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daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001//
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00002// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00003// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
8
9#include "common/debug.h"
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000013#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000014#include "libGLESv2/Program.h"
15#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000016#include "libGLESv2/Framebuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000017#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000018#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000019#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +000020#include "libGLESv2/renderer/ShaderExecutable11.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000021#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.coma8aac672012-12-20 21:08:00 +000022#include "libGLESv2/renderer/Image11.h"
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +000023#include "libGLESv2/renderer/VertexBuffer11.h"
daniel@transgaming.com11c2af52012-12-20 21:10:01 +000024#include "libGLESv2/renderer/IndexBuffer11.h"
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000025#include "libGLESv2/renderer/VertexDataManager.h"
26#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +000027#include "libGLESv2/renderer/TextureStorage11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000028
29#include "libEGL/Config.h"
30#include "libEGL/Display.h"
31
32namespace rx
33{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000034static const DXGI_FORMAT RenderTargetFormats[] =
35 {
36 DXGI_FORMAT_R8G8B8A8_UNORM
37 };
38
39static const DXGI_FORMAT DepthStencilFormats[] =
40 {
41 DXGI_FORMAT_D24_UNORM_S8_UINT
42 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000043
44Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
45{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000046 mVertexDataManager = NULL;
47 mIndexDataManager = NULL;
48
daniel@transgaming.comc5114302012-12-20 21:11:36 +000049 mLineLoopIB = NULL;
50
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000051 mD3d11Module = NULL;
52 mDxgiModule = NULL;
53
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000054 mDeviceLost = false;
55
daniel@transgaming.com25072f62012-11-28 19:31:32 +000056 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000057 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000058 mDxgiAdapter = NULL;
59 mDxgiFactory = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000060}
61
62Renderer11::~Renderer11()
63{
64 releaseDeviceResources();
65
daniel@transgaming.com65e65372012-11-28 19:33:50 +000066 if (mDxgiFactory)
67 {
68 mDxgiFactory->Release();
69 mDxgiFactory = NULL;
70 }
71
72 if (mDxgiAdapter)
73 {
74 mDxgiAdapter->Release();
75 mDxgiAdapter = NULL;
76 }
77
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000078 if (mDeviceContext)
79 {
daniel@transgaming.comd5df4e82013-01-11 04:11:21 +000080 mDeviceContext->ClearState();
81 mDeviceContext->Flush();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000082 mDeviceContext->Release();
83 mDeviceContext = NULL;
84 }
85
daniel@transgaming.com25072f62012-11-28 19:31:32 +000086 if (mDevice)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000087 {
daniel@transgaming.com25072f62012-11-28 19:31:32 +000088 mDevice->Release();
89 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000090 }
91
92 if (mD3d11Module)
93 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000094 FreeLibrary(mD3d11Module);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000095 mD3d11Module = NULL;
96 }
97
98 if (mDxgiModule)
99 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000100 FreeLibrary(mDxgiModule);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000101 mDxgiModule = NULL;
102 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000103}
104
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000105Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
106{
107 ASSERT(dynamic_cast<rx::Renderer11*>(renderer) != NULL);
108 return static_cast<rx::Renderer11*>(renderer);
109}
110
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000111EGLint Renderer11::initialize()
112{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000113 if (!initializeCompiler())
114 {
115 return EGL_NOT_INITIALIZED;
116 }
117
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000118 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
119 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000120
121 if (mD3d11Module == NULL || mDxgiModule == NULL)
122 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000123 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000124 return EGL_NOT_INITIALIZED;
125 }
126
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000127 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000128
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000129 if (D3D11CreateDevice == NULL)
130 {
131 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
132 return EGL_NOT_INITIALIZED;
133 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000134
135 D3D_FEATURE_LEVEL featureLevel[] =
136 {
137 D3D_FEATURE_LEVEL_11_0,
138 D3D_FEATURE_LEVEL_10_1,
139 D3D_FEATURE_LEVEL_10_0,
140 };
141
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000142 HRESULT result = D3D11CreateDevice(NULL,
143 D3D_DRIVER_TYPE_HARDWARE,
144 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000145 #if defined(_DEBUG)
146 D3D11_CREATE_DEVICE_DEBUG,
147 #else
148 0,
149 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000150 featureLevel,
151 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000152 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000153 &mDevice,
154 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000155 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000156
157 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000158 {
159 ERR("Could not create D3D11 device - aborting!\n");
160 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
161 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000162
163 IDXGIDevice *dxgiDevice = NULL;
164 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
165
166 if (FAILED(result))
167 {
168 ERR("Could not query DXGI device - aborting!\n");
169 return EGL_NOT_INITIALIZED;
170 }
171
172 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
173
174 if (FAILED(result))
175 {
176 ERR("Could not retrieve DXGI adapter - aborting!\n");
177 return EGL_NOT_INITIALIZED;
178 }
179
180 dxgiDevice->Release();
181
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000182 mDxgiAdapter->GetDesc(&mAdapterDescription);
183 memset(mDescription, 0, sizeof(mDescription));
184 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
185
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000186 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
187
188 if (!mDxgiFactory || FAILED(result))
189 {
190 ERR("Could not create DXGI factory - aborting!\n");
191 return EGL_NOT_INITIALIZED;
192 }
193
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000194 initializeDevice();
195
196 return EGL_SUCCESS;
197}
198
199// do any one-time device initialization
200// NOTE: this is also needed after a device lost/reset
201// to reset the scene status and ensure the default states are reset.
