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shannon.woods@transgaming.combdf2d802013-02-28 23:16:20 +00001#include "precompiled.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002//
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00003// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00004// Use of this source code is governed by a BSD-style license that can be
5// found in the LICENSE file.
6//
7
8// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
9
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000012#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000013#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000014#include "libGLESv2/Framebuffer.h"
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000015#include "libGLESv2/RenderBuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000016#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000017#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000018#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +000019#include "libGLESv2/renderer/ShaderExecutable11.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000020#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.coma8aac672012-12-20 21:08:00 +000021#include "libGLESv2/renderer/Image11.h"
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +000022#include "libGLESv2/renderer/VertexBuffer11.h"
daniel@transgaming.com11c2af52012-12-20 21:10:01 +000023#include "libGLESv2/renderer/IndexBuffer11.h"
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +000024#include "libGLESv2/renderer/BufferStorage11.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"
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +000028#include "libGLESv2/renderer/Query11.h"
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +000029#include "libGLESv2/renderer/Fence11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000030
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000031#include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h"
32#include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h"
33#include "libGLESv2/renderer/shaders/compiled/passthroughrgb11ps.h"
34#include "libGLESv2/renderer/shaders/compiled/passthroughlum11ps.h"
35#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha11ps.h"
36
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000037#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
38#include "libGLESv2/renderer/shaders/compiled/clear11ps.h"
39
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000040#include "libEGL/Display.h"
41
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +000042#ifdef _DEBUG
43// this flag enables suppressing some spurious warnings that pop up in certain WebGL samples
44// and conformance tests. to enable all warnings, remove this define.
45#define ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS 1
46#endif
47
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000048namespace rx
49{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000050static const DXGI_FORMAT RenderTargetFormats[] =
51 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000052 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000053 DXGI_FORMAT_R8G8B8A8_UNORM
54 };
55
56static const DXGI_FORMAT DepthStencilFormats[] =
57 {
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +000058 DXGI_FORMAT_UNKNOWN,
59 DXGI_FORMAT_D24_UNORM_S8_UINT,
60 DXGI_FORMAT_D16_UNORM
daniel@transgaming.com65e65372012-11-28 19:33:50 +000061 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000062
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000063enum
64{
65 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
66};
67
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000068Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
69{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000070 mVertexDataManager = NULL;
71 mIndexDataManager = NULL;
72
daniel@transgaming.comc5114302012-12-20 21:11:36 +000073 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000074 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000075
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000076 mCopyResourcesInitialized = false;
77 mCopyVB = NULL;
78 mCopySampler = NULL;
79 mCopyIL = NULL;
80 mCopyVS = NULL;
81 mCopyRGBAPS = NULL;
82 mCopyRGBPS = NULL;
83 mCopyLumPS = NULL;
84 mCopyLumAlphaPS = NULL;
85
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000086 mClearResourcesInitialized = false;
87 mClearVB = NULL;
88 mClearIL = NULL;
89 mClearVS = NULL;
90 mClearPS = NULL;
91 mClearScissorRS = NULL;
92 mClearNoScissorRS = NULL;
93
daniel@transgaming.combdf787f2013-02-01 03:20:36 +000094 mSyncQuery = NULL;
95
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000096 mD3d11Module = NULL;
97 mDxgiModule = NULL;
98
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000099 mDeviceLost = false;
100
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000101 mMaxSupportedSamples = 0;
102
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000103 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000104 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000105 mDxgiAdapter = NULL;
106 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000107
108 mDriverConstantBufferVS = NULL;
109 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000110
111 mBGRATextureSupport = false;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +0000112
113 mIsGeometryShaderActive = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000114}
115
116Renderer11::~Renderer11()
117{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000118 release();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000119}
120
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000121Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
122{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000123 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000124 return static_cast<rx::Renderer11*>(renderer);
125}
126
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000127EGLint Renderer11::initialize()
128{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000129 if (!initializeCompiler())
130 {
131 return EGL_NOT_INITIALIZED;
132 }
133
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000134 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
135 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000136
137 if (mD3d11Module == NULL || mDxgiModule == NULL)
138 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000139 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000140 return EGL_NOT_INITIALIZED;
141 }
142
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000143 // create the D3D11 device
144 ASSERT(mDevice == NULL);
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000145 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000146
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000147 if (D3D11CreateDevice == NULL)
148 {
149 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
150 return EGL_NOT_INITIALIZED;
151 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000152
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000153 D3D_FEATURE_LEVEL featureLevels[] =
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000154 {
155 D3D_FEATURE_LEVEL_11_0,
156 D3D_FEATURE_LEVEL_10_1,
157 D3D_FEATURE_LEVEL_10_0,
158 };
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000159
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000160 HRESULT result = D3D11CreateDevice(NULL,
161 D3D_DRIVER_TYPE_HARDWARE,
162 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000163 #if defined(_DEBUG)
164 D3D11_CREATE_DEVICE_DEBUG,
165 #else
166 0,
167 #endif
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000168 featureLevels,
169 ArraySize(featureLevels),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000170 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000171 &mDevice,
172 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000173 &mDeviceContext);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000174
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000175 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000176 {
177 ERR("Could not create D3D11 device - aborting!\n");
178 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
179 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000180
181 IDXGIDevice *dxgiDevice = NULL;
182 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
183
184 if (FAILED(result))
185 {
186 ERR("Could not query DXGI device - aborting!\n");
187 return EGL_NOT_INITIALIZED;
188 }
189
190 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
191
192 if (FAILED(result))
193 {
194 ERR("Could not retrieve DXGI adapter - aborting!\n");
195 return EGL_NOT_INITIALIZED;
196 }
197
198 dxgiDevice->Release();
199
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000200 mDxgiAdapter->GetDesc(&mAdapterDescription);
201 memset(mDescription, 0, sizeof(mDescription));
202 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
203
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000204 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
205
206 if (!mDxgiFactory || FAILED(result))
207 {
208 ERR("Could not create DXGI factory - aborting!\n");
209 return EGL_NOT_INITIALIZED;
210 }
211
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000212 // Disable some spurious D3D11 debug warnings to prevent them from flooding the output log
213#if defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG)
214 ID3D11InfoQueue *infoQueue;
215 result = mDevice->QueryInterface(__uuidof(ID3D11InfoQueue), (void **)&infoQueue);
216
217 if (SUCCEEDED(result))
218 {
219 D3D11_MESSAGE_ID hideMessages[] =
220 {
221 D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETS_HAZARD,
222 D3D11_MESSAGE_ID_DEVICE_PSSETSHADERRESOURCES_HAZARD
223 };
224
225 D3D11_INFO_QUEUE_FILTER filter = {0};
226 filter.DenyList.NumIDs = ArraySize(hideMessages);
227 filter.DenyList.pIDList = hideMessages;
228
229 infoQueue->AddStorageFilterEntries(&filter);
230
231 infoQueue->Release();
232 }
233#endif
234
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000235 unsigned int maxSupportedSamples = 0;
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000236 unsigned int rtFormatCount = ArraySize(RenderTargetFormats);
237 unsigned int dsFormatCount = ArraySize(DepthStencilFormats);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000238 for (unsigned int i = 0; i < rtFormatCount + dsFormatCount; ++i)
239 {
240 DXGI_FORMAT format = (i < rtFormatCount) ? RenderTargetFormats[i] : DepthStencilFormats[i - rtFormatCount];
241 if (format != DXGI_FORMAT_UNKNOWN)
242 {
243 UINT formatSupport;
244 result = mDevice->CheckFormatSupport(format, &formatSupport);
245 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
246 {
247 MultisampleSupportInfo supportInfo;
248
249 for (unsigned int j = 1; j <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; j++)
250 {
251 result = mDevice->CheckMultisampleQualityLevels(format, j, &supportInfo.qualityLevels[j - 1]);
252 if (SUCCEEDED(result) && supportInfo.qualityLevels[j - 1] > 0)
253 {
254 maxSupportedSamples = std::max(j, maxSupportedSamples);
255 }
256 else
257 {
258 supportInfo.qualityLevels[j - 1] = 0;
259 }
260 }
261
262 mMultisampleSupportMap.insert(std::make_pair(format, supportInfo));
263 }
264 }
265 }
266 mMaxSupportedSamples = maxSupportedSamples;
267
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000268 initializeDevice();
269
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000270 // BGRA texture support is optional in feature levels 10 and 10_1
271 UINT formatSupport;
272 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
273 if (FAILED(result))
274 {
275 ERR("Error checking BGRA format support: 0x%08X", result);
276 }
277 else
278 {
279 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
280 mBGRATextureSupport = (formatSupport & flags) == flags;
281 }
282
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +0000283 // Check floating point texture support
284 static const unsigned int requiredTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE;
285 static const unsigned int requiredRenderableFlags = D3D11_FORMAT_SUPPORT_RENDER_TARGET;
286 static const unsigned int requiredFilterFlags = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
287
288 DXGI_FORMAT float16Formats[] =
289 {
290 DXGI_FORMAT_R16_FLOAT,
291 DXGI_FORMAT_R16G16_FLOAT,
292 DXGI_FORMAT_R16G16B16A16_FLOAT,
293 };
294
295 DXGI_FORMAT float32Formats[] =
296 {
297 DXGI_FORMAT_R32_FLOAT,
298 DXGI_FORMAT_R32G32_FLOAT,
299 DXGI_FORMAT_R32G32B32_FLOAT,
300 DXGI_FORMAT_R32G32B32A32_FLOAT,
301 };
302
303 mFloat16TextureSupport = true;
304 mFloat16FilterSupport = true;
305 mFloat16RenderSupport = true;
306 for (unsigned int i = 0; i < ArraySize(float16Formats); i++)
307 {
308 if (SUCCEEDED(mDevice->CheckFormatSupport(float16Formats[i], &formatSupport)))
309 {
310 mFloat16TextureSupport = mFloat16TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
311 mFloat16FilterSupport = mFloat16FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
312 mFloat16RenderSupport = mFloat16RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
313 }
314 else
315 {
316 mFloat16TextureSupport = false;
317 mFloat16RenderSupport = false;
318 mFloat16FilterSupport = false;
319 }
320 }
321
322 mFloat32TextureSupport = true;
323 mFloat32FilterSupport = true;
324 mFloat32RenderSupport = true;
325 for (unsigned int i = 0; i < ArraySize(float32Formats); i++)
326 {
327 if (SUCCEEDED(mDevice->CheckFormatSupport(float32Formats[i], &formatSupport)))
328 {
329 mFloat32TextureSupport = mFloat32TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
330 mFloat32FilterSupport = mFloat32FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
331 mFloat32RenderSupport = mFloat32RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
332 }
333 else
334 {
335 mFloat32TextureSupport = false;
336 mFloat32FilterSupport = false;
337 mFloat32RenderSupport = false;
338 }
339 }
340
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +0000341 // Check compressed texture support
342 const unsigned int requiredCompressedTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D;
343
344 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC1_UNORM, &formatSupport)))
345 {
346 mDXT1TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
347 }
348 else
349 {
350 mDXT1TextureSupport = false;
351 }
352
353 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC3_UNORM, &formatSupport)))
354 {
355 mDXT3TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
356 }
357 else
358 {
359 mDXT3TextureSupport = false;
360 }
361
362 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC5_UNORM, &formatSupport)))
363 {
364 mDXT5TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
365 }
366 else
367 {
368 mDXT5TextureSupport = false;
369 }
370
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +0000371 // Check depth texture support
372 DXGI_FORMAT depthTextureFormats[] =
373 {
374 DXGI_FORMAT_D16_UNORM,
375 DXGI_FORMAT_D24_UNORM_S8_UINT,
376 };
377
378 static const unsigned int requiredDepthTextureFlags = D3D11_FORMAT_SUPPORT_DEPTH_STENCIL |
379 D3D11_FORMAT_SUPPORT_TEXTURE2D;
380
381 mDepthTextureSupport = true;
382 for (unsigned int i = 0; i < ArraySize(depthTextureFormats); i++)
383 {
384 if (SUCCEEDED(mDevice->CheckFormatSupport(depthTextureFormats[i], &formatSupport)))
385 {
386 mDepthTextureSupport = mDepthTextureSupport && ((formatSupport & requiredDepthTextureFlags) == requiredDepthTextureFlags);
387 }
388 else
389 {
390 mDepthTextureSupport = false;
391 }
392 }
393
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000394 return EGL_SUCCESS;
395}
396
397// do any one-time device initialization
398// NOTE: this is also needed after a device lost/reset
399// to reset the scene status and ensure the default states are reset.
