;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002247}
2248
shannon.woods@transgaming.com88fbd0f2013-02-28 23:05:46 +00002249int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
2250{
2251 if (requested == 0)
2252 {
2253 return 0;
2254 }
2255
2256 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2257 if (iter != mMultisampleSupportMap.end())
2258 {
2259 const MultisampleSupportInfo& info = iter->second;
2260 for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2261 {
2262 if (info.qualityLevels[i] > 0)
2263 {
2264 return i + 1;
2265 }
2266 }
2267 }
2268
2269 return -1;
2270}
2271
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002272bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002273{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002274 if (source && dest)
2275 {
2276 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2277 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2278
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002279 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002280 return true;
2281 }
2282
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002283 return false;
2284}
2285
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002286bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002287{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002288 if (source && dest)
2289 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002290 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2291 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002292
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002293 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002294 return true;
2295 }
2296
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002297 return false;
2298}
2299
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002300bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002301 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002302{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002303 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2304 if (!colorbuffer)
2305 {
2306 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002307 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002308 }
2309
2310 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2311 if (!sourceRenderTarget)
2312 {
2313 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002314 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002315 }
2316
2317 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2318 if (!source)
2319 {
2320 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002321 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002322 }
2323
2324 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2325 if (!storage11)
2326 {
2327 source->Release();
2328 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002329 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002330 }
2331
2332 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2333 if (!destRenderTarget)
2334 {
2335 source->Release();
2336 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002337 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002338 }
2339
2340 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2341 if (!dest)
2342 {
2343 source->Release();
2344 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002345 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002346 }
2347
2348 gl::Rectangle destRect;
2349 destRect.x = xoffset;
2350 destRect.y = yoffset;
2351 destRect.width = sourceRect.width;
2352 destRect.height = sourceRect.height;
2353
2354 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2355 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2356
2357 source->Release();
2358 dest->Release();
2359
2360 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002361}
2362
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002363bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002364 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002365{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002366 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2367 if (!colorbuffer)
2368 {
2369 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002370 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002371 }
2372
2373 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2374 if (!sourceRenderTarget)
2375 {
2376 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002377 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002378 }
2379
2380 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2381 if (!source)
2382 {
2383 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002384 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002385 }
2386
2387 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2388 if (!storage11)
2389 {
2390 source->Release();
2391 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002392 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002393 }
2394
2395 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
2396 if (!destRenderTarget)
2397 {
2398 source->Release();
2399 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002400 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002401 }
2402
2403 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2404 if (!dest)
2405 {
2406 source->Release();
2407 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002408 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002409 }
2410
2411 gl::Rectangle destRect;
2412 destRect.x = xoffset;