202void Renderer11::initializeDevice()
203{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000204 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000205 mInputLayoutCache.initialize(mDevice, mDeviceContext);
206
207 ASSERT(!mVertexDataManager && !mIndexDataManager);
208 mVertexDataManager = new VertexDataManager(this);
209 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000210
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000211 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000212}
213
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000214int Renderer11::generateConfigs(ConfigDesc **configDescList)
215{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000216 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
217 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000218 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
219 int numConfigs = 0;
220
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000221 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000222 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000223 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000224 {
225 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
226
227 UINT formatSupport = 0;
228 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
229
230 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
231 {
232 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
233
234 UINT formatSupport = 0;
235 HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
236
237 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL))
238 {
239 ConfigDesc newConfig;
240 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
241 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
242 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
243 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
244
245 (*configDescList)[numConfigs++] = newConfig;
246 }
247 }
248 }
249 }
250
251 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000252}
253
254void Renderer11::deleteConfigs(ConfigDesc *configDescList)
255{
256 delete [] (configDescList);
257}
258
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000259void Renderer11::sync(bool block)
260{
261 // TODO
daniel@transgaming.come76b64b2013-01-11 04:10:08 +0000262 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000263}
264
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000265SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
266{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000267 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000268}
269
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000270void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
271{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000272 if (type == gl::SAMPLER_PIXEL)
273 {
274 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
275 {
276 ERR("Pixel shader sampler index %i is not valid.", index);
277 return;
278 }
279
280 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
281 {
282 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
283
284 if (!dxSamplerState)
285 {
286 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
287 "sampler state for pixel shaders at slot %i.", index);
288 }
289
290 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
291
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000292 mCurPixelSamplerStates[index] = samplerState;
293 }
294
295 mForceSetPixelSamplerStates[index] = false;
296 }
297 else if (type == gl::SAMPLER_VERTEX)
298 {
299 if (index < 0 || index >= gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF)
300 {
301 ERR("Vertex shader sampler index %i is not valid.", index);
302 return;
303 }
304
305 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
306 {
307 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
308
309 if (!dxSamplerState)
310 {
311 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
312 "sampler state for vertex shaders at slot %i.", index);
313 }
314
315 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
316
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000317 mCurVertexSamplerStates[index] = samplerState;
318 }
319
320 mForceSetVertexSamplerStates[index] = false;
321 }
322 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000323}
324
325void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
326{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000327 ID3D11ShaderResourceView *textureSRV = NULL;
328
329 if (texture)
330 {
331 TextureStorageInterface *texStorage = texture->getNativeTexture();
332 if (texStorage)
333 {
334 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
335 textureSRV = storage11->getSRV();
336 }
337
338 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
339 // missing the shader resource view
340 ASSERT(textureSRV != NULL);
341 }
342
343 if (type == gl::SAMPLER_PIXEL)
344 {
345 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
346 {
347 ERR("Pixel shader sampler index %i is not valid.", index);
348 return;
349 }
350
351 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
352 }
353 else if (type == gl::SAMPLER_VERTEX)
354 {
355 if (index < 0 || index >= gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF)
356 {
357 ERR("Vertex shader sampler index %i is not valid.", index);
358 return;
359 }
360
361 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
362 }
363 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000364}
365
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000366void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000367{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000368 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000369 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000370 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
371 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000372 if (!dxRasterState)
373 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000374 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000375 "rasterizer state.");
376 }
377
378 mDeviceContext->RSSetState(dxRasterState);
379
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000380 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000381 }
382
383 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000384}
385
386void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
387 unsigned int sampleMask)
388{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000389 if (mForceSetBlendState ||
390 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
391 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
392 sampleMask != mCurSampleMask)
393 {
394 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
395 if (!dxBlendState)
396 {
397 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
398 "blend state.");
399 }
400
401 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
402 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
403
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000404 mCurBlendState = blendState;
405 mCurBlendColor = blendColor;
406 mCurSampleMask = sampleMask;
407 }
408
409 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000410}
411
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000412void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000413 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000414{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000415 if (mForceSetDepthStencilState ||
416 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
417 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
418 {
419 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
420 stencilRef != stencilBackRef ||
421 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
422 {
423 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
424 "invalid under WebGL.");
425 return error(GL_INVALID_OPERATION);
426 }
427
428 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
429 if (!dxDepthStencilState)
430 {
431 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
432 "setting the default depth stencil state.");
433 }
434
435 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
436
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000437 mCurDepthStencilState = depthStencilState;
438 mCurStencilRef = stencilRef;
439 mCurStencilBackRef = stencilBackRef;
440 }
441
442 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000443}
444
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000445void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000446{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000447 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
448 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000449 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000450 if (enabled)
451 {
452 D3D11_RECT rect;
453 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
454 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
455 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
456 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000457
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000458 mDeviceContext->RSSetScissorRects(1, &rect);
459 }
460
461 if (enabled != mScissorEnabled)
462 {
463 mForceSetRasterState = true;
464 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000465
466 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000467 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000468 }
469
470 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000471}
472
daniel@transgaming.com12985182012-12-20 20:56:31 +0000473bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
474 bool ignoreViewport, gl::ProgramBinary *currentProgram, bool forceSetUniforms)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000475{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000476 gl::Rectangle actualViewport = viewport;
477 float actualZNear = gl::clamp01(zNear);
478 float actualZFar = gl::clamp01(zFar);
479 if (ignoreViewport)
480 {
481 actualViewport.x = 0;
482 actualViewport.y = 0;
483 actualViewport.width = mRenderTargetDesc.width;
484 actualViewport.height = mRenderTargetDesc.height;
485 actualZNear = 0.0f;
486 actualZFar = 1.0f;
487 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000488
489 D3D11_VIEWPORT dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000490 dxViewport.TopLeftX = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
491 dxViewport.TopLeftY = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
492 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.TopLeftX));
493 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.TopLeftY));
494 dxViewport.MinDepth = actualZNear;
495 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000496
497 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
498 {
499 return false; // Nothing to render
500 }
501
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000502 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
503 actualZNear != mCurNear || actualZFar != mCurFar;
504
daniel@transgaming.com53670042012-11-28 20:55:51 +0000505 if (viewportChanged)
506 {
507 mDeviceContext->RSSetViewports(1, &dxViewport);
508
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000509 mCurViewport = actualViewport;
510 mCurNear = actualZNear;
511 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000512 }
513
514 if (currentProgram && (viewportChanged || forceSetUniforms))
515 {
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000516 currentProgram->applyDxHalfPixelSize(0.0f, 0.0f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000517
518 // These values are used for computing gl_FragCoord in Program::linkVaryings().