400void Renderer11::initializeDevice()
401{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000402 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000403 mInputLayoutCache.initialize(mDevice, mDeviceContext);
404
405 ASSERT(!mVertexDataManager && !mIndexDataManager);
406 mVertexDataManager = new VertexDataManager(this);
407 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000408
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000409 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000410}
411
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000412int Renderer11::generateConfigs(ConfigDesc **configDescList)
413{
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000414 unsigned int numRenderFormats = ArraySize(RenderTargetFormats);
415 unsigned int numDepthFormats = ArraySize(DepthStencilFormats);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000416 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
417 int numConfigs = 0;
418
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000419 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000420 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000421 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000422 {
423 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
424
425 UINT formatSupport = 0;
426 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000427
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000428 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
429 {
430 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
431
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000432 bool depthStencilFormatOK = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000433
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000434 if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
435 {
436 UINT formatSupport = 0;
437 result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
438 depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
439 }
440
441 if (depthStencilFormatOK)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000442 {
443 ConfigDesc newConfig;
444 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
445 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
446 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
447 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
448
449 (*configDescList)[numConfigs++] = newConfig;
450 }
451 }
452 }
453 }
454
455 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000456}
457
458void Renderer11::deleteConfigs(ConfigDesc *configDescList)
459{
460 delete [] (configDescList);
461}
462
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000463void Renderer11::sync(bool block)
464{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000465 if (block)
466 {
467 HRESULT result;
468
469 if (!mSyncQuery)
470 {
471 D3D11_QUERY_DESC queryDesc;
472 queryDesc.Query = D3D11_QUERY_EVENT;
473 queryDesc.MiscFlags = 0;
474
475 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
476 ASSERT(SUCCEEDED(result));
477 }
478
479 mDeviceContext->End(mSyncQuery);
480 mDeviceContext->Flush();
481
482 do
483 {
484 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
485
486 // Keep polling, but allow other threads to do something useful first
487 Sleep(0);
488
489 if (testDeviceLost(true))
490 {
491 return;
492 }
493 }
494 while (result == S_FALSE);
495 }
496 else
497 {
498 mDeviceContext->Flush();
499 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000500}
501
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000502SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
503{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000504 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000505}
506
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000507void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
508{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000509 if (type == gl::SAMPLER_PIXEL)
510 {
511 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
512 {
513 ERR("Pixel shader sampler index %i is not valid.", index);
514 return;
515 }
516
517 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
518 {
519 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
520
521 if (!dxSamplerState)
522 {
523 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
524 "sampler state for pixel shaders at slot %i.", index);
525 }
526
527 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
528
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000529 mCurPixelSamplerStates[index] = samplerState;
530 }
531
532 mForceSetPixelSamplerStates[index] = false;
533 }
534 else if (type == gl::SAMPLER_VERTEX)
535 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000536 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000537 {
538 ERR("Vertex shader sampler index %i is not valid.", index);
539 return;
540 }
541
542 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
543 {
544 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
545
546 if (!dxSamplerState)
547 {
548 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
549 "sampler state for vertex shaders at slot %i.", index);
550 }
551
552 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
553
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000554 mCurVertexSamplerStates[index] = samplerState;
555 }
556
557 mForceSetVertexSamplerStates[index] = false;
558 }
559 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000560}
561
562void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
563{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000564 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000565 unsigned int serial = 0;
566 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000567
568 if (texture)
569 {
570 TextureStorageInterface *texStorage = texture->getNativeTexture();
571 if (texStorage)
572 {
573 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
574 textureSRV = storage11->getSRV();
575 }
576
577 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
578 // missing the shader resource view
579 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000580
581 serial = texture->getTextureSerial();
582 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000583 }
584
585 if (type == gl::SAMPLER_PIXEL)
586 {
587 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
588 {
589 ERR("Pixel shader sampler index %i is not valid.", index);
590 return;
591 }
592
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000593 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
594 {
595 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
596 }
597
598 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000599 }
600 else if (type == gl::SAMPLER_VERTEX)
601 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000602 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000603 {
604 ERR("Vertex shader sampler index %i is not valid.", index);
605 return;
606 }
607
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000608 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
609 {
610 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
611 }
612
613 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000614 }
615 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000616}
617
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000618void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000619{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000620 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000621 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000622 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
623 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000624 if (!dxRasterState)
625 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000626 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000627 "rasterizer state.");
628 }
629
630 mDeviceContext->RSSetState(dxRasterState);
631
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000632 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000633 }
634
635 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000636}
637
638void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
639 unsigned int sampleMask)
640{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000641 if (mForceSetBlendState ||
642 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
643 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
644 sampleMask != mCurSampleMask)
645 {
646 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
647 if (!dxBlendState)
648 {
649 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
650 "blend state.");
651 }
652
653 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
654 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
655
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000656 mCurBlendState = blendState;
657 mCurBlendColor = blendColor;
658 mCurSampleMask = sampleMask;
659 }
660
661 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000662}
663
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000664void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000665 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000666{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000667 if (mForceSetDepthStencilState ||
668 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
669 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
670 {
671 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
672 stencilRef != stencilBackRef ||
673 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
674 {
675 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
676 "invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000677 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000678 }
679
680 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
681 if (!dxDepthStencilState)
682 {
683 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
684 "setting the default depth stencil state.");
685 }
686
687 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
688
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000689 mCurDepthStencilState = depthStencilState;
690 mCurStencilRef = stencilRef;
691 mCurStencilBackRef = stencilBackRef;
692 }
693
694 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000695}
696
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000697void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000698{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000699 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
700 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000701 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000702 if (enabled)
703 {
704 D3D11_RECT rect;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000705 rect.left = std::max(0, scissor.x);
706 rect.top = std::max(0, scissor.y);
707 rect.right = scissor.x + std::max(0, scissor.width);
708 rect.bottom = scissor.y + std::max(0, scissor.height);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000709
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000710 mDeviceContext->RSSetScissorRects(1, &rect);
711 }
712
713 if (enabled != mScissorEnabled)
714 {
715 mForceSetRasterState = true;
716 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000717
718 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000719 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000720 }
721
722 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000723}
724
daniel@transgaming.com12985182012-12-20 20:56:31 +0000725bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000726 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000727{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000728 gl::Rectangle actualViewport = viewport;
729 float actualZNear = gl::clamp01(zNear);
730 float actualZFar = gl::clamp01(zFar);
731 if (ignoreViewport)
732 {
733 actualViewport.x = 0;
734 actualViewport.y = 0;
735 actualViewport.width = mRenderTargetDesc.width;
736 actualViewport.height = mRenderTargetDesc.height;
737 actualZNear = 0.0f;
738 actualZFar = 1.0f;
739 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000740
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000741 // Get D3D viewport bounds, which depends on the feature level
742 const Range& viewportBounds = getViewportBounds();
743
744 // 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 +0000745 D3D11_VIEWPORT dxViewport;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000746 dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end);
747 dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end);
748 dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension());
749 dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension());
750 dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX));
751 dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY));
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000752 dxViewport.MinDepth = actualZNear;
753 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000754
755 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
756 {
757 return false; // Nothing to render
758 }
759
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000760 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
761 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000762
daniel@transgaming.com53670042012-11-28 20:55:51 +0000763 if (viewportChanged)
764 {
765 mDeviceContext->RSSetViewports(1, &dxViewport);
766
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000767 mCurViewport = actualViewport;
768 mCurNear = actualZNear;
769 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000770
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +0000771 mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f;
772 mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f;
773 mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
774 mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000775
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000776 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
777 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000778
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000779 mVertexConstants.depthRange[0] = actualZNear;
780 mVertexConstants.depthRange[1] = actualZFar;
781 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000782
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000783 mPixelConstants.depthRange[0] = actualZNear;
784 mPixelConstants.depthRange[1] = actualZFar;
785 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000786 }
787
788 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000789 return true;
790}
791
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000792bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
793{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000794 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000795
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000796 switch (mode)
797 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000798 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
799 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000800 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000801 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
802 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
803 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000804 // emulate fans via rewriting index buffer
805 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000806 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000807 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000808 }
809
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000810 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000811
812 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000813}
814
815bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000816{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000817 // Get the color render buffer and serial
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000818 // Also extract the render target dimensions and view
819 unsigned int renderTargetWidth = 0;
820 unsigned int renderTargetHeight = 0;
821 GLenum renderTargetFormat = 0;
822 unsigned int renderTargetSerials[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {0};
823 ID3D11RenderTargetView* framebufferRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
824 bool missingColorRenderTarget = true;
825
826 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000827 {
shannon.woods%transgaming.com@gtempaccount.com4059a382013-04-13 03:31:16 +0000828 const GLenum drawBufferState = framebuffer->getDrawBufferState(colorAttachment);
829
830 if (framebuffer->getColorbufferType(colorAttachment) != GL_NONE && drawBufferState != GL_NONE)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000831 {
shannon.woods%transgaming.com@gtempaccount.com4059a382013-04-13 03:31:16 +0000832 // the draw buffer must be either "none", "back" for the default buffer or the same index as this color (in order)
833 ASSERT(drawBufferState == GL_BACK || drawBufferState == (GL_COLOR_ATTACHMENT0_EXT + colorAttachment));
834
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000835 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(colorAttachment);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000836
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000837 if (!colorbuffer)
838 {
839 ERR("render target pointer unexpectedly null.");
840 return false;
841 }
shannon.woods@transgaming.com3e3da582013-02-28 23:09:03 +0000842
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000843 // check for zero-sized default framebuffer, which is a special case.