2413 destRect.y = yoffset;
2414 destRect.width = sourceRect.width;
2415 destRect.height = sourceRect.height;
2416
2417 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2418 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2419
2420 source->Release();
2421 dest->Release();
2422
2423 return ret;
2424}
2425
2426bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight,
2427 ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat)
2428{
2429 HRESULT result;
2430
2431 if (!mCopyResourcesInitialized)
2432 {
2433 ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS);
2434
2435 D3D11_BUFFER_DESC vbDesc;
2436 vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
2437 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
2438 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
2439 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2440 vbDesc.MiscFlags = 0;
2441 vbDesc.StructureByteStride = 0;
2442
2443 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
2444 ASSERT(SUCCEEDED(result));
2445 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
2446
2447 D3D11_SAMPLER_DESC samplerDesc;
2448 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
2449 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
2450 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
2451 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
2452 samplerDesc.MipLODBias = 0.0f;
2453 samplerDesc.MaxAnisotropy = 0;
2454 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
2455 samplerDesc.BorderColor[0] = 0.0f;
2456 samplerDesc.BorderColor[1] = 0.0f;
2457 samplerDesc.BorderColor[2] = 0.0f;
2458 samplerDesc.BorderColor[3] = 0.0f;
2459 samplerDesc.MinLOD = 0.0f;
2460 samplerDesc.MaxLOD = 0.0f;
2461
2462 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
2463 ASSERT(SUCCEEDED(result));
2464 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
2465
2466 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
2467 {
2468 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2469 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2470 };
2471
2472 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL);
2473 ASSERT(SUCCEEDED(result));
2474 d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout");
2475
2476 result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS);
2477 ASSERT(SUCCEEDED(result));
2478 d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader");
2479
2480 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS);
2481 ASSERT(SUCCEEDED(result));
2482 d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader");
2483
2484 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS);
2485 ASSERT(SUCCEEDED(result));
2486 d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader");
2487
2488 result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS);
2489 ASSERT(SUCCEEDED(result));
2490 d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader");
2491
2492 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS);
2493 ASSERT(SUCCEEDED(result));
2494 d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader");
2495
2496 mCopyResourcesInitialized = true;
2497 }
2498
2499 // Verify the source and destination area sizes
2500 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
2501 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
2502 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
2503 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight))
2504 {
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002505 return gl::error(GL_INVALID_VALUE, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002506 }
2507
2508 // Set vertices
2509 D3D11_MAPPED_SUBRESOURCE mappedResource;
2510 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
2511 if (FAILED(result))
2512 {
2513 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002514 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002515 }
2516
2517 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
2518
2519 // Create a quad in homogeneous coordinates
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002520 float x1 = (destArea.x / float(destWidth)) * 2.0f - 1.0f;
shannon.woods@transgaming.comcfdfd462013-02-28 23:13:01 +00002521 float y1 = ((destHeight - destArea.y - destArea.height) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002522 float x2 = ((destArea.x + destArea.width) / float(destWidth)) * 2.0f - 1.0f;
shannon.woods@transgaming.comcfdfd462013-02-28 23:13:01 +00002523 float y2 = ((destHeight - destArea.y) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002524
2525 float u1 = sourceArea.x / float(sourceWidth);
2526 float v1 = sourceArea.y / float(sourceHeight);
2527 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
2528 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
2529
2530 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
2531 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
2532 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
2533 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
2534
2535 mDeviceContext->Unmap(mCopyVB, 0);
2536
2537 static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
2538 static UINT startIdx = 0;
2539 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
2540
2541 // Apply state
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002542 mDeviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002543 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
2544 mDeviceContext->RSSetState(NULL);
2545
2546 // Apply shaders
2547 mDeviceContext->IASetInputLayout(mCopyIL);