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000519 currentProgram->applyDxCoord(actualViewport.width * 0.5f,
520 actualViewport.height * 0.5f,
521 actualViewport.x + (actualViewport.width * 0.5f),
522 actualViewport.y + (actualViewport.height * 0.5f));
daniel@transgaming.com53670042012-11-28 20:55:51 +0000523
daniel@transgaming.com12985182012-12-20 20:56:31 +0000524 GLfloat ccw = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000525 currentProgram->applyDxDepthFront((actualZFar - actualZNear) * 0.5f, (actualZNear + actualZFar) * 0.5f, ccw);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000526
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000527 currentProgram->applyDxDepthRange(actualZNear, actualZFar, actualZFar - actualZNear);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000528 }
529
530 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000531 return true;
532}
533
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000534bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
535{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000536 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000537
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000538 switch (mode)
539 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000540 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
541 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000542 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000543 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
544 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
545 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000546 case GL_TRIANGLE_FAN: UNIMPLEMENTED(); /* TODO */ break;
547 default:
548 return error(GL_INVALID_ENUM, false);
549 }
550
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000551 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000552
553 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000554}
555
556bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000557{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000558 // Get the color render buffer and serial
559 gl::Renderbuffer *renderbufferObject = NULL;
560 unsigned int renderTargetSerial = 0;
561 if (framebuffer->getColorbufferType() != GL_NONE)
562 {
563 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000564
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000565 if (!renderbufferObject)
566 {
567 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000568 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000569 }
570
571 renderTargetSerial = renderbufferObject->getSerial();
572 }
573
574 // Get the depth stencil render buffer and serials
575 gl::Renderbuffer *depthStencil = NULL;
576 unsigned int depthbufferSerial = 0;
577 unsigned int stencilbufferSerial = 0;
578 if (framebuffer->getDepthbufferType() != GL_NONE)
579 {
580 depthStencil = framebuffer->getDepthbuffer();
581 if (!depthStencil)
582 {
583 ERR("Depth stencil pointer unexpectedly null.");
584 return false;
585 }
586
587 depthbufferSerial = depthStencil->getSerial();
588 }
589 else if (framebuffer->getStencilbufferType() != GL_NONE)
590 {
591 depthStencil = framebuffer->getStencilbuffer();
592 if (!depthStencil)
593 {
594 ERR("Depth stencil pointer unexpectedly null.");
595 return false;
596 }
597
598 stencilbufferSerial = depthStencil->getSerial();
599 }
600
601 // Extract the render target dimensions and view
602 unsigned int renderTargetWidth = 0;
603 unsigned int renderTargetHeight = 0;
604 GLenum renderTargetFormat = 0;
605 ID3D11RenderTargetView* framebufferRTV = NULL;
606 if (renderbufferObject)
607 {
608 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
609 if (!renderTarget)
610 {
611 ERR("render target pointer unexpectedly null.");
612 return false;
613 }
614
615 framebufferRTV = renderTarget->getRenderTargetView();
616 if (!framebufferRTV)
617 {
618 ERR("render target view pointer unexpectedly null.");
619 return false;
620 }
621
622 renderTargetWidth = renderbufferObject->getWidth();
623 renderTargetHeight = renderbufferObject->getHeight();
624 renderTargetFormat = renderbufferObject->getActualFormat();
625 }
626
627 // Extract the depth stencil sizes and view
628 unsigned int depthSize = 0;
629 unsigned int stencilSize = 0;
630 ID3D11DepthStencilView* framebufferDSV = NULL;
631 if (depthStencil)
632 {
633 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
634 if (!depthStencilRenderTarget)
635 {
636 ERR("render target pointer unexpectedly null.");
637 if (framebufferRTV)
638 {
639 framebufferRTV->Release();
640 }
641 return false;
642 }
643
644 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
645 if (!framebufferDSV)
646 {
647 ERR("depth stencil view pointer unexpectedly null.");
648 if (framebufferRTV)
649 {
650 framebufferRTV->Release();
651 }
652 return false;
653 }
654
655 // If there is no render buffer, the width, height and format values come from
656 // the depth stencil
657 if (!renderbufferObject)
658 {
659 renderTargetWidth = depthStencil->getWidth();
660 renderTargetHeight = depthStencil->getHeight();
661 renderTargetFormat = depthStencil->getActualFormat();
662 }
663
664 depthSize = depthStencil->getDepthSize();
665 stencilSize = depthStencil->getStencilSize();
666 }
667
668 // Apply the render target and depth stencil
669 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
670 renderTargetSerial != mAppliedRenderTargetSerial ||
671 depthbufferSerial != mAppliedDepthbufferSerial ||
672 stencilbufferSerial != mAppliedStencilbufferSerial)
673 {
674 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
675
676 mRenderTargetDesc.width = renderTargetWidth;
677 mRenderTargetDesc.height = renderTargetHeight;
678 mRenderTargetDesc.format = renderTargetFormat;
679 mForceSetViewport = true; // TODO: It may not be required to clamp the viewport in D3D11
680 mForceSetScissor = true; // TODO: It may not be required to clamp the scissor in D3D11
681
682 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
683 {
684 mCurDepthSize = depthSize;
685 mForceSetRasterState = true;
686 }
687
688 mCurStencilSize = stencilSize;
689
690 mAppliedRenderTargetSerial = renderTargetSerial;
691 mAppliedDepthbufferSerial = depthbufferSerial;
692 mAppliedStencilbufferSerial = stencilbufferSerial;
693 mRenderTargetDescInitialized = true;
694 mDepthStencilInitialized = true;
695 }
696
697 if (framebufferRTV)
698 {
699 framebufferRTV->Release();
700 }
701 if (framebufferDSV)
702 {
703 framebufferDSV->Release();
704 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000705
706 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000707}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000708
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000709GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000710{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000711 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
712 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
713 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000714 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000715 return err;
716 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000717
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000718 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000719}
720
daniel@transgaming.com31240482012-11-28 21:06:41 +0000721GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000722{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000723 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000724
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000725 if (err == GL_NO_ERROR)
726 {
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000727 if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000728 {
729 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
730
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000731 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000732 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000733 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000734 }
735 }
736
737 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000738}
739
740void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
741{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000742 if (mode == GL_LINE_LOOP)
743 {
744 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
745 }
746 else if (instances > 0)
747 {
748 // TODO
749 UNIMPLEMENTED();
750 }
751 else
752 {
753 mDeviceContext->Draw(count, 0);
754 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000755}
756
daniel@transgaming.com31240482012-11-28 21:06:41 +0000757void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000758{