844 // in this case we do not wish to modify any state and just silently return false.
845 // this will not report any gl error but will cause the calling method to return.
846 if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0)
847 {
848 return false;
849 }
850
851 renderTargetSerials[colorAttachment] = colorbuffer->getSerial();
852
853 // Extract the render target dimensions and view
854 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
855 if (!renderTarget)
856 {
857 ERR("render target pointer unexpectedly null.");
858 return false;
859 }
860
861 framebufferRTVs[colorAttachment] = renderTarget->getRenderTargetView();
862 if (!framebufferRTVs[colorAttachment])
863 {
864 ERR("render target view pointer unexpectedly null.");
865 return false;
866 }
867
868 if (missingColorRenderTarget)
869 {
870 renderTargetWidth = colorbuffer->getWidth();
871 renderTargetHeight = colorbuffer->getHeight();
872 renderTargetFormat = colorbuffer->getActualFormat();
873 missingColorRenderTarget = false;
874 }
875 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000876 }
877
878 // Get the depth stencil render buffer and serials
879 gl::Renderbuffer *depthStencil = NULL;
880 unsigned int depthbufferSerial = 0;
881 unsigned int stencilbufferSerial = 0;
882 if (framebuffer->getDepthbufferType() != GL_NONE)
883 {
884 depthStencil = framebuffer->getDepthbuffer();
885 if (!depthStencil)
886 {
887 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000888 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000889 return false;
890 }
891
892 depthbufferSerial = depthStencil->getSerial();
893 }
894 else if (framebuffer->getStencilbufferType() != GL_NONE)
895 {
896 depthStencil = framebuffer->getStencilbuffer();
897 if (!depthStencil)
898 {
899 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000900 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000901 return false;
902 }
903
904 stencilbufferSerial = depthStencil->getSerial();
905 }
906
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000907 // Extract the depth stencil sizes and view
908 unsigned int depthSize = 0;
909 unsigned int stencilSize = 0;
910 ID3D11DepthStencilView* framebufferDSV = NULL;
911 if (depthStencil)
912 {
913 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
914 if (!depthStencilRenderTarget)
915 {
916 ERR("render target pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000917 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000918 return false;
919 }
920
921 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
922 if (!framebufferDSV)
923 {
924 ERR("depth stencil view pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000925 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000926 return false;
927 }
928
929 // If there is no render buffer, the width, height and format values come from
930 // the depth stencil
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000931 if (missingColorRenderTarget)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000932 {
933 renderTargetWidth = depthStencil->getWidth();
934 renderTargetHeight = depthStencil->getHeight();
935 renderTargetFormat = depthStencil->getActualFormat();
936 }
937
938 depthSize = depthStencil->getDepthSize();
939 stencilSize = depthStencil->getStencilSize();
940 }
941
942 // Apply the render target and depth stencil
943 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000944 memcmp(renderTargetSerials, mAppliedRenderTargetSerials, sizeof(renderTargetSerials)) != 0 ||
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000945 depthbufferSerial != mAppliedDepthbufferSerial ||
946 stencilbufferSerial != mAppliedStencilbufferSerial)
947 {
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000948 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), framebufferRTVs, framebufferDSV);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000949
950 mRenderTargetDesc.width = renderTargetWidth;
951 mRenderTargetDesc.height = renderTargetHeight;
952 mRenderTargetDesc.format = renderTargetFormat;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000953 mForceSetViewport = true;
954 mForceSetScissor = true;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000955
956 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
957 {
958 mCurDepthSize = depthSize;
959 mForceSetRasterState = true;
960 }
961
962 mCurStencilSize = stencilSize;
963
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000964 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
965 {
966 mAppliedRenderTargetSerials[rtIndex] = renderTargetSerials[rtIndex];
967 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000968 mAppliedDepthbufferSerial = depthbufferSerial;
969 mAppliedStencilbufferSerial = stencilbufferSerial;
970 mRenderTargetDescInitialized = true;
971 mDepthStencilInitialized = true;
972 }
973
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000974 SafeRelease(framebufferRTVs);
975 SafeRelease(framebufferDSV);
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000976
977 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000978}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000979
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000980GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000981{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000982 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
983 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
984 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000985 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000986 return err;
987 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000988
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000989 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000990}
991
daniel@transgaming.com31240482012-11-28 21:06:41 +0000992GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000993{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000994 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000995
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000996 if (err == GL_NO_ERROR)
997 {
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +0000998 if (indexInfo->storage)
999 {
1000 if (indexInfo->serial != mAppliedStorageIBSerial || indexInfo->startOffset != mAppliedIBOffset)
1001 {
1002 BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(indexInfo->storage);
1003 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1004
1005 mDeviceContext->IASetIndexBuffer(storage->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
1006
1007 mAppliedIBSerial = 0;
1008 mAppliedStorageIBSerial = storage->getSerial();
1009 mAppliedIBOffset = indexInfo->startOffset;
1010 }
1011 }
1012 else if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001013 {
1014 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1015
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +00001016 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001017
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001018 mAppliedIBSerial = indexInfo->serial;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001019 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001020 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001021 }
1022 }
1023
1024 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001025}
1026
1027void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
1028{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001029 if (mode == GL_LINE_LOOP)
1030 {
1031 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1032 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001033 else if (mode == GL_TRIANGLE_FAN)
1034 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001035 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001036 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001037 else if (instances > 0)
1038 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001039 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001040 }
1041 else
1042 {
1043 mDeviceContext->Draw(count, 0);
1044 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001045}
1046
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001047void 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 +00001048{
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001049 if (mode == GL_LINE_LOOP)
1050 {
1051 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
1052 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001053 else if (mode == GL_TRIANGLE_FAN)
1054 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001055 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
1056 }
1057 else if (instances > 0)
1058 {
1059 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001060 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001061 else
1062 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +00001063 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001064 }
1065}
1066
1067void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1068{
1069 // Get the raw indices for an indexed draw
1070 if (type != GL_NONE && elementArrayBuffer)
1071 {
1072 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001073 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001074 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001075 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001076 }
1077
1078 if (!mLineLoopIB)
1079 {
1080 mLineLoopIB = new StreamingIndexBufferInterface(this);
1081 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1082 {
1083 delete mLineLoopIB;
1084 mLineLoopIB = NULL;
1085
1086 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001087 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001088 }
1089 }
1090
1091 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
1092 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1093 {
1094 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001095 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001096 }
1097
1098 void* mappedMemory = NULL;
1099 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1100 if (offset == -1 || mappedMemory == NULL)
1101 {
1102 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001103 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001104 }
1105
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001106 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001107 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001108
1109 switch (type)
1110 {
1111 case GL_NONE: // Non-indexed draw
1112 for (int i = 0; i < count; i++)
1113 {
1114 data[i] = i;
1115 }
1116 data[count] = 0;
1117 break;
1118 case GL_UNSIGNED_BYTE:
1119 for (int i = 0; i < count; i++)
1120 {
1121 data[i] = static_cast<const GLubyte*>(indices)[i];
1122 }
1123 data[count] = static_cast<const GLubyte*>(indices)[0];
1124 break;
1125 case GL_UNSIGNED_SHORT:
1126 for (int i = 0; i < count; i++)
1127 {
1128 data[i] = static_cast<const GLushort*>(indices)[i];
1129 }
1130 data[count] = static_cast<const GLushort*>(indices)[0];
1131 break;
1132 case GL_UNSIGNED_INT:
1133 for (int i = 0; i < count; i++)
1134 {
1135 data[i] = static_cast<const GLuint*>(indices)[i];
1136 }
1137 data[count] = static_cast<const GLuint*>(indices)[0];
1138 break;
1139 default: UNREACHABLE();
1140 }
1141
1142 if (!mLineLoopIB->unmapBuffer())
1143 {
1144 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001145 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001146 }
1147
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001148 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001149 {
1150 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
1151
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001152 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001153 mAppliedIBSerial = mLineLoopIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001154 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001155 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001156 }
1157
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001158 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001159}
1160
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001161void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001162{
1163 // Get the raw indices for an indexed draw
1164 if (type != GL_NONE && elementArrayBuffer)
1165 {
1166 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001167 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001168 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001169 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001170 }
1171
1172 if (!mTriangleFanIB)
1173 {
1174 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1175 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1176 {
1177 delete mTriangleFanIB;
1178 mTriangleFanIB = NULL;
1179
1180 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001181 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001182 }
1183 }
1184
1185 const int numTris = count - 2;
1186 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
1187 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1188 {
1189 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001190 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001191 }
1192
1193 void* mappedMemory = NULL;
1194 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
1195 if (offset == -1 || mappedMemory == NULL)
1196 {
1197 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001198 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001199 }
1200
1201 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1202 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
1203
1204 switch (type)
1205 {
1206 case GL_NONE: // Non-indexed draw
1207 for (int i = 0; i < numTris; i++)
1208 {
1209 data[i*3 + 0] = 0;
1210 data[i*3 + 1] = i + 1;
1211 data[i*3 + 2] = i + 2;
1212 }
1213 break;
1214 case GL_UNSIGNED_BYTE:
1215 for (int i = 0; i < numTris; i++)
1216 {
1217 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1218 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1219 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1220 }
1221 break;
1222 case GL_UNSIGNED_SHORT:
1223 for (int i = 0; i < numTris; i++)
1224 {
1225 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1226 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1227 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1228 }
1229 break;
1230 case GL_UNSIGNED_INT:
1231 for (int i = 0; i < numTris; i++)
1232 {
1233 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1234 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1235 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1236 }
1237 break;
1238 default: UNREACHABLE();
1239 }
1240
1241 if (!mTriangleFanIB->unmapBuffer())
1242 {
1243 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001244 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001245 }
1246
1247 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1248 {
1249 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1250
1251 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1252 mAppliedIBSerial = mTriangleFanIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001253 mAppliedStorageIBSerial = 0;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001254 mAppliedIBOffset = indexBufferOffset;
1255 }
1256
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001257 if (instances > 0)
1258 {
1259 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1260 }
1261 else
1262 {
1263 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1264 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001265}
1266
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001267void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1268{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001269 unsigned int programBinarySerial = programBinary->getSerial();
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001270 const bool updateProgramState = (programBinarySerial != mAppliedProgramBinarySerial);
1271
1272 if (updateProgramState)
daniel@transgaming.come4991412012-12-20 20:55:34 +00001273 {
1274 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1275 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001276
daniel@transgaming.come4991412012-12-20 20:55:34 +00001277 ID3D11VertexShader *vertexShader = NULL;
1278 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001279
daniel@transgaming.come4991412012-12-20 20:55:34 +00001280 ID3D11PixelShader *pixelShader = NULL;
1281 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001282
daniel@transgaming.come4991412012-12-20 20:55:34 +00001283 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1284 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001285
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001286 programBinary->dirtyAllUniforms();
1287
1288 mAppliedProgramBinarySerial = programBinarySerial;
1289 }
1290
1291 // Only use the geometry shader currently for point sprite drawing
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001292 const bool usesGeometryShader = (programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode);
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001293
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001294 if (updateProgramState || usesGeometryShader != mIsGeometryShaderActive)
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001295 {
1296 if (usesGeometryShader)
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001297 {
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001298 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
1299 ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001300 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1301 }
1302 else
1303 {
1304 mDeviceContext->GSSetShader(NULL, NULL, 0);
1305 }
1306
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001307 mIsGeometryShaderActive = usesGeometryShader;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001308 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001309}
1310
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001311void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001312{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001313 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1314 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001315
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001316 unsigned int totalRegisterCountVS = 0;
1317 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001318
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001319 bool vertexUniformsDirty = false;
1320 bool pixelUniformsDirty = false;
1321
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001322 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1323 {
1324 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001325
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001326 if (uniform->vsRegisterIndex >= 0)
1327 {
1328 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001329 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001330 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001331
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001332 if (uniform->psRegisterIndex >= 0)
1333 {
1334 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001335 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001336 }
1337 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001338
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001339 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1340 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1341
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001342 float (*mapVS)[4] = NULL;
1343 float (*mapPS)[4] = NULL;
1344
1345 if (totalRegisterCountVS > 0 && vertexUniformsDirty)
1346 {
1347 D3D11_MAPPED_SUBRESOURCE map = {0};
1348 HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1349 ASSERT(SUCCEEDED(result));
1350 mapVS = (float(*)[4])map.pData;
1351 }
1352
1353 if (totalRegisterCountPS > 0 && pixelUniformsDirty)
1354 {
1355 D3D11_MAPPED_SUBRESOURCE map = {0};
1356 HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1357 ASSERT(SUCCEEDED(result));
1358 mapPS = (float(*)[4])map.pData;
1359 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001360
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001361 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001362 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001363 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001364
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001365 if (uniform->type != GL_SAMPLER_2D && uniform->type != GL_SAMPLER_CUBE)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001366 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001367 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001368 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001369 memcpy(mapVS + uniform->vsRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001370 }
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001371
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001372 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001373 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001374 memcpy(mapPS + uniform->psRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001375 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001376 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001377
1378 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001379 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001380
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001381 if (mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001382 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001383 mDeviceContext->Unmap(vertexConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001384 }
1385
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001386 if (mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001387 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001388 mDeviceContext->Unmap(pixelConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001389 }
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001390
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001391 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1392 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001393
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001394 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001395 if (!mDriverConstantBufferVS)
1396 {
1397 D3D11_BUFFER_DESC constantBufferDescription = {0};
1398 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1399 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1400 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1401 constantBufferDescription.CPUAccessFlags = 0;
1402 constantBufferDescription.MiscFlags = 0;
1403 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001404
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001405 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001406 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001407
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001408 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1409 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001410
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001411 if (!mDriverConstantBufferPS)
1412 {
1413 D3D11_BUFFER_DESC constantBufferDescription = {0};
1414 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1415 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1416 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1417 constantBufferDescription.CPUAccessFlags = 0;
1418 constantBufferDescription.MiscFlags = 0;
1419 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001420
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001421 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001422 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001423
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001424 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1425 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001426
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001427 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1428 {
1429 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1430 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1431 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001432
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001433 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1434 {
1435 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1436 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1437 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001438
1439 // needed for the point sprite geometry shader
1440 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001441}
1442
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001443void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001444{
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001445 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1446 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1447 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1448 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001449
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001450 unsigned int stencilUnmasked = 0x0;
1451 if (frameBuffer->hasStencil())
1452 {
1453 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1454 stencilUnmasked = (0x1 << stencilSize) - 1;
1455 }
1456 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1457 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001458
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001459 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1460 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1461 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001462
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001463 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1464 {
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001465 maskedClear(clearParams);
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001466 }
1467 else
1468 {
1469 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1470 {
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001471 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001472 {
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001473 if (frameBuffer->isEnabledColorAttachment(colorAttachment))
1474 {
1475 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer(colorAttachment);
1476 if (renderbufferObject)
1477 {
1478 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1479 if (!renderTarget)
1480 {
1481 ERR("render target pointer unexpectedly null.");
1482 return;
1483 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001484
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001485 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1486 if (!framebufferRTV)
1487 {
1488 ERR("render target view pointer unexpectedly null.");
1489 return;
1490 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001491
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001492 const float clearValues[4] = { clearParams.colorClearValue.red,
1493 clearParams.colorClearValue.green,
1494 clearParams.colorClearValue.blue,
1495 clearParams.colorClearValue.alpha };
1496 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001497
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001498 framebufferRTV->Release();
1499 }
1500 }