2548 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
2549 mDeviceContext->VSSetShader(mCopyVS, NULL, 0);
2550
2551 ID3D11PixelShader *ps = NULL;
2552 switch(destFormat)
2553 {
2554 case GL_RGBA: ps = mCopyRGBAPS; break;
2555 case GL_RGB: ps = mCopyRGBPS; break;
2556 case GL_ALPHA: ps = mCopyRGBAPS; break;
2557 case GL_BGRA_EXT: ps = mCopyRGBAPS; break;
2558 case GL_LUMINANCE: ps = mCopyLumPS; break;
2559 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break;
2560 default: UNREACHABLE(); ps = NULL; break;
2561 }
2562
2563 mDeviceContext->PSSetShader(ps, NULL, 0);
shannon.woods@transgaming.com28e7ba02013-02-28 23:09:28 +00002564 mDeviceContext->GSSetShader(NULL, NULL, 0);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002565
2566 // Unset the currently bound shader resource to avoid conflicts
2567 static ID3D11ShaderResourceView *const nullSRV = NULL;
2568 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2569
2570 // Apply render targets
2571 mDeviceContext->OMSetRenderTargets(1, &dest, NULL);
2572
2573 // Set the viewport
2574 D3D11_VIEWPORT viewport;
2575 viewport.TopLeftX = 0;
2576 viewport.TopLeftY = 0;
2577 viewport.Width = destWidth;
2578 viewport.Height = destHeight;
2579 viewport.MinDepth = 0.0f;
2580 viewport.MaxDepth = 1.0f;
2581 mDeviceContext->RSSetViewports(1, &viewport);
2582
2583 // Apply textures
2584 mDeviceContext->PSSetShaderResources(0, 1, &source);
2585 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
2586
2587 // Draw the quad
2588 mDeviceContext->Draw(4, 0);
2589
2590 // Unbind textures and render targets and vertex buffer
2591 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2592
2593 static ID3D11RenderTargetView *const nullRTV = NULL;
2594 mDeviceContext->OMSetRenderTargets(1, &nullRTV, NULL);
2595
2596 static UINT zero = 0;
2597 static ID3D11Buffer *const nullBuffer = NULL;
2598 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
2599
2600 markAllStateDirty();
2601
2602 return true;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002603}
2604
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002605RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2606{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002607 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002608 RenderTarget11 *renderTarget = NULL;
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002609
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002610 if (depth)
2611 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002612 // Note: depth stencil may be NULL for 0 sized surfaces
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002613 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
2614 swapChain11->getDepthStencilTexture(), NULL,
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002615 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002616 }
2617 else
2618 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002619 // Note: render target may be NULL for 0 sized surfaces
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002620 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002621 swapChain11->getOffscreenTexture(),
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002622 swapChain11->getRenderTargetShaderResource(),
2623 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002624 }
2625 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002626}
2627
2628RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2629{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002630 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
2631 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002632}
2633
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002634ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002635{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002636 ShaderExecutable11 *executable = NULL;
2637
2638 switch (type)
2639 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002640 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002641 {
2642 ID3D11VertexShader *vshader = NULL;
2643 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2644 ASSERT(SUCCEEDED(result));
2645
2646 if (vshader)
2647 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002648 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002649 }
2650 }
2651 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002652 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002653 {
2654 ID3D11PixelShader *pshader = NULL;
2655 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2656 ASSERT(SUCCEEDED(result));
2657
2658 if (pshader)
2659 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002660 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002661 }
2662 }
2663 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002664 case rx::SHADER_GEOMETRY:
2665 {
2666 ID3D11GeometryShader *gshader = NULL;
2667 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
2668 ASSERT(SUCCEEDED(result));
2669
2670 if (gshader)
2671 {
2672 executable = new ShaderExecutable11(function, length, gshader);
2673 }
2674 }
2675 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002676 default:
2677 UNREACHABLE();
2678 break;
2679 }
2680
2681 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002682}
2683
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002684ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002685{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002686 const char *profile = NULL;
2687
2688 switch (type)