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000759 if (mode == GL_LINE_LOOP)
760 {
761 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
762 }
763 else
764 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +0000765 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000766 }
767}
768
769void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
770{
771 // Get the raw indices for an indexed draw
772 if (type != GL_NONE && elementArrayBuffer)
773 {
774 gl::Buffer *indexBuffer = elementArrayBuffer;
775 intptr_t offset = reinterpret_cast<intptr_t>(indices);
776 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
777 }
778
779 if (!mLineLoopIB)
780 {
781 mLineLoopIB = new StreamingIndexBufferInterface(this);
782 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
783 {
784 delete mLineLoopIB;
785 mLineLoopIB = NULL;
786
787 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
788 return error(GL_OUT_OF_MEMORY);
789 }
790 }
791
792 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
793 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
794 {
795 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
796 return error(GL_OUT_OF_MEMORY);
797 }
798
799 void* mappedMemory = NULL;
800 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
801 if (offset == -1 || mappedMemory == NULL)
802 {
803 ERR("Could not map index buffer for GL_LINE_LOOP.");
804 return error(GL_OUT_OF_MEMORY);
805 }
806
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000807 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000808 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000809
810 switch (type)
811 {
812 case GL_NONE: // Non-indexed draw
813 for (int i = 0; i < count; i++)
814 {
815 data[i] = i;
816 }
817 data[count] = 0;
818 break;
819 case GL_UNSIGNED_BYTE:
820 for (int i = 0; i < count; i++)
821 {
822 data[i] = static_cast<const GLubyte*>(indices)[i];
823 }
824 data[count] = static_cast<const GLubyte*>(indices)[0];
825 break;
826 case GL_UNSIGNED_SHORT:
827 for (int i = 0; i < count; i++)
828 {
829 data[i] = static_cast<const GLushort*>(indices)[i];
830 }
831 data[count] = static_cast<const GLushort*>(indices)[0];
832 break;
833 case GL_UNSIGNED_INT:
834 for (int i = 0; i < count; i++)
835 {
836 data[i] = static_cast<const GLuint*>(indices)[i];
837 }
838 data[count] = static_cast<const GLuint*>(indices)[0];
839 break;
840 default: UNREACHABLE();
841 }
842
843 if (!mLineLoopIB->unmapBuffer())
844 {
845 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
846 return error(GL_OUT_OF_MEMORY);
847 }
848
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000849 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000850 {
851 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
852
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000853 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000854 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000855 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000856 }
857
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000858 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000859}
860
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +0000861void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
862{
daniel@transgaming.come4991412012-12-20 20:55:34 +0000863 unsigned int programBinarySerial = programBinary->getSerial();
864 if (programBinarySerial != mAppliedProgramBinarySerial)
865 {
866 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
867 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000868
daniel@transgaming.come4991412012-12-20 20:55:34 +0000869 ID3D11VertexShader *vertexShader = NULL;
870 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000871
daniel@transgaming.come4991412012-12-20 20:55:34 +0000872 ID3D11PixelShader *pixelShader = NULL;
873 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000874
daniel@transgaming.come4991412012-12-20 20:55:34 +0000875 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
876 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
877 programBinary->dirtyAllUniforms();
878
879 mAppliedProgramBinarySerial = programBinarySerial;
880 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +0000881}
882
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +0000883void Renderer11::applyUniforms(const gl::UniformArray *uniformArray, const dx_VertexConstants &vertexConstants, const dx_PixelConstants &pixelConstants)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +0000884{
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000885 D3D11_BUFFER_DESC constantBufferDescription = {0};
886 constantBufferDescription.ByteWidth = D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * sizeof(float[4]);
887 constantBufferDescription.Usage = D3D11_USAGE_DYNAMIC;
888 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
889 constantBufferDescription.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
890 constantBufferDescription.MiscFlags = 0;
891 constantBufferDescription.StructureByteStride = 0;
892
893 ID3D11Buffer *constantBufferVS = NULL;
894 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &constantBufferVS);
895 ASSERT(SUCCEEDED(result));
896
897 ID3D11Buffer *constantBufferPS = NULL;
898 result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &constantBufferPS);
899 ASSERT(SUCCEEDED(result));
900
901 D3D11_MAPPED_SUBRESOURCE mapVS = {0};
902 result = mDeviceContext->Map(constantBufferVS, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapVS);
903 ASSERT(SUCCEEDED(result));
904
905 D3D11_MAPPED_SUBRESOURCE mapPS = {0};
906 result = mDeviceContext->Map(constantBufferPS, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapPS);
907 ASSERT(SUCCEEDED(result));
908
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000909 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +0000910 {
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000911 const gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000912
913 switch (uniform->type)
914 {
daniel@transgaming.comda8d3802012-12-20 21:12:55 +0000915 case GL_SAMPLER_2D:
916 case GL_SAMPLER_CUBE:
917 break;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000918 case GL_FLOAT:
919 case GL_FLOAT_VEC2:
920 case GL_FLOAT_VEC3:
921 case GL_FLOAT_VEC4:
922 case GL_FLOAT_MAT2:
923 case GL_FLOAT_MAT3:
924 case GL_FLOAT_MAT4:
daniel@transgaming.come76b64b2013-01-11 04:10:08 +0000925 if (uniform->vsRegisterIndex >= 0)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000926 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +0000927 GLfloat (*c)[4] = (GLfloat(*)[4])mapVS.pData;
928 float (*f)[4] = (float(*)[4])uniform->data;
929
930 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000931 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +0000932 c[uniform->vsRegisterIndex + i][0] = f[i][0];
933 c[uniform->vsRegisterIndex + i][1] = f[i][1];
934 c[uniform->vsRegisterIndex + i][2] = f[i][2];
935 c[uniform->vsRegisterIndex + i][3] = f[i][3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000936 }
937 }
daniel@transgaming.come76b64b2013-01-11 04:10:08 +0000938 if (uniform->psRegisterIndex >= 0)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000939 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +0000940 GLfloat (*c)[4] = (GLfloat(*)[4])mapPS.pData;
941 float (*f)[4] = (float(*)[4])uniform->data;
942
943 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000944 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +0000945 c[uniform->psRegisterIndex + i][0] = f[i][0];
946 c[uniform->psRegisterIndex + i][1] = f[i][1];
947 c[uniform->psRegisterIndex + i][2] = f[i][2];
948 c[uniform->psRegisterIndex + i][3] = f[i][3];
949 }
950 }
951 break;
952 case GL_INT:
953 case GL_INT_VEC2:
954 case GL_INT_VEC3:
955 case GL_INT_VEC4:
956 if (uniform->vsRegisterIndex >= 0)
957 {
958 int (*c)[4] = (int(*)[4])mapVS.pData;
959 GLint *x = (GLint*)uniform->data;
960 int count = gl::VariableColumnCount(uniform->type);
961
962 for (unsigned int i = 0; i < uniform->registerCount; i++)
963 {
964 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = x[i * count + 0];
965 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = x[i * count + 1];
966 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = x[i * count + 2];
967 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = x[i * count + 3];
968 }
969 }
970 if (uniform->psRegisterIndex >= 0)
971 {
972 int (*c)[4] = (int(*)[4])mapPS.pData;
973 GLint *x = (GLint*)uniform->data;
974 int count = gl::VariableColumnCount(uniform->type);
975
976 for (unsigned int i = 0; i < uniform->registerCount; i++)
977 {
978 if (count >= 1) c[uniform->psRegisterIndex + i][0] = x[i * count + 0];
979 if (count >= 2) c[uniform->psRegisterIndex + i][1] = x[i * count + 1];