1501 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001502 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001503 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001504 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001505 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1506 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001507 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001508 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1509 if (!renderTarget)
1510 {
1511 ERR("render target pointer unexpectedly null.");
1512 return;
1513 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001514
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001515 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1516 if (!framebufferDSV)
1517 {
1518 ERR("depth stencil view pointer unexpectedly null.");
1519 return;
1520 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001521
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001522 UINT clearFlags = 0;
1523 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1524 {
1525 clearFlags |= D3D11_CLEAR_DEPTH;
1526 }
1527 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1528 {
1529 clearFlags |= D3D11_CLEAR_STENCIL;
1530 }
1531
shannon.woods@transgaming.combe211b32013-02-28 23:17:16 +00001532 float depthClear = gl::clamp01(clearParams.depthClearValue);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001533 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1534
1535 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001536
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001537 framebufferDSV->Release();
1538 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001539 }
1540 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001541}
1542
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001543void Renderer11::maskedClear(const gl::ClearParameters &clearParams)
1544{
1545 HRESULT result;
1546
1547 if (!mClearResourcesInitialized)
1548 {
1549 ASSERT(!mClearVB && !mClearVS && !mClearPS && !mClearScissorRS && !mClearNoScissorRS);
1550
1551 D3D11_BUFFER_DESC vbDesc;
1552 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1553 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1554 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1555 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1556 vbDesc.MiscFlags = 0;
1557 vbDesc.StructureByteStride = 0;
1558
1559 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1560 ASSERT(SUCCEEDED(result));
1561 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1562
1563 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1564 {
1565 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1566 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1567 };
1568
1569 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1570 ASSERT(SUCCEEDED(result));
1571 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1572
1573 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1574 ASSERT(SUCCEEDED(result));
1575 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1576
1577 result = mDevice->CreatePixelShader(g_PS_Clear, sizeof(g_PS_Clear), NULL, &mClearPS);
1578 ASSERT(SUCCEEDED(result));
1579 d3d11::SetDebugName(mClearPS, "Renderer11 masked clear pixel shader");
1580
1581 D3D11_RASTERIZER_DESC rsScissorDesc;
1582 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1583 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1584 rsScissorDesc.FrontCounterClockwise = FALSE;
1585 rsScissorDesc.DepthBias = 0;
1586 rsScissorDesc.DepthBiasClamp = 0.0f;
1587 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1588 rsScissorDesc.DepthClipEnable = FALSE;
1589 rsScissorDesc.ScissorEnable = TRUE;
1590 rsScissorDesc.MultisampleEnable = FALSE;
1591 rsScissorDesc.AntialiasedLineEnable = FALSE;
1592
1593 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1594 ASSERT(SUCCEEDED(result));
1595 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1596
1597 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1598 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1599 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1600 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1601 rsNoScissorDesc.DepthBias = 0;
1602 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1603 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1604 rsNoScissorDesc.DepthClipEnable = FALSE;
1605 rsNoScissorDesc.ScissorEnable = FALSE;
1606 rsNoScissorDesc.MultisampleEnable = FALSE;
1607 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1608
1609 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1610 ASSERT(SUCCEEDED(result));
1611 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1612
1613 mClearResourcesInitialized = true;
1614 }
1615
1616 // Prepare the depth stencil state to write depth values if the depth should be cleared
1617 // and stencil values if the stencil should be cleared
1618 gl::DepthStencilState glDSState;
1619 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1620 glDSState.depthFunc = GL_ALWAYS;
1621 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1622 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1623 glDSState.stencilFunc = GL_ALWAYS;
1624 glDSState.stencilMask = 0;
1625 glDSState.stencilFail = GL_REPLACE;
1626 glDSState.stencilPassDepthFail = GL_REPLACE;
1627 glDSState.stencilPassDepthPass = GL_REPLACE;
1628 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1629 glDSState.stencilBackFunc = GL_ALWAYS;
1630 glDSState.stencilBackMask = 0;
1631 glDSState.stencilBackFail = GL_REPLACE;
1632 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1633 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1634 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1635
1636 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1637
1638 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1639
1640 // Prepare the blend state to use a write mask if the color buffer should be cleared
1641 gl::BlendState glBlendState;
1642 glBlendState.blend = false;
1643 glBlendState.sourceBlendRGB = GL_ONE;
1644 glBlendState.destBlendRGB = GL_ZERO;
1645 glBlendState.sourceBlendAlpha = GL_ONE;
1646 glBlendState.destBlendAlpha = GL_ZERO;
1647 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1648 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1649 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1650 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1651 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
shannon.woods@transgaming.com50ea9932013-02-28 23:13:40 +00001652 glBlendState.colorMaskAlpha = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskAlpha : false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001653 glBlendState.sampleAlphaToCoverage = false;
1654 glBlendState.dither = false;
1655
1656 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1657 static const UINT sampleMask = 0xFFFFFFFF;
1658
1659 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1660
1661 // Set the vertices
1662 D3D11_MAPPED_SUBRESOURCE mappedResource;
1663 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1664 if (FAILED(result))
1665 {
1666 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1667 return;
1668 }
1669
1670 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1671
1672 float depthClear = gl::clamp01(clearParams.depthClearValue);
1673 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1674 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1675 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1676 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1677
1678 mDeviceContext->Unmap(mClearVB, 0);
1679
1680 // Apply state
1681 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1682 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1683 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1684
1685 // Apply shaders
1686 mDeviceContext->IASetInputLayout(mClearIL);
1687 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
1688 mDeviceContext->PSSetShader(mClearPS, NULL, 0);
shannon.woods@transgaming.com2c53e472013-02-28 23:13:56 +00001689 mDeviceContext->GSSetShader(NULL, NULL, 0);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001690
1691 // Apply vertex buffer
1692 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1693 static UINT startIdx = 0;
1694 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1695 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1696
1697 // Draw the clear quad
1698 mDeviceContext->Draw(4, 0);
1699
1700 // Clean up
1701 markAllStateDirty();
1702}
1703
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001704void Renderer11::markAllStateDirty()
1705{
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001706 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
1707 {
1708 mAppliedRenderTargetSerials[rtIndex] = 0;
1709 }
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001710 mAppliedDepthbufferSerial = 0;
1711 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001712 mDepthStencilInitialized = false;
1713 mRenderTargetDescInitialized = false;
1714
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001715 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001716 {
1717 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001718 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001719 }
1720 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1721 {
1722 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001723 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001724 }
1725
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001726 mForceSetBlendState = true;
1727 mForceSetRasterState = true;
1728 mForceSetDepthStencilState = true;
1729 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001730 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001731
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001732 mAppliedIBSerial = 0;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001733 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001734 mAppliedIBOffset = 0;
1735
daniel@transgaming.come4991412012-12-20 20:55:34 +00001736 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001737 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1738 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001739}
1740
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001741void Renderer11::releaseDeviceResources()
1742{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001743 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001744 mInputLayoutCache.clear();
1745
1746 delete mVertexDataManager;
1747 mVertexDataManager = NULL;
1748
1749 delete mIndexDataManager;
1750 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001751
1752 delete mLineLoopIB;
1753 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001754
1755 delete mTriangleFanIB;
1756 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001757
1758 if (mCopyVB)
1759 {
1760 mCopyVB->Release();
1761 mCopyVB = NULL;
1762 }
1763
1764 if (mCopySampler)
1765 {
1766 mCopySampler->Release();
1767 mCopySampler = NULL;
1768 }
1769
1770 if (mCopyIL)
1771 {
1772 mCopyIL->Release();
1773 mCopyIL = NULL;
1774 }
1775
1776 if (mCopyVS)
1777 {
1778 mCopyVS->Release();
1779 mCopyVS = NULL;
1780 }
1781
1782 if (mCopyRGBAPS)
1783 {
1784 mCopyRGBAPS->Release();
1785 mCopyRGBAPS = NULL;
1786 }
1787
1788 if (mCopyRGBPS)
1789 {
1790 mCopyRGBPS->Release();
1791 mCopyRGBPS = NULL;
1792 }
1793
1794 if (mCopyLumPS)
1795 {
1796 mCopyLumPS->Release();
1797 mCopyLumPS = NULL;
1798 }
1799
1800 if (mCopyLumAlphaPS)
1801 {
1802 mCopyLumAlphaPS->Release();
1803 mCopyLumAlphaPS = NULL;
1804 }
1805
1806 mCopyResourcesInitialized = false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001807
1808 if (mClearVB)
1809 {
1810 mClearVB->Release();
1811 mClearVB = NULL;
1812 }
1813
1814 if (mClearIL)
1815 {
1816 mClearIL->Release();
1817 mClearIL = NULL;
1818 }
1819
1820 if (mClearVS)
1821 {
1822 mClearVS->Release();
1823 mClearVS = NULL;
1824 }
1825
1826 if (mClearPS)
1827 {
1828 mClearPS->Release();
1829 mClearPS = NULL;
1830 }
1831
1832 if (mClearScissorRS)
1833 {
1834 mClearScissorRS->Release();
1835 mClearScissorRS = NULL;
1836 }
1837
1838 if (mClearNoScissorRS)
1839 {
1840 mClearNoScissorRS->Release();
1841 mClearNoScissorRS = NULL;
1842 }
1843
1844 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001845
1846 if (mDriverConstantBufferVS)
1847 {
1848 mDriverConstantBufferVS->Release();
1849 mDriverConstantBufferVS = NULL;
1850 }
1851
1852 if (mDriverConstantBufferPS)
1853 {
1854 mDriverConstantBufferPS->Release();
1855 mDriverConstantBufferPS = NULL;
1856 }
daniel@transgaming.combdf787f2013-02-01 03:20:36 +00001857
1858 if (mSyncQuery)
1859 {
1860 mSyncQuery->Release();
1861 mSyncQuery = NULL;
1862 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001863}
1864
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001865void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001866{
1867 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001868 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001869}
1870
1871bool Renderer11::isDeviceLost()
1872{
1873 return mDeviceLost;
1874}
1875
1876// set notify to true to broadcast a message to all contexts of the device loss
1877bool Renderer11::testDeviceLost(bool notify)
1878{
1879 bool isLost = false;
1880
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001881 // GetRemovedReason is used to test if the device is removed
1882 HRESULT result = mDevice->GetDeviceRemovedReason();
1883 isLost = d3d11::isDeviceLostError(result);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001884
1885 if (isLost)
1886 {
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001887 // Log error if this is a new device lost event
1888 if (mDeviceLost == false)
1889 {
1890 ERR("The D3D11 device was removed: 0x%08X", result);
1891 }
1892
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001893 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001894 // we'll probably get this done again by notifyDeviceLost
1895 // but best to remember it!