2689 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002690 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002691 profile = "vs_4_0";
2692 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002693 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002694 profile = "ps_4_0";
2695 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002696 case rx::SHADER_GEOMETRY:
2697 profile = "gs_4_0";
2698 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002699 default:
2700 UNREACHABLE();
2701 return NULL;
2702 }
2703
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00002704 ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002705 if (!binary)
2706 return NULL;
2707
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002708 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002709 binary->Release();
2710
2711 return executable;
2712}
2713
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002714VertexBuffer *Renderer11::createVertexBuffer()
2715{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00002716 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002717}
2718
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002719IndexBuffer *Renderer11::createIndexBuffer()
2720{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00002721 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002722}
2723
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +00002724BufferStorage *Renderer11::createBufferStorage()
2725{
2726 return new BufferStorage11(this);
2727}
2728
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002729QueryImpl *Renderer11::createQuery(GLenum type)
2730{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002731 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002732}
2733
2734FenceImpl *Renderer11::createFence()
2735{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002736 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002737}
2738
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002739bool Renderer11::getRenderTargetResource(gl::Framebuffer *framebuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
2740{
2741 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2742 if (colorbuffer)
2743 {
2744 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2745 if (renderTarget)
2746 {
2747 *subresourceIndex = renderTarget->getSubresourceIndex();
2748
2749 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
2750 if (colorBufferRTV)
2751 {
2752 ID3D11Resource *textureResource = NULL;
2753 colorBufferRTV->GetResource(&textureResource);
2754 colorBufferRTV->Release();
2755
2756 if (textureResource)
2757 {
2758 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
2759 textureResource->Release();
2760
2761 if (SUCCEEDED(result))
2762 {
2763 return true;
2764 }
2765 else
2766 {
2767 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
2768 "HRESULT: 0x%X.", result);
2769 }
2770 }
2771 }
2772 }
2773 }
2774
2775 return false;
2776}
2777
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002778bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002779 bool blitRenderTarget, bool blitDepthStencil)
2780{
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002781 if (blitRenderTarget && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_RENDERTARGET))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002782 {
2783 return false;
2784 }
2785
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002786 if (blitDepthStencil && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_DEPTHSTENCIL))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002787 {
2788 return false;
2789 }
2790
2791 return true;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002792}
2793
2794void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2795 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2796{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002797 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002798 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002799
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002800 if (getRenderTargetResource(framebuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002801 {
2802 gl::Rectangle area;
2803 area.x = x;
2804 area.y = y;
2805 area.width = width;
2806 area.height = height;
2807
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002808 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
2809 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002810
2811 colorBufferTexture->Release();
2812 colorBufferTexture = NULL;
2813 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002814}
2815
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002816Image *Renderer11::createImage()
2817{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00002818 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002819}
2820
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002821void Renderer11::generateMipmap(Image *dest, Image *src)
2822{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00002823 Image11 *dest11 = Image11::makeImage11(dest);
2824 Image11 *src11 = Image11::makeImage11(src);
2825 Image11::generateMipmap(dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002826}
2827
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002828TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
2829{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002830 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
2831 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002832}
2833
2834TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