980 if (count >= 3) c[uniform->psRegisterIndex + i][2] = x[i * count + 2];
981 if (count >= 4) c[uniform->psRegisterIndex + i][3] = x[i * count + 3];
982 }
983 }
984 break;
985 case GL_BOOL:
986 case GL_BOOL_VEC2:
987 case GL_BOOL_VEC3:
988 case GL_BOOL_VEC4:
989 if (uniform->vsRegisterIndex >= 0)
990 {
991 int (*c)[4] = (int(*)[4])mapVS.pData;
992 GLboolean *b = (GLboolean*)uniform->data;
993 int count = gl::VariableColumnCount(uniform->type);
994
995 for (unsigned int i = 0; i < uniform->registerCount; i++)
996 {
997 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = b[i * count + 0];
998 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = b[i * count + 1];
999 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = b[i * count + 2];
1000 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = b[i * count + 3];
1001 }
1002 }
1003 if (uniform->psRegisterIndex >= 0)
1004 {
1005 int (*c)[4] = (int(*)[4])mapPS.pData;
1006 GLboolean *b = (GLboolean*)uniform->data;
1007 int count = gl::VariableColumnCount(uniform->type);
1008
1009 for (unsigned int i = 0; i < uniform->registerCount; i++)
1010 {
1011 if (count >= 1) c[uniform->psRegisterIndex + i][0] = b[i * count + 0];
1012 if (count >= 2) c[uniform->psRegisterIndex + i][1] = b[i * count + 1];
1013 if (count >= 3) c[uniform->psRegisterIndex + i][2] = b[i * count + 2];
1014 if (count >= 4) c[uniform->psRegisterIndex + i][3] = b[i * count + 3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001015 }
1016 }
1017 break;
1018 default:
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001019 UNREACHABLE();
1020 }
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001021 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001022
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001023 // Driver uniforms
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001024 memcpy(mapVS.pData, &vertexConstants, sizeof(dx_VertexConstants));
1025 memcpy(mapPS.pData, &pixelConstants, sizeof(dx_PixelConstants));
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001026
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001027 mDeviceContext->Unmap(constantBufferVS, 0);
1028 mDeviceContext->VSSetConstantBuffers(0, 1, &constantBufferVS);
1029 constantBufferVS->Release();
1030
1031 mDeviceContext->Unmap(constantBufferPS, 0);
1032 mDeviceContext->PSSetConstantBuffers(0, 1, &constantBufferPS);
1033 constantBufferPS->Release();
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001034}
1035
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001036void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001037{
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001038 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1039 {
1040 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
1041 if (renderbufferObject)
1042 {
1043 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1044 if (!renderTarget)
1045 {
1046 ERR("render target pointer unexpectedly null.");
1047 return;
1048 }
1049
1050 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1051 if (!framebufferRTV)
1052 {
1053 ERR("render target view pointer unexpectedly null.");
1054 return;
1055 }
1056
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001057 if (mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1058 mCurScissor.x + mCurScissor.width < renderTarget->getWidth() ||
1059 mCurScissor.y + mCurScissor.height < renderTarget->getHeight()))
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001060 {
1061 // TODO: clearing of subregion of render target
1062 UNIMPLEMENTED();
1063 }
1064
1065 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1066 const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1067 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1068 clearParams.colorMaskBlue && alphaUnmasked);
1069
1070 if (needMaskedColorClear)
1071 {
1072 // TODO: masked color clearing
1073 UNIMPLEMENTED();
1074 }
1075 else
1076 {
1077 const float clearValues[4] = { clearParams.colorClearValue.red,
1078 clearParams.colorClearValue.green,
1079 clearParams.colorClearValue.blue,
1080 clearParams.colorClearValue.alpha };
1081 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
1082 }
1083
1084 framebufferRTV->Release();
1085 }
1086 }
1087 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
1088 {
1089 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1090 if (renderbufferObject)
1091 {
daniel@transgaming.comd0f82bc2012-12-20 21:11:42 +00001092 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001093 if (!renderTarget)
1094 {
1095 ERR("render target pointer unexpectedly null.");
1096 return;
1097 }
1098
1099 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1100 if (!framebufferDSV)
1101 {
1102 ERR("depth stencil view pointer unexpectedly null.");
1103 return;
1104 }
1105
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001106 if (mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1107 mCurScissor.x + mCurScissor.width < renderTarget->getWidth() ||
1108 mCurScissor.y + mCurScissor.height < renderTarget->getHeight()))
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001109 {
1110 // TODO: clearing of subregion of depth stencil view
1111 UNIMPLEMENTED();
1112 }
1113
1114 unsigned int stencilUnmasked = 0x0;
1115 if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
1116 {
1117 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1118 stencilUnmasked = (0x1 << stencilSize) - 1;
1119 }
1120
1121 const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1122 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
1123
1124 if (needMaskedStencilClear)
1125 {
1126 // TODO: masked clearing of depth stencil
1127 UNIMPLEMENTED();
1128 }
1129 else
1130 {
1131 UINT clearFlags = 0;
1132 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1133 {
1134 clearFlags |= D3D11_CLEAR_DEPTH;
1135 }
1136 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1137 {
1138 clearFlags |= D3D11_CLEAR_STENCIL;
1139 }
1140
1141 float depthClear = clearParams.depthClearValue;
1142 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1143
1144 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
1145 }
1146
1147 framebufferDSV->Release();
1148 }
1149 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001150}
1151
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001152void Renderer11::markAllStateDirty()
1153{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001154 mAppliedRenderTargetSerial = 0;
1155 mAppliedDepthbufferSerial = 0;
1156 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001157 mDepthStencilInitialized = false;
1158 mRenderTargetDescInitialized = false;
1159
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001160 for (int i = 0; i < gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; i++)
1161 {
1162 mForceSetVertexSamplerStates[i] = true;
1163 }
1164 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1165 {
1166 mForceSetPixelSamplerStates[i] = true;
1167 }
1168
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001169 mForceSetBlendState = true;
1170 mForceSetRasterState = true;
1171 mForceSetDepthStencilState = true;
1172 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001173 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001174
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001175 mAppliedIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001176 mAppliedIBOffset = 0;
1177
daniel@transgaming.come4991412012-12-20 20:55:34 +00001178 mAppliedProgramBinarySerial = 0;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001179}
1180
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001181void Renderer11::releaseDeviceResources()
1182{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001183 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001184 mInputLayoutCache.clear();
1185
1186 delete mVertexDataManager;
1187 mVertexDataManager = NULL;
1188
1189 delete mIndexDataManager;
1190 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001191
1192 delete mLineLoopIB;
1193 mLineLoopIB = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001194}
1195
1196void Renderer11::markDeviceLost()
1197{
1198 mDeviceLost = true;
1199}
1200
1201bool Renderer11::isDeviceLost()
1202{
1203 return mDeviceLost;
1204}
1205
1206// set notify to true to broadcast a message to all contexts of the device loss
1207bool Renderer11::testDeviceLost(bool notify)
1208{
1209 bool isLost = false;
1210
1211 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +00001212 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001213
1214 if (isLost)
1215 {
1216 // ensure we note the device loss --
1217 // we'll probably get this done again by markDeviceLost
1218 // but best to remember it!