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001896 // Note that we don't want to clear the device loss status here
1897 // -- this needs to be done by resetDevice
1898 mDeviceLost = true;
1899 if (notify)
1900 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001901 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001902 }
1903 }
1904
1905 return isLost;
1906}
1907
1908bool Renderer11::testDeviceResettable()
1909{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001910 // determine if the device is resettable by creating a dummy device
1911 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001912
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001913 if (D3D11CreateDevice == NULL)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001914 {
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001915 return false;
1916 }
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001917
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001918 D3D_FEATURE_LEVEL featureLevels[] =
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001919 {
1920 D3D_FEATURE_LEVEL_11_0,
1921 D3D_FEATURE_LEVEL_10_1,
1922 D3D_FEATURE_LEVEL_10_0,
1923 };
1924
1925 ID3D11Device* dummyDevice;
1926 D3D_FEATURE_LEVEL dummyFeatureLevel;
1927 ID3D11DeviceContext* dummyContext;
1928
1929 HRESULT result = D3D11CreateDevice(NULL,
1930 D3D_DRIVER_TYPE_HARDWARE,
1931 NULL,
1932 #if defined(_DEBUG)
1933 D3D11_CREATE_DEVICE_DEBUG,
1934 #else
1935 0,
1936 #endif
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001937 featureLevels,
1938 ArraySize(featureLevels),
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001939 D3D11_SDK_VERSION,
1940 &dummyDevice,
1941 &dummyFeatureLevel,
1942 &dummyContext);
1943
1944 if (!mDevice || FAILED(result))
1945 {
1946 return false;
1947 }
1948
1949 dummyContext->Release();
1950 dummyDevice->Release();
1951
1952 return true;
1953}
1954
1955void Renderer11::release()
1956{
1957 releaseDeviceResources();
1958
1959 if (mDxgiFactory)
1960 {
1961 mDxgiFactory->Release();
1962 mDxgiFactory = NULL;
1963 }
1964
1965 if (mDxgiAdapter)
1966 {
1967 mDxgiAdapter->Release();
1968 mDxgiAdapter = NULL;
1969 }
1970
1971 if (mDeviceContext)
1972 {
1973 mDeviceContext->ClearState();
1974 mDeviceContext->Flush();
1975 mDeviceContext->Release();
1976 mDeviceContext = NULL;
1977 }
1978
1979 if (mDevice)
1980 {
1981 mDevice->Release();
1982 mDevice = NULL;
1983 }
1984
1985 if (mD3d11Module)
1986 {
1987 FreeLibrary(mD3d11Module);
1988 mD3d11Module = NULL;
1989 }
1990
1991 if (mDxgiModule)
1992 {
1993 FreeLibrary(mDxgiModule);
1994 mDxgiModule = NULL;
1995 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001996}
1997
1998bool Renderer11::resetDevice()
1999{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00002000 // recreate everything
2001 release();
2002 EGLint result = initialize();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002003
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00002004 if (result != EGL_SUCCESS)
2005 {
2006 ERR("Could not reinitialize D3D11 device: %08X", result);
2007 return false;
2008 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002009
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002010 mDeviceLost = false;
2011
2012 return true;
2013}
2014
2015DWORD Renderer11::getAdapterVendor() const
2016{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002017 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002018}
2019
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002020std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002021{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002022 std::ostringstream rendererString;
2023
2024 rendererString << mDescription;
2025 rendererString << " Direct3D11";
2026
2027 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
2028 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
2029
2030 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002031}
2032
2033GUID Renderer11::getAdapterIdentifier() const
2034{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00002035 // Use the adapter LUID as our adapter ID
2036 // This number is local to a machine is only guaranteed to be unique between restarts
2037 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
2038 GUID adapterId = {0};
2039 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
2040 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002041}
2042
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00002043bool Renderer11::getBGRATextureSupport() const
2044{
2045 return mBGRATextureSupport;
2046}
2047
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002048bool Renderer11::getDXT1TextureSupport()
2049{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002050 return mDXT1TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002051}
2052
2053bool Renderer11::getDXT3TextureSupport()
2054{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002055 return mDXT3TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002056}
2057
2058bool Renderer11::getDXT5TextureSupport()
2059{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002060 return mDXT5TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002061}
2062
2063bool Renderer11::getDepthTextureSupport() const
2064{
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +00002065 return mDepthTextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002066}
2067
2068bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
2069{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002070 *renderable = mFloat32RenderSupport;
2071 *filtering = mFloat32FilterSupport;
2072 return mFloat32TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002073}
2074
2075bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
2076{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002077 *renderable = mFloat16RenderSupport;
2078 *filtering = mFloat16FilterSupport;
2079 return mFloat16TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002080}
2081
2082bool Renderer11::getLuminanceTextureSupport()
2083{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002084 return false;
2085}
2086
2087bool Renderer11::getLuminanceAlphaTextureSupport()
2088{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002089 return false;
2090}
2091
2092bool Renderer11::getTextureFilterAnisotropySupport() const
2093{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002094 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002095}
2096
2097float Renderer11::getTextureMaxAnisotropy() const
2098{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002099 switch (mFeatureLevel)
2100 {
2101 case D3D_FEATURE_LEVEL_11_0:
2102 return D3D11_MAX_MAXANISOTROPY;
2103 case D3D_FEATURE_LEVEL_10_1:
2104 case D3D_FEATURE_LEVEL_10_0:
2105 return D3D10_MAX_MAXANISOTROPY;
2106 default: UNREACHABLE();
2107 return 0;
2108 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002109}
2110
2111bool Renderer11::getEventQuerySupport()
2112{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002113 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002114}
2115
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002116Range Renderer11::getViewportBounds() const
2117{
2118 switch (mFeatureLevel)
2119 {
2120 case D3D_FEATURE_LEVEL_11_0:
2121 return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
2122 case D3D_FEATURE_LEVEL_10_1:
2123 case D3D_FEATURE_LEVEL_10_0:
2124 return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
2125 default: UNREACHABLE();
2126 return Range(0, 0);
2127 }
2128}
2129
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002130unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002131{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002132 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2133 switch (mFeatureLevel)
2134 {
2135 case D3D_FEATURE_LEVEL_11_0:
2136 case D3D_FEATURE_LEVEL_10_1:
2137 case D3D_FEATURE_LEVEL_10_0:
2138 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
2139 default: UNREACHABLE();
2140 return 0;
2141 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002142}
2143
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002144unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
2145{
2146 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2147}
2148
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002149unsigned int Renderer11::getReservedVertexUniformVectors() const
2150{
2151 return 0; // Driver uniforms are stored in a separate constant buffer
2152}
2153
2154unsigned int Renderer11::getReservedFragmentUniformVectors() const
2155{
2156 return 0; // Driver uniforms are stored in a separate constant buffer
2157}
2158
2159unsigned int Renderer11::getMaxVertexUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002160{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002161 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2162 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2163 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002164}
2165
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002166unsigned int Renderer11::getMaxFragmentUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002167{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002168 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2169 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2170 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002171}
2172
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002173unsigned int Renderer11::getMaxVaryingVectors() const
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002174{
2175 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
2176 switch (mFeatureLevel)
2177 {
2178 case D3D_FEATURE_LEVEL_11_0:
2179 return D3D11_VS_OUTPUT_REGISTER_COUNT;
2180 case D3D_FEATURE_LEVEL_10_1:
2181 case D3D_FEATURE_LEVEL_10_0:
2182 return D3D10_VS_OUTPUT_REGISTER_COUNT;
2183 default: UNREACHABLE();
2184 return 0;
2185 }
2186}
2187
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002188bool Renderer11::getNonPower2TextureSupport() const
2189{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00002190 switch (mFeatureLevel)
2191 {
2192 case D3D_FEATURE_LEVEL_11_0:
2193 case D3D_FEATURE_LEVEL_10_1:
2194 case D3D_FEATURE_LEVEL_10_0:
2195 return true;
2196 default: UNREACHABLE();
2197 return false;
2198 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002199}
2200
2201bool Renderer11::getOcclusionQuerySupport() const
2202{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002203 switch (mFeatureLevel)
2204 {
2205 case D3D_FEATURE_LEVEL_11_0:
2206 case D3D_FEATURE_LEVEL_10_1:
2207 case D3D_FEATURE_LEVEL_10_0:
2208 return true;
2209 default: UNREACHABLE();
2210 return false;
2211 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002212}
2213
2214bool Renderer11::getInstancingSupport() const
2215{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002216 switch (mFeatureLevel)
2217 {
2218 case D3D_FEATURE_LEVEL_11_0:
2219 case D3D_FEATURE_LEVEL_10_1:
2220 case D3D_FEATURE_LEVEL_10_0:
2221 return true;
2222 default: UNREACHABLE();
2223 return false;
2224 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002225}
2226
2227bool Renderer11::getShareHandleSupport() const
2228{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002229 // We only currently support share handles with BGRA surfaces, because
2230 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002231 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002232 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002233}
2234
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002235bool Renderer11::getDerivativeInstructionSupport() const
2236{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002237 switch (mFeatureLevel)
2238 {
2239 case D3D_FEATURE_LEVEL_11_0:
2240 case D3D_FEATURE_LEVEL_10_1:
2241 case D3D_FEATURE_LEVEL_10_0:
2242 return true;
2243 default: UNREACHABLE();
2244 return false;
2245 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002246}
2247
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002248bool Renderer11::getPostSubBufferSupport() const
2249{
2250 // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2.
2251 return false;
2252}
2253
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002254int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002255{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002256 switch (mFeatureLevel)
2257 {
2258 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002259 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002260 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2261 default: UNREACHABLE(); return 0;
2262 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002263}
2264
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002265int Renderer11::getMinorShaderModel() const
2266{
2267 switch (mFeatureLevel)
2268 {
2269 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2270 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2271 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2272 default: UNREACHABLE(); return 0;
2273 }
2274}
2275
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002276float Renderer11::getMaxPointSize() const
2277{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002278 // choose a reasonable maximum. we enforce this in the shader.
2279 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2280 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002281}
2282
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002283int Renderer11::getMaxViewportDimension() const
2284{
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002285 // Maximum viewport size must be at least as large as the largest render buffer (or larger).
2286 // In our case return the maximum texture size, which is the maximum render buffer size.