2835{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002836 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002837}
2838
2839TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
2840{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002841 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002842}
2843
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002844static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
2845{
2846 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
2847 destFormat == GL_ALPHA &&
2848 destType == GL_UNSIGNED_BYTE)
2849 {
2850 return 1;
2851 }
2852 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
2853 destFormat == GL_RGBA &&
2854 destType == GL_UNSIGNED_BYTE)
2855 {
2856 return 4;
2857 }
2858 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
2859 destFormat == GL_BGRA_EXT &&
2860 destType == GL_UNSIGNED_BYTE)
2861 {
2862 return 4;
2863 }
2864 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
2865 destFormat == GL_RGBA &&
2866 destType == GL_HALF_FLOAT_OES)
2867 {
2868 return 8;
2869 }
2870 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
2871 destFormat == GL_RGB &&
2872 destType == GL_FLOAT)
2873 {
2874 return 12;
2875 }
2876 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
2877 destFormat == GL_RGBA &&
2878 destType == GL_FLOAT)
2879 {
2880 return 16;
2881 }
2882 else
2883 {
2884 return 0;
2885 }
2886}
2887
2888static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
2889 unsigned int y, int inputPitch, gl::Color *outColor)
2890{
2891 switch (format)
2892 {
2893 case DXGI_FORMAT_R8G8B8A8_UNORM:
2894 {
2895 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00002896 outColor->red = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
2897 outColor->green = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
2898 outColor->blue = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
2899 outColor->alpha = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002900 }
2901 break;
2902
2903 case DXGI_FORMAT_A8_UNORM:
2904 {
2905 outColor->red = 0.0f;
2906 outColor->green = 0.0f;
2907 outColor->blue = 0.0f;
2908 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
2909 }
2910 break;
2911
2912 case DXGI_FORMAT_R32G32B32A32_FLOAT:
2913 {
2914 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
2915 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
2916 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
2917 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
2918 }
2919 break;
2920
2921 case DXGI_FORMAT_R32G32B32_FLOAT:
2922 {
2923 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
2924 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
2925 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
2926 outColor->alpha = 1.0f;
2927 }
2928 break;
2929
2930 case DXGI_FORMAT_R16G16B16A16_FLOAT:
2931 {
2932 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
2933 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
2934 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
2935 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
2936 }
2937 break;
2938
2939 case DXGI_FORMAT_B8G8R8A8_UNORM:
2940 {
2941 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00002942 outColor->red = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
2943 outColor->blue = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
2944 outColor->green = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
2945 outColor->alpha = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002946 }
2947 break;
2948
2949 case DXGI_FORMAT_R8_UNORM:
2950 {
2951 outColor->red = *(data + x + y * inputPitch) / 255.0f;
2952 outColor->green = 0.0f;
2953 outColor->blue = 0.0f;
2954 outColor->alpha = 1.0f;
2955 }
2956 break;
2957
2958 case DXGI_FORMAT_R8G8_UNORM:
2959 {
2960 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
2961
2962 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
2963 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
2964 outColor->blue = 0.0f;
2965 outColor->alpha = 1.0f;
2966 }
2967 break;
2968
2969 case DXGI_FORMAT_R16_FLOAT:
2970 {
2971 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
2972 outColor->green = 0.0f;
2973 outColor->blue = 0.0f;
2974 outColor->alpha = 1.0f;
2975 }
2976 break;
2977
2978 case DXGI_FORMAT_R16G16_FLOAT:
2979 {
2980 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
2981 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
2982 outColor->blue = 0.0f;
2983 outColor->alpha = 1.0f;
2984 }
2985 break;
2986
2987 default:
2988 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
2989 UNIMPLEMENTED();
2990 break;
2991 }
2992}
2993
2994static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
2995 unsigned int y, int outputPitch, void *outData)
2996{
2997 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
2998 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
2999
3000 switch (format)
3001 {
3002 case GL_RGBA:
3003 switch (type)
3004 {
3005 case GL_UNSIGNED_BYTE:
3006 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3007 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3008 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3009 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3010 break;
3011
3012 default:
3013 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
3014 UNIMPLEMENTED();
3015 break;
3016 }
3017 break;
3018
3019 case GL_BGRA_EXT:
3020 switch (type)
3021 {
3022 case GL_UNSIGNED_BYTE:
3023 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3024 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3025 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
3026 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3027 break;
3028
3029 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
3030 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3031 // this type is packed as follows:
3032 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3033 // --------------------------------------------------------------------------------
3034 // | 4th | 3rd | 2nd | 1st component |
3035 // --------------------------------------------------------------------------------
3036 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3037 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3038 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
3039 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
3040 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
3041 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
3042 break;
3043
3044 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
3045 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3046 // this type is packed as follows:
3047 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3048 // --------------------------------------------------------------------------------
3049 // | 4th | 3rd | 2nd | 1st component |
3050 // --------------------------------------------------------------------------------
3051 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3052 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3053 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
3054 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
3055 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
3056 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
3057 break;
3058
3059 default:
3060 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
3061 UNIMPLEMENTED();
3062 break;
3063 }
3064 break;
3065
3066 case GL_RGB:
3067 switch (type)
3068 {
3069 case GL_UNSIGNED_SHORT_5_6_5:
3070 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3071 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
3072 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
3073 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
3074 break;
3075
3076 case GL_UNSIGNED_BYTE:
3077 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3078 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3079 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3080 break;
3081
3082 default:
3083 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
3084 UNIMPLEMENTED();
3085 break;
3086 }
3087 break;
3088
3089 default:
3090 ERR("WritePixelColor not implemented for format 0x%X.", format);
3091 UNIMPLEMENTED();
3092 break;
3093 }
3094}
3095
3096void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
3097 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
3098 GLint packAlignment, void *pixels)
3099{
3100 D3D11_TEXTURE2D_DESC textureDesc;
3101 texture->GetDesc(&textureDesc);
3102
3103 D3D11_TEXTURE2D_DESC stagingDesc;
3104 stagingDesc.Width = area.width;
3105 stagingDesc.Height = area.height;
3106 stagingDesc.MipLevels = 1;
3107 stagingDesc.ArraySize = 1;
3108 stagingDesc.Format = textureDesc.Format;
3109 stagingDesc.SampleDesc.Count = 1;
3110 stagingDesc.SampleDesc.Quality = 0;
3111 stagingDesc.Usage = D3D11_USAGE_STAGING;
3112 stagingDesc.BindFlags = 0;
3113 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
3114 stagingDesc.MiscFlags = 0;
3115
3116 ID3D11Texture2D* stagingTex = NULL;
3117 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
3118 if (FAILED(result))
3119 {
3120 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
3121 return;
3122 }
3123
3124 ID3D11Texture2D* srcTex = NULL;
3125 if (textureDesc.SampleDesc.Count > 1)
3126 {
3127 D3D11_TEXTURE2D_DESC resolveDesc;
3128 resolveDesc.Width = textureDesc.Width;
3129 resolveDesc.Height = textureDesc.Height;
3130 resolveDesc.MipLevels = 1;
3131 resolveDesc.ArraySize = 1;
3132 resolveDesc.Format = textureDesc.Format;
3133 resolveDesc.SampleDesc.Count = 1;
3134 resolveDesc.SampleDesc.Quality = 0;
3135 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
3136 resolveDesc.BindFlags = 0;
3137 resolveDesc.CPUAccessFlags = 0;
3138 resolveDesc.MiscFlags = 0;
3139
3140 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
3141 if (FAILED(result))
3142 {
3143 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
3144 stagingTex->Release();
3145 return;
3146 }
3147
3148 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
3149 subResource = 0;
3150 }
3151 else
3152 {
3153 srcTex = texture;
3154 srcTex->AddRef();
3155 }
3156
3157 D3D11_BOX srcBox;
3158 srcBox.left = area.x;
3159 srcBox.right = area.x + area.width;
3160 srcBox.top = area.y;
3161 srcBox.bottom = area.y + area.height;
3162 srcBox.front = 0;
3163 srcBox.back = 1;
3164
3165 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
3166
3167 srcTex->Release();
3168 srcTex = NULL;
3169
3170 D3D11_MAPPED_SUBRESOURCE mapping;
3171 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
3172
3173 unsigned char *source;
3174 int inputPitch;
3175 if (packReverseRowOrder)
3176 {
3177 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
3178 inputPitch = -static_cast<int>(mapping.RowPitch);
3179 }
3180 else
3181 {
3182 source = static_cast<unsigned char*>(mapping.pData);
3183 inputPitch = static_cast<int>(mapping.RowPitch);
3184 }
3185
3186 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
3187 if (fastPixelSize != 0)
3188 {