1219 // Note that we don't want to clear the device loss status here
1220 // -- this needs to be done by resetDevice
1221 mDeviceLost = true;
1222 if (notify)
1223 {
1224 mDisplay->notifyDeviceLost();
1225 }
1226 }
1227
1228 return isLost;
1229}
1230
1231bool Renderer11::testDeviceResettable()
1232{
1233 HRESULT status = D3D_OK;
1234
1235 // TODO
1236 UNIMPLEMENTED();
1237
1238 switch (status)
1239 {
1240 case D3DERR_DEVICENOTRESET:
1241 case D3DERR_DEVICEHUNG:
1242 return true;
1243 default:
1244 return false;
1245 }
1246}
1247
1248bool Renderer11::resetDevice()
1249{
1250 releaseDeviceResources();
1251
1252 // TODO
1253 UNIMPLEMENTED();
1254
1255 // reset device defaults
1256 initializeDevice();
1257 mDeviceLost = false;
1258
1259 return true;
1260}
1261
1262DWORD Renderer11::getAdapterVendor() const
1263{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001264 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001265}
1266
1267const char *Renderer11::getAdapterDescription() const
1268{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001269 return mDescription;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001270}
1271
1272GUID Renderer11::getAdapterIdentifier() const
1273{
1274 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001275 // UNIMPLEMENTED();
1276 GUID foo = {0};
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001277 return foo;
1278}
1279
1280bool Renderer11::getDXT1TextureSupport()
1281{
1282 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001283 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001284 return false;
1285}
1286
1287bool Renderer11::getDXT3TextureSupport()
1288{
1289 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001290 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001291 return false;
1292}
1293
1294bool Renderer11::getDXT5TextureSupport()
1295{
1296 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001297 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001298 return false;
1299}
1300
1301bool Renderer11::getDepthTextureSupport() const
1302{
1303 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001304 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001305 return false;
1306}
1307
1308bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
1309{
1310 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001311 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001312
1313 *filtering = false;
1314 *renderable = false;
1315 return false;
1316}
1317
1318bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
1319{
1320 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001321 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001322
1323 *filtering = false;
1324 *renderable = false;
1325 return false;
1326}
1327
1328bool Renderer11::getLuminanceTextureSupport()
1329{
1330 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001331 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001332 return false;
1333}
1334
1335bool Renderer11::getLuminanceAlphaTextureSupport()
1336{
1337 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001338 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001339 return false;
1340}
1341
1342bool Renderer11::getTextureFilterAnisotropySupport() const
1343{
1344 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001345 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001346 return false;
1347}
1348
1349float Renderer11::getTextureMaxAnisotropy() const
1350{
1351 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001352 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001353 return 1.0f;
1354}
1355
1356bool Renderer11::getEventQuerySupport()
1357{
1358 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001359 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001360 return false;
1361}
1362
1363bool Renderer11::getVertexTextureSupport() const
1364{
1365 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001366 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001367 return false;
1368}
1369
1370bool Renderer11::getNonPower2TextureSupport() const
1371{
1372 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001373 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001374 return false;
1375}
1376
1377bool Renderer11::getOcclusionQuerySupport() const
1378{
1379 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001380 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001381 return false;
1382}
1383
1384bool Renderer11::getInstancingSupport() const
1385{
1386 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001387 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001388 return false;
1389}
1390
1391bool Renderer11::getShareHandleSupport() const
1392{
1393 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001394 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001395
1396 // PIX doesn't seem to support using share handles, so disable them.
1397 return false && !gl::perfActive();
1398}
1399
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001400int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001401{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001402 switch (mFeatureLevel)
1403 {
1404 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
1405 case D3D_FEATURE_LEVEL_10_1:
1406 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
1407 default: UNREACHABLE(); return 0;
1408 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001409}
1410
1411float Renderer11::getMaxPointSize() const
1412{
1413 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001414 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001415 return 1.0f;
1416}
1417
1418int Renderer11::getMaxTextureWidth() const
1419{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001420 switch (mFeatureLevel)
1421 {
1422 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1423 case D3D_FEATURE_LEVEL_10_1:
1424 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1425 default: UNREACHABLE(); return 0;
1426 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001427}
1428
1429int Renderer11::getMaxTextureHeight() const
1430{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001431 switch (mFeatureLevel)
1432 {
1433 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1434 case D3D_FEATURE_LEVEL_10_1:
1435 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1436 default: UNREACHABLE(); return 0;
1437 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001438}
1439
1440bool Renderer11::get32BitIndexSupport() const
1441{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001442 switch (mFeatureLevel)
1443 {
1444 case D3D_FEATURE_LEVEL_11_0:
1445 case D3D_FEATURE_LEVEL_10_1:
1446 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
1447 default: UNREACHABLE(); return false;
1448 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001449}
1450
1451int Renderer11::getMinSwapInterval() const
1452{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001453 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001454}
1455
1456int Renderer11::getMaxSwapInterval() const
1457{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001458 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001459}
1460
1461int Renderer11::getMaxSupportedSamples() const
1462{
1463 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001464 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001465 return 1;
1466}
1467
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001468bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001469{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001470 if (source && dest)
1471 {
1472 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
1473 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
1474
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001475 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001476 return true;
1477 }
1478
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001479 return false;
1480}
1481
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001482bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001483{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001484 if (source && dest)
1485 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001486 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
1487 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001488
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001489 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001490 return true;
1491 }
1492
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001493 return false;
1494}
1495
daniel@transgaming.com38380882012-11-28 19:36:39 +00001496bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001497 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00001498{
1499 // TODO
1500 UNIMPLEMENTED();
1501 return false;
1502}
1503
1504bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001505 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00001506{