2287 META_ASSERT(D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D11_VIEWPORT_BOUNDS_MAX);
2288 META_ASSERT(D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D10_VIEWPORT_BOUNDS_MAX);
2289
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002290 switch (mFeatureLevel)
2291 {
2292 case D3D_FEATURE_LEVEL_11_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002293 return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002294 case D3D_FEATURE_LEVEL_10_1:
2295 case D3D_FEATURE_LEVEL_10_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002296 return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002297 default: UNREACHABLE();
2298 return 0;
2299 }
2300}
2301
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002302int Renderer11::getMaxTextureWidth() const
2303{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002304 switch (mFeatureLevel)
2305 {
2306 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2307 case D3D_FEATURE_LEVEL_10_1:
2308 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2309 default: UNREACHABLE(); return 0;
2310 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002311}
2312
2313int Renderer11::getMaxTextureHeight() const
2314{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002315 switch (mFeatureLevel)
2316 {
2317 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2318 case D3D_FEATURE_LEVEL_10_1:
2319 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2320 default: UNREACHABLE(); return 0;
2321 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002322}
2323
2324bool Renderer11::get32BitIndexSupport() const
2325{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002326 switch (mFeatureLevel)
2327 {
2328 case D3D_FEATURE_LEVEL_11_0:
2329 case D3D_FEATURE_LEVEL_10_1:
2330 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2331 default: UNREACHABLE(); return false;
2332 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002333}
2334
2335int Renderer11::getMinSwapInterval() const
2336{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002337 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002338}
2339
2340int Renderer11::getMaxSwapInterval() const
2341{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002342 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002343}
2344
2345int Renderer11::getMaxSupportedSamples() const
2346{
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +00002347 return mMaxSupportedSamples;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002348}
2349
shannon.woods@transgaming.com88fbd0f2013-02-28 23:05:46 +00002350int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
2351{
2352 if (requested == 0)
2353 {
2354 return 0;
2355 }
2356
2357 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2358 if (iter != mMultisampleSupportMap.end())
2359 {
2360 const MultisampleSupportInfo& info = iter->second;
2361 for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2362 {
2363 if (info.qualityLevels[i] > 0)
2364 {
2365 return i + 1;
2366 }
2367 }
2368 }
2369
2370 return -1;
2371}
2372
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002373unsigned int Renderer11::getMaxRenderTargets() const
2374{
shannon.woods%transgaming.com@gtempaccount.comf30ccc22013-04-13 03:28:36 +00002375 META_ASSERT(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2376 META_ASSERT(D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2377
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002378 switch (mFeatureLevel)
2379 {
2380 case D3D_FEATURE_LEVEL_11_0:
2381 return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2382 case D3D_FEATURE_LEVEL_10_1:
2383 case D3D_FEATURE_LEVEL_10_0:
2384 return D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2385 default:
2386 UNREACHABLE();
2387 return 1;
2388 }
2389}
2390
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002391bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002392{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002393 if (source && dest)
2394 {
2395 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2396 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2397
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002398 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002399 return true;
2400 }
2401
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002402 return false;
2403}
2404
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002405bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002406{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002407 if (source && dest)
2408 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002409 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2410 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002411
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002412 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002413 return true;
2414 }
2415
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002416 return false;
2417}
2418
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002419bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002420 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002421{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002422 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002423 if (!colorbuffer)
2424 {
2425 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002426 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002427 }
2428
2429 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2430 if (!sourceRenderTarget)
2431 {
2432 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002433 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002434 }
2435
2436 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2437 if (!source)
2438 {
2439 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002440 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002441 }
2442
2443 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2444 if (!storage11)
2445 {
2446 source->Release();
2447 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002448 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002449 }
2450
2451 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2452 if (!destRenderTarget)
2453 {
2454 source->Release();
2455 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002456 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002457 }
2458
2459 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2460 if (!dest)
2461 {
2462 source->Release();
2463 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002464 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002465 }
2466
2467 gl::Rectangle destRect;
2468 destRect.x = xoffset;
2469 destRect.y = yoffset;
2470 destRect.width = sourceRect.width;
2471 destRect.height = sourceRect.height;
2472
2473 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2474 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2475
2476 source->Release();
2477 dest->Release();
2478
2479 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002480}
2481
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002482bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002483 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002484{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002485 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002486 if (!colorbuffer)
2487 {
2488 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002489 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002490 }
2491
2492 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2493 if (!sourceRenderTarget)
2494 {
2495 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002496 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002497 }
2498
2499 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2500 if (!source)
2501 {
2502 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002503 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002504 }
2505
2506 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2507 if (!storage11)
2508 {
2509 source->Release();
2510 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002511 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002512 }
2513
2514 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
2515 if (!destRenderTarget)
2516 {
2517 source->Release();
2518 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002519 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002520 }
2521
2522 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2523 if (!dest)
2524 {
2525 source->Release();
2526 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002527 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002528 }
2529
2530 gl::Rectangle destRect;
2531 destRect.x = xoffset;
2532 destRect.y = yoffset;
2533 destRect.width = sourceRect.width;
2534 destRect.height = sourceRect.height;
2535
2536 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2537 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2538
2539 source->Release();
2540 dest->Release();
2541
2542 return ret;
2543}
2544
2545bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight,
2546 ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat)
2547{
2548 HRESULT result;
2549
2550 if (!mCopyResourcesInitialized)
2551 {
2552 ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS);
2553
2554 D3D11_BUFFER_DESC vbDesc;
2555 vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
2556 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
2557 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
2558 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2559 vbDesc.MiscFlags = 0;
2560 vbDesc.StructureByteStride = 0;
2561
2562 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
2563 ASSERT(SUCCEEDED(result));
2564 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
2565
2566 D3D11_SAMPLER_DESC samplerDesc;
2567 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
2568 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
2569 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
2570 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
2571 samplerDesc.MipLODBias = 0.0f;
2572 samplerDesc.MaxAnisotropy = 0;
2573 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
2574 samplerDesc.BorderColor[0] = 0.0f;
2575 samplerDesc.BorderColor[1] = 0.0f;
2576 samplerDesc.BorderColor[2] = 0.0f;
2577 samplerDesc.BorderColor[3] = 0.0f;
2578 samplerDesc.MinLOD = 0.0f;
2579 samplerDesc.MaxLOD = 0.0f;
2580
2581 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
2582 ASSERT(SUCCEEDED(result));
2583 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
2584
2585 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
2586 {
2587 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2588 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2589 };
2590
2591 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL);
2592 ASSERT(SUCCEEDED(result));
2593 d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout");
2594
2595 result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS);
2596 ASSERT(SUCCEEDED(result));
2597 d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader");
2598
2599 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS);
2600 ASSERT(SUCCEEDED(result));
2601 d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader");
2602
2603 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS);
2604 ASSERT(SUCCEEDED(result));
2605 d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader");
2606
2607 result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS);
2608 ASSERT(SUCCEEDED(result));
2609 d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader");
2610
2611 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS);
2612 ASSERT(SUCCEEDED(result));
2613 d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader");
2614
2615 mCopyResourcesInitialized = true;
2616 }
2617
2618 // Verify the source and destination area sizes
2619 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
2620 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
2621 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
2622 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight))
2623 {
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002624 return gl::error(GL_INVALID_VALUE, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002625 }
2626
2627 // Set vertices
2628 D3D11_MAPPED_SUBRESOURCE mappedResource;
2629 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
2630 if (FAILED(result))
2631 {
2632 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002633 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002634 }
2635
2636 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
2637
2638 // Create a quad in homogeneous coordinates
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002639 float x1 = (destArea.x / float(destWidth)) * 2.0f - 1.0f;
shannon.woods@transgaming.comcfdfd462013-02-28 23:13:01 +00002640 float y1 = ((destHeight - destArea.y - destArea.height) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002641 float x2 = ((destArea.x + destArea.width) / float(destWidth)) * 2.0f - 1.0f;
shannon.woods@transgaming.comcfdfd462013-02-28 23:13:01 +00002642 float y2 = ((destHeight - destArea.y) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002643
2644 float u1 = sourceArea.x / float(sourceWidth);
2645 float v1 = sourceArea.y / float(sourceHeight);
2646 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
2647 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
2648
2649 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
2650 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
2651 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
2652 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
2653
2654 mDeviceContext->Unmap(mCopyVB, 0);
2655
2656 static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
2657 static UINT startIdx = 0;
2658 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
2659
2660 // Apply state
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002661 mDeviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002662 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
2663 mDeviceContext->RSSetState(NULL);
2664
2665 // Apply shaders
2666 mDeviceContext->IASetInputLayout(mCopyIL);
2667 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
2668 mDeviceContext->VSSetShader(mCopyVS, NULL, 0);
2669
2670 ID3D11PixelShader *ps = NULL;
2671 switch(destFormat)
2672 {
2673 case GL_RGBA: ps = mCopyRGBAPS; break;
2674 case GL_RGB: ps = mCopyRGBPS; break;
2675 case GL_ALPHA: ps = mCopyRGBAPS; break;
2676 case GL_BGRA_EXT: ps = mCopyRGBAPS; break;
2677 case GL_LUMINANCE: ps = mCopyLumPS; break;
2678 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break;
2679 default: UNREACHABLE(); ps = NULL; break;
2680 }
2681
2682 mDeviceContext->PSSetShader(ps, NULL, 0);
shannon.woods@transgaming.com28e7ba02013-02-28 23:09:28 +00002683 mDeviceContext->GSSetShader(NULL, NULL, 0);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002684
2685 // Unset the currently bound shader resource to avoid conflicts
2686 static ID3D11ShaderResourceView *const nullSRV = NULL;
2687 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2688
2689 // Apply render targets
2690 mDeviceContext->OMSetRenderTargets(1, &dest, NULL);
2691
2692 // Set the viewport
2693 D3D11_VIEWPORT viewport;
2694 viewport.TopLeftX = 0;
2695 viewport.TopLeftY = 0;
2696 viewport.Width = destWidth;
2697 viewport.Height = destHeight;
2698 viewport.MinDepth = 0.0f;
2699 viewport.MaxDepth = 1.0f;
2700 mDeviceContext->RSSetViewports(1, &viewport);
2701
2702 // Apply textures
2703 mDeviceContext->PSSetShaderResources(0, 1, &source);
2704 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
2705
2706 // Draw the quad
2707 mDeviceContext->Draw(4, 0);
2708
2709 // Unbind textures and render targets and vertex buffer
2710 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2711
2712 static ID3D11RenderTargetView *const nullRTV = NULL;
2713 mDeviceContext->OMSetRenderTargets(1, &nullRTV, NULL);
2714
2715 static UINT zero = 0;
2716 static ID3D11Buffer *const nullBuffer = NULL;
2717 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
2718
2719 markAllStateDirty();
2720
2721 return true;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002722}
2723
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002724RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2725{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002726 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002727 RenderTarget11 *renderTarget = NULL;
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002728
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002729 if (depth)
2730 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002731 // Note: depth stencil may be NULL for 0 sized surfaces
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002732 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
2733 swapChain11->getDepthStencilTexture(), NULL,
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002734 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002735 }
2736 else
2737 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002738 // Note: render target may be NULL for 0 sized surfaces
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002739 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002740 swapChain11->getOffscreenTexture(),
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002741 swapChain11->getRenderTargetShaderResource(),
2742 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002743 }
2744 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002745}
2746
2747RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2748{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002749 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
2750 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002751}
2752
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002753ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002754{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002755 ShaderExecutable11 *executable = NULL;
2756
2757 switch (type)
2758 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002759 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002760 {
2761 ID3D11VertexShader *vshader = NULL;
2762 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2763 ASSERT(SUCCEEDED(result));
2764
2765 if (vshader)
2766 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002767 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002768 }
2769 }
2770 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002771 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002772 {
2773 ID3D11PixelShader *pshader = NULL;
2774 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2775 ASSERT(SUCCEEDED(result));
2776
2777 if (pshader)
2778 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002779 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002780 }
2781 }
2782 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002783 case rx::SHADER_GEOMETRY:
2784 {
2785 ID3D11GeometryShader *gshader = NULL;
2786 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
2787 ASSERT(SUCCEEDED(result));
2788
2789 if (gshader)
2790 {
2791 executable = new ShaderExecutable11(function, length, gshader);
2792 }
2793 }
2794 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002795 default:
2796 UNREACHABLE();
2797 break;
2798 }
2799
2800 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002801}
2802
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002803ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002804{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002805 const char *profile = NULL;
2806
2807 switch (type)
2808 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002809 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002810 profile = "vs_4_0";
2811 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002812 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002813 profile = "ps_4_0";
2814 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002815 case rx::SHADER_GEOMETRY:
2816 profile = "gs_4_0";
2817 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002818 default:
2819 UNREACHABLE();
2820 return NULL;
2821 }
2822
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +00002823 ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, D3DCOMPILE_OPTIMIZATION_LEVEL0, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002824 if (!binary)
2825 return NULL;
2826
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002827 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002828 binary->Release();
2829
2830 return executable;
2831}
2832
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002833VertexBuffer *Renderer11::createVertexBuffer()
2834{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00002835 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002836}
2837
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002838IndexBuffer *Renderer11::createIndexBuffer()
2839{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00002840 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002841}
2842
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +00002843BufferStorage *Renderer11::createBufferStorage()
2844{
2845 return new BufferStorage11(this);
2846}
2847
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002848QueryImpl *Renderer11::createQuery(GLenum type)
2849{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002850 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002851}
2852
2853FenceImpl *Renderer11::createFence()
2854{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002855 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002856}
2857
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002858bool Renderer11::getRenderTargetResource(gl::Renderbuffer *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002859{
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002860 ASSERT(colorbuffer != NULL);
2861
2862 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2863 if (renderTarget)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002864 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002865 *subresourceIndex = renderTarget->getSubresourceIndex();
2866
2867 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
2868 if (colorBufferRTV)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002869 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002870 ID3D11Resource *textureResource = NULL;
2871 colorBufferRTV->GetResource(&textureResource);
2872 colorBufferRTV->Release();
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002873
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002874 if (textureResource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002875 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002876 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
2877 textureResource->Release();
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002878
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002879 if (SUCCEEDED(result))
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002880 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002881 return true;
2882 }
2883 else
2884 {
2885 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
2886 "HRESULT: 0x%X.", result);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002887 }
2888 }
2889 }
2890 }
2891
2892 return false;
2893}
2894
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002895bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002896 bool blitRenderTarget, bool blitDepthStencil)
2897{
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002898 if (blitRenderTarget && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_RENDERTARGET))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002899 {
2900 return false;
2901 }
2902
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002903 if (blitDepthStencil && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_DEPTHSTENCIL))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002904 {
2905 return false;
2906 }
2907
2908 return true;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002909}
2910
2911void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2912 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2913{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002914 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002915 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002916
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002917 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2918
2919 if (colorbuffer && getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002920 {
2921 gl::Rectangle area;
2922 area.x = x;
2923 area.y = y;
2924 area.width = width;
2925 area.height = height;
2926
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002927 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
2928 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002929
2930 colorBufferTexture->Release();
2931 colorBufferTexture = NULL;
2932 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002933}
2934
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002935Image *Renderer11::createImage()
2936{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00002937 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002938}
2939
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002940void Renderer11::generateMipmap(Image *dest, Image *src)
2941{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00002942 Image11 *dest11 = Image11::makeImage11(dest);
2943 Image11 *src11 = Image11::makeImage11(src);
2944 Image11::generateMipmap(dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002945}
2946
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002947TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
2948{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002949 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
2950 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002951}
2952
2953TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
2954{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002955 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002956}
2957
2958TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
2959{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002960 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002961}
2962
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002963static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
2964{
2965 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
2966 destFormat == GL_ALPHA &&
2967 destType == GL_UNSIGNED_BYTE)
2968 {
2969 return 1;
2970 }
2971 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
2972 destFormat == GL_RGBA &&
2973 destType == GL_UNSIGNED_BYTE)
2974 {
2975 return 4;
2976 }
2977 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
2978 destFormat == GL_BGRA_EXT &&
2979 destType == GL_UNSIGNED_BYTE)
2980 {
2981 return 4;
2982 }
2983 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
2984 destFormat == GL_RGBA &&
2985 destType == GL_HALF_FLOAT_OES)
2986 {
2987 return 8;
2988 }
2989 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
2990 destFormat == GL_RGB &&
2991 destType == GL_FLOAT)
2992 {
2993 return 12;
2994 }
2995 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
2996 destFormat == GL_RGBA &&
2997 destType == GL_FLOAT)
2998 {
2999 return 16;
3000 }
3001 else
3002 {
3003 return 0;
3004 }
3005}
3006
3007static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
3008 unsigned int y, int inputPitch, gl::Color *outColor)
3009{
3010 switch (format)
3011 {
3012 case DXGI_FORMAT_R8G8B8A8_UNORM:
3013 {
3014 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00003015 outColor->red = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
3016 outColor->green = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
3017 outColor->blue = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
3018 outColor->alpha = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003019 }
3020 break;
3021
3022 case DXGI_FORMAT_A8_UNORM:
3023 {
3024 outColor->red = 0.0f;
3025 outColor->green = 0.0f;
3026 outColor->blue = 0.0f;
3027 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
3028 }
3029 break;
3030
3031 case DXGI_FORMAT_R32G32B32A32_FLOAT:
3032 {
3033 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
3034 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
3035 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
3036 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
3037 }
3038 break;
3039
3040 case DXGI_FORMAT_R32G32B32_FLOAT:
3041 {
3042 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
3043 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
3044 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
3045 outColor->alpha = 1.0f;
3046 }
3047 break;
3048
3049 case DXGI_FORMAT_R16G16B16A16_FLOAT:
3050 {
3051 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
3052 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
3053 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
3054 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
3055 }
3056 break;
3057
3058 case DXGI_FORMAT_B8G8R8A8_UNORM:
3059 {
3060 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00003061 outColor->red = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
3062 outColor->blue = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
3063 outColor->green = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
3064 outColor->alpha = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003065 }
3066 break;
3067
3068 case DXGI_FORMAT_R8_UNORM:
3069 {
3070 outColor->red = *(data + x + y * inputPitch) / 255.0f;
3071 outColor->green = 0.0f;
3072 outColor->blue = 0.0f;
3073 outColor->alpha = 1.0f;
3074 }
3075 break;
3076
3077 case DXGI_FORMAT_R8G8_UNORM:
3078 {
3079 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
3080
3081 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
3082 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
3083 outColor->blue = 0.0f;
3084 outColor->alpha = 1.0f;
3085 }
3086 break;
3087
3088 case DXGI_FORMAT_R16_FLOAT:
3089 {
3090 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
3091 outColor->green = 0.0f;
3092 outColor->blue = 0.0f;
3093 outColor->alpha = 1.0f;
3094 }
3095 break;
3096
3097 case DXGI_FORMAT_R16G16_FLOAT:
3098 {
3099 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
3100 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
3101 outColor->blue = 0.0f;
3102 outColor->alpha = 1.0f;
3103 }
3104 break;
3105
3106 default:
3107 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
3108 UNIMPLEMENTED();
3109 break;
3110 }
3111}
3112
3113static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
3114 unsigned int y, int outputPitch, void *outData)
3115{
3116 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
3117 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
3118
3119 switch (format)
3120 {
3121 case GL_RGBA:
3122 switch (type)
3123 {
3124 case GL_UNSIGNED_BYTE:
3125 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3126 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3127 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3128 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3129 break;
3130
3131 default:
3132 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
3133 UNIMPLEMENTED();
3134 break;
3135 }
3136 break;
3137
3138 case GL_BGRA_EXT:
3139 switch (type)
3140 {
3141 case GL_UNSIGNED_BYTE:
3142 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3143 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3144 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
3145 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3146 break;
3147
3148 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
3149 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3150 // this type is packed as follows:
3151 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3152 // --------------------------------------------------------------------------------
3153 // | 4th | 3rd | 2nd | 1st component |
3154 // --------------------------------------------------------------------------------
3155 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3156 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3157 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
3158 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
3159 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
3160 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
3161 break;
3162
3163 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
3164 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3165 // this type is packed as follows:
3166 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3167 // --------------------------------------------------------------------------------
3168 // | 4th | 3rd | 2nd | 1st component |
3169 // --------------------------------------------------------------------------------
3170 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3171 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3172 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
3173 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
3174 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
3175 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
3176 break;
3177
3178 default:
3179 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
3180 UNIMPLEMENTED();
3181 break;
3182 }
3183 break;
3184
3185 case GL_RGB:
3186 switch (type)
3187 {
3188 case GL_UNSIGNED_SHORT_5_6_5:
3189 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3190 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
3191 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
3192 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
3193 break;
3194
3195 case GL_UNSIGNED_BYTE:
3196 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3197 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3198 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3199 break;
3200
3201 default:
3202 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
3203 UNIMPLEMENTED();
3204 break;
3205 }
3206 break;
3207
3208 default:
3209 ERR("WritePixelColor not implemented for format 0x%X.", format);
3210 UNIMPLEMENTED();
3211 break;
3212 }
3213}
3214
3215void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
3216 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
3217 GLint packAlignment, void *pixels)
3218{
3219 D3D11_TEXTURE2D_DESC textureDesc;
3220 texture->GetDesc(&textureDesc);
3221
3222 D3D11_TEXTURE2D_DESC stagingDesc;
3223 stagingDesc.Width = area.width;
3224 stagingDesc.Height = area.height;
3225 stagingDesc.MipLevels = 1;
3226 stagingDesc.ArraySize = 1;
3227 stagingDesc.Format = textureDesc.Format;
3228 stagingDesc.SampleDesc.Count = 1;
3229 stagingDesc.SampleDesc.Quality = 0;
3230 stagingDesc.Usage = D3D11_USAGE_STAGING;
3231 stagingDesc.BindFlags = 0;
3232 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
3233 stagingDesc.MiscFlags = 0;
3234
3235 ID3D11Texture2D* stagingTex = NULL;
3236 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
3237 if (FAILED(result))
3238 {
3239 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
3240 return;
3241 }
3242
3243 ID3D11Texture2D* srcTex = NULL;
3244 if (textureDesc.SampleDesc.Count > 1)
3245 {
3246 D3D11_TEXTURE2D_DESC resolveDesc;
3247 resolveDesc.Width = textureDesc.Width;
3248 resolveDesc.Height = textureDesc.Height;
3249 resolveDesc.MipLevels = 1;
3250 resolveDesc.ArraySize = 1;
3251 resolveDesc.Format = textureDesc.Format;
3252 resolveDesc.SampleDesc.Count = 1;
3253 resolveDesc.SampleDesc.Quality = 0;
3254 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
3255 resolveDesc.BindFlags = 0;
3256 resolveDesc.CPUAccessFlags = 0;
3257 resolveDesc.MiscFlags = 0;
3258
3259 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
3260 if (FAILED(result))
3261 {
3262 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
3263 stagingTex->Release();
3264 return;
3265 }
3266
3267 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
3268 subResource = 0;
3269 }
3270 else
3271 {
3272 srcTex = texture;
3273 srcTex->AddRef();
3274 }
3275
3276 D3D11_BOX srcBox;
3277 srcBox.left = area.x;
3278 srcBox.right = area.x + area.width;
3279 srcBox.top = area.y;
3280 srcBox