3189 unsigned char *dest = static_cast<unsigned char*>(pixels);
3190 for (int j = 0; j < area.height; j++)
3191 {
3192 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
3193 }
3194 }
3195 else
3196 {
3197 gl::Color pixelColor;
3198 for (int j = 0; j < area.height; j++)
3199 {
3200 for (int i = 0; i < area.width; i++)
3201 {
3202 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
3203 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
3204 }
3205 }
3206 }
3207
3208 mDeviceContext->Unmap(stagingTex, 0);
3209
3210 stagingTex->Release();
3211 stagingTex = NULL;
3212}
3213
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003214bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget,
3215 const gl::Rectangle &drawRect, BlitTarget target)
3216{
3217 ASSERT(readRect.width == drawRect.width && readRect.height == drawRect.height);
3218
3219 gl::Renderbuffer *readBuffer = NULL;
3220 switch (target)
3221 {
3222 case BLIT_RENDERTARGET:
3223 readBuffer = readTarget->getColorbuffer();
3224 break;
3225 case BLIT_DEPTHSTENCIL:
3226 readBuffer = readTarget->getDepthOrStencilbuffer();
3227 break;
3228 default: UNREACHABLE();
3229 }
3230 if (!readBuffer)
3231 {
3232 ERR("Failed to retrieve the color buffer from the read target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003233 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003234 }
3235
3236 RenderTarget11 *sourceRenderTarget = NULL;
3237 switch (target)
3238 {
3239 case BLIT_RENDERTARGET:
3240 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getRenderTarget());
3241 break;
3242 case BLIT_DEPTHSTENCIL:
3243 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getDepthStencil());
3244 break;
3245 default: UNREACHABLE();
3246 }
3247 if (!sourceRenderTarget)
3248 {
3249 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003250 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003251 }
3252
3253 ID3D11Texture2D *source = NULL;
3254 unsigned int sourceSubresource = 0;
3255 if (sourceRenderTarget->getSamples() > 0)
3256 {
3257 ID3D11Texture2D *unresolvedTexture = sourceRenderTarget->getTexture();
3258
3259 source = resolveMultisampledTexture(unresolvedTexture, sourceRenderTarget->getSubresourceIndex());
3260 sourceSubresource = 0;
3261
3262 unresolvedTexture->Release();
3263 }
3264 else
3265 {
3266 source = sourceRenderTarget->getTexture();
3267 sourceSubresource = sourceRenderTarget->getSubresourceIndex();
3268 }
3269
3270 if (!source)
3271 {
3272 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003273 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003274 }
3275
3276
3277 gl::Renderbuffer *drawBuffer = NULL;
3278 switch (target)
3279 {
3280 case BLIT_RENDERTARGET:
3281 drawBuffer = drawTarget->getColorbuffer();
3282 break;
3283 case BLIT_DEPTHSTENCIL:
3284 drawBuffer = drawTarget->getDepthOrStencilbuffer();
3285 break;
3286 default: UNREACHABLE();
3287 }
3288 if (!drawBuffer)
3289 {
3290 source->Release();
3291 ERR("Failed to retrieve the color buffer from the draw buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003292 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003293 }
3294
3295 RenderTarget11 *drawRenderTarget = NULL;
3296 switch (target)
3297 {
3298 case BLIT_RENDERTARGET:
3299 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getRenderTarget());
3300 break;
3301 case BLIT_DEPTHSTENCIL:
3302 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getDepthStencil());
3303 break;
3304 default: UNREACHABLE();
3305 }
3306 if (!drawRenderTarget)
3307 {
3308 source->Release();
3309 ERR("Failed to retrieve the render target from the render buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003310 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003311 }
3312
3313 ID3D11Texture2D *dest = drawRenderTarget->getTexture();
3314 unsigned int destSubresource = drawRenderTarget->getSubresourceIndex();
3315
3316 D3D11_BOX srcBox;
3317 srcBox.left = readRect.x;
3318 srcBox.right = readRect.x + readRect.width;
3319 srcBox.top = readRect.y;
3320 srcBox.bottom = readRect.y + readRect.height;
3321 srcBox.front = 0;
3322 srcBox.back = 1;
3323
3324 mDeviceContext->CopySubresourceRegion(dest, destSubresource, drawRect.x, drawRect.y, 0,
3325 source, sourceSubresource, &srcBox);
3326
3327 source->Release();
3328 dest->Release();
3329
3330 return true;
3331}
3332
shannon.woods@transgaming.comd67f9ce2013-02-28 23:06:09 +00003333ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
3334{
3335 D3D11_TEXTURE2D_DESC textureDesc;
3336 source->GetDesc(&textureDesc);
3337
3338 if (textureDesc.SampleDesc.Count > 1)
3339 {
3340 D3D11_TEXTURE2D_DESC resolveDesc;
3341 resolveDesc.Width = textureDesc.Width;
3342 resolveDesc.Height = textureDesc.Height;
3343 resolveDesc.MipLevels = 1;
3344 resolveDesc.ArraySize = 1;
3345 resolveDesc.Format = textureDesc.Format;
3346 resolveDesc.SampleDesc.Count = 1;
3347 resolveDesc.SampleDesc.Quality = 0;
3348 resolveDesc.Usage = textureDesc.Usage;
3349 resolveDesc.BindFlags = textureDesc.BindFlags;
3350 resolveDesc.CPUAccessFlags = 0;
3351 resolveDesc.MiscFlags = 0;
3352
3353 ID3D11Texture2D *resolveTexture = NULL;
3354 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
3355 if (FAILED(result))
3356 {
3357 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
3358 return NULL;
3359 }
3360
3361 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
3362 return resolveTexture;
3363 }
3364 else
3365 {
3366 source->AddRef();
3367 return source;
3368 }
3369}
3370
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003371}