1507 // TODO
1508 UNIMPLEMENTED();
1509 return false;
1510}
1511
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001512RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
1513{
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00001514 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
1515 RenderTarget11 *renderTarget = NULL;
1516 if (depth)
1517 {
1518 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), swapChain11->getWidth(), swapChain11->getHeight());
1519 }
1520 else
1521 {
1522 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(), swapChain11->getWidth(), swapChain11->getHeight());
1523 }
1524 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001525}
1526
1527RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
1528{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00001529 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
1530 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001531}
1532
daniel@transgaming.com2275f912012-12-20 21:13:22 +00001533ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, GLenum type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00001534{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001535 ShaderExecutable11 *executable = NULL;
1536
1537 switch (type)
1538 {
1539 case GL_VERTEX_SHADER:
1540 {
1541 ID3D11VertexShader *vshader = NULL;
1542 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
1543 ASSERT(SUCCEEDED(result));
1544
1545 if (vshader)
1546 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00001547 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001548 }
1549 }
1550 break;
1551 case GL_FRAGMENT_SHADER:
1552 {
1553 ID3D11PixelShader *pshader = NULL;
1554 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
1555 ASSERT(SUCCEEDED(result));
1556
1557 if (pshader)
1558 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00001559 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001560 }
1561 }
1562 break;
1563 default:
1564 UNREACHABLE();
1565 break;
1566 }
1567
1568 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00001569}
1570
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00001571ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type)
1572{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001573 const char *profile = NULL;
1574
1575 switch (type)
1576 {
1577 case GL_VERTEX_SHADER:
1578 profile = "vs_4_0";
1579 break;
1580 case GL_FRAGMENT_SHADER:
1581 profile = "ps_4_0";
1582 break;
1583 default:
1584 UNREACHABLE();
1585 return NULL;
1586 }
1587
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00001588 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001589 if (!binary)
1590 return NULL;
1591
daniel@transgaming.com2275f912012-12-20 21:13:22 +00001592 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001593 binary->Release();
1594
1595 return executable;
1596}
1597
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00001598VertexBuffer *Renderer11::createVertexBuffer()
1599{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00001600 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00001601}
1602
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00001603IndexBuffer *Renderer11::createIndexBuffer()
1604{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00001605 return new IndexBuffer11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00001606}
1607
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001608bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
1609 bool blitRenderTarget, bool blitDepthStencil)
1610{
1611 // TODO
1612 UNIMPLEMENTED();
1613 return false;
1614}
1615
1616void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
1617 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
1618{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00001619 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00001620 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00001621
1622 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
1623 if (colorbuffer)
1624 {
1625 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
1626 if (renderTarget)
1627 {
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00001628 subresourceIndex = renderTarget->getSubresourceIndex();
1629
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00001630 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
1631 if (colorBufferRTV)
1632 {
1633 ID3D11Resource *textureResource = NULL;
1634 colorBufferRTV->GetResource(&textureResource);
1635
1636 if (textureResource)
1637 {
1638 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)&colorBufferTexture);
1639 textureResource->Release();
1640
1641 if (FAILED(result))
1642 {
1643 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
1644 "HRESULT: 0x%X.", result);
1645 return;
1646 }
1647 }
1648 }
1649 }
1650 }
1651
1652 if (colorBufferTexture)
1653 {
1654 gl::Rectangle area;
1655 area.x = x;
1656 area.y = y;
1657 area.width = width;
1658 area.height = height;
1659
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00001660 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
1661 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00001662
1663 colorBufferTexture->Release();
1664 colorBufferTexture = NULL;
1665 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001666}
1667
daniel@transgaming.com244e1832012-12-20 20:52:35 +00001668Image *Renderer11::createImage()
1669{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00001670 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00001671}
1672
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00001673void Renderer11::generateMipmap(Image *dest, Image *src)
1674{
1675 // TODO
1676 UNIMPLEMENTED();
1677 return;
1678}
1679
daniel@transgaming.com413d2712012-12-20 21:11:04 +00001680TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
1681{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00001682 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
1683 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00001684}
1685
1686TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
1687{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00001688 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00001689}
1690
1691TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
1692{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00001693 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00001694}
1695
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00001696static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
1697{
1698 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
1699 destFormat == GL_ALPHA &&
1700 destType == GL_UNSIGNED_BYTE)
1701 {
1702 return 1;
1703 }
1704 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
1705 destFormat == GL_RGBA &&
1706 destType == GL_UNSIGNED_BYTE)
1707 {
1708 return 4;
1709 }
1710 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
1711 destFormat == GL_BGRA_EXT &&
1712 destType == GL_UNSIGNED_BYTE)
1713 {
1714 return 4;
1715 }
1716 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
1717 destFormat == GL_RGBA &&
1718 destType == GL_HALF_FLOAT_OES)
1719 {
1720 return 8;
1721 }
1722 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
1723 destFormat == GL_RGB &&
1724 destType == GL_FLOAT)
1725 {
1726 return 12;
1727 }
1728 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
1729 destFormat == GL_RGBA &&
1730 destType == GL_FLOAT)
1731 {
1732 return 16;
1733 }
1734 else
1735 {
1736 return 0;
1737 }
1738}
1739
1740static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
1741 unsigned int y, int inputPitch, gl::Color *outColor)
1742{
1743 switch (format)
1744 {
1745 case DXGI_FORMAT_R8G8B8A8_UNORM:
1746 {
1747 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
1748 outColor->red = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
1749 outColor->green = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
1750 outColor->blue = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
1751 outColor->alpha = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
1752 }
1753 break;
1754
1755 case DXGI_FORMAT_A8_UNORM:
1756 {
1757 outColor->red = 0.0f;
1758 outColor->green = 0.0f;
1759 outColor->blue = 0.0f;
1760 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
1761 }
1762 break;
1763
1764 case DXGI_FORMAT_R32G32B32A32_FLOAT:
1765 {
1766 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
1767 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
1768 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
1769 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
1770 }
1771 break;
1772
1773 case DXGI_FORMAT_R32G32B32_FLOAT:
1774 {
1775 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
1776 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
1777 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
1778 outColor->alpha = 1.0f;
1779 }
1780 break;
1781
1782 case DXGI_FORMAT_R16G16B16A16_FLOAT:
1783 {
1784 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
1785 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
1786 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
1787 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
1788 }
1789 break;
1790
1791 case DXGI_FORMAT_B8G8R8A8_UNORM:
1792 {
1793 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
1794 outColor->red = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
1795 outColor->blue = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
1796 outColor->green = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
1797 outColor->alpha = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
1798 }
1799 break;
1800
1801 case DXGI_FORMAT_R8_UNORM:
1802 {
1803 outColor->red = *(data + x + y * inputPitch) / 255.0f;
1804 outColor->green = 0.0f;
1805 outColor->blue = 0.0f;
1806 outColor->alpha = 1.0f;
1807 }
1808 break;
1809
1810 case DXGI_FORMAT_R8G8_UNORM:
1811 {
1812 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
1813
1814 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
1815 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
1816 outColor->blue = 0.0f;
1817 outColor->alpha = 1.0f;
1818 }
1819 break;
1820
1821 case DXGI_FORMAT_R16_FLOAT:
1822 {
1823 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
1824 outColor->green = 0.0f;
1825 outColor->blue = 0.0f;
1826 outColor->alpha = 1.0f;
1827 }
1828 break;
1829
1830 case DXGI_FORMAT_R16G16_FLOAT:
1831 {
1832 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
1833 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
1834 outColor->blue = 0.0f;
1835 outColor->alpha = 1.0f;
1836 }
1837 break;
1838
1839 default:
1840 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
1841 UNIMPLEMENTED();
1842 break;
1843 }
1844}
1845
1846static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
1847 unsigned int y, int outputPitch, void *outData)
1848{
1849 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
1850 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
1851
1852 switch (format)
1853 {
1854 case GL_RGBA:
1855 switch (type)
1856 {
1857 case GL_UNSIGNED_BYTE:
1858 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
1859 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
1860 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
1861 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
1862 break;
1863
1864 default:
1865 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
1866 UNIMPLEMENTED();
1867 break;
1868 }
1869 break;
1870
1871 case GL_BGRA_EXT:
1872 switch (type)
1873 {
1874 case GL_UNSIGNED_BYTE:
1875 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
1876 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
1877 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
1878 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
1879 break;
1880
1881 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
1882 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
1883 // this type is packed as follows:
1884 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
1885 // --------------------------------------------------------------------------------
1886 // | 4th | 3rd | 2nd | 1st component |
1887 // --------------------------------------------------------------------------------
1888 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
1889 shortData[x + y * outputPitch / sizeof(unsigned short)] =
1890 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
1891 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
1892 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
1893 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
1894 break;
1895
1896 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
1897 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
1898 // this type is packed as follows:
1899 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
1900 // --------------------------------------------------------------------------------
1901 // | 4th | 3rd | 2nd | 1st component |
1902 // --------------------------------------------------------------------------------
1903 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
1904 shortData[x + y * outputPitch / sizeof(unsigned short)] =
1905 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
1906 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
1907 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
1908 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
1909 break;
1910
1911 default:
1912 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
1913 UNIMPLEMENTED();
1914 break;
1915 }
1916 break;
1917
1918 case GL_RGB:
1919 switch (type)
1920 {
1921 case GL_UNSIGNED_SHORT_5_6_5:
1922 shortData[x + y * outputPitch / sizeof(unsigned short)] =
1923 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
1924 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
1925 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
1926 break;
1927
1928 case GL_UNSIGNED_BYTE:
1929 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
1930 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
1931 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
1932 break;
1933
1934 default:
1935 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
1936 UNIMPLEMENTED();
1937 break;
1938 }
1939 break;
1940
1941 default:
1942 ERR("WritePixelColor not implemented for format 0x%X.", format);
1943 UNIMPLEMENTED();
1944 break;
1945 }
1946}
1947
1948void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
1949 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
1950 GLint packAlignment, void *pixels)
1951{
1952 D3D11_TEXTURE2D_DESC textureDesc;
1953 texture->GetDesc(&textureDesc);
1954
1955 D3D11_TEXTURE2D_DESC stagingDesc;
1956 stagingDesc.Width = area.width;
1957 stagingDesc.Height = area.height;
1958 stagingDesc.MipLevels = 1;
1959 stagingDesc.ArraySize = 1;
1960 stagingDesc.Format = textureDesc.Format;
1961 stagingDesc.SampleDesc.Count = 1;
1962 stagingDesc.SampleDesc.Quality = 0;
1963 stagingDesc.Usage = D3D11_USAGE_STAGING;
1964 stagingDesc.BindFlags = 0;
1965 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
1966 stagingDesc.MiscFlags = 0;
1967
1968 ID3D11Texture2D* stagingTex = NULL;
1969 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
1970 if (FAILED(result))
1971 {
1972 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
1973 return;
1974 }
1975
1976 ID3D11Texture2D* srcTex = NULL;
1977 if (textureDesc.SampleDesc.Count > 1)
1978 {
1979 D3D11_TEXTURE2D_DESC resolveDesc;
1980 resolveDesc.Width = textureDesc.Width;
1981 resolveDesc.Height = textureDesc.Height;
1982 resolveDesc.MipLevels = 1;
1983 resolveDesc.ArraySize = 1;
1984 resolveDesc.Format = textureDesc.Format;
1985 resolveDesc.SampleDesc.Count = 1;
1986 resolveDesc.SampleDesc.Quality = 0;
1987 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
1988 resolveDesc.BindFlags = 0;
1989 resolveDesc.CPUAccessFlags = 0;
1990 resolveDesc.MiscFlags = 0;
1991
1992 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
1993 if (FAILED(result))
1994 {
1995 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
1996 stagingTex->Release();
1997 return;
1998 }
1999
2000 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
2001 subResource = 0;
2002 }
2003 else
2004 {
2005 srcTex = texture;
2006 srcTex->AddRef();
2007 }
2008
2009 D3D11_BOX srcBox;
2010 srcBox.left = area.x;
2011 srcBox.right = area.x + area.width;
2012 srcBox.top = area.y;
2013 srcBox.bottom = area.y + area.height;
2014 srcBox.front = 0;
2015 srcBox.back = 1;
2016
2017 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
2018
2019 srcTex->Release();
2020 srcTex = NULL;
2021
2022 D3D11_MAPPED_SUBRESOURCE mapping;
2023 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
2024
2025 unsigned char *source;
2026 int inputPitch;
2027 if (packReverseRowOrder)
2028 {
2029 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
2030 inputPitch = -static_cast<int>(mapping.RowPitch);
2031 }
2032 else
2033 {
2034 source = static_cast<unsigned char*>(mapping.pData);
2035 inputPitch = static_cast<int>(mapping.RowPitch);
2036 }
2037
2038 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
2039 if (fastPixelSize != 0)
2040 {
2041 unsigned char *dest = static_cast<unsigned char*>(pixels);
2042 for (int j = 0; j < area.height; j++)
2043 {
2044 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
2045 }
2046 }
2047 else
2048 {
2049 gl::Color pixelColor;
2050 for (int j = 0; j < area.height; j++)
2051 {
2052 for (int i = 0; i < area.width; i++)
2053 {
2054 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
2055 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
2056 }
2057 }
2058 }
2059
2060 mDeviceContext->Unmap(stagingTex, 0);
2061
2062 stagingTex->Release();
2063 stagingTex = NULL;
2064}
2065
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002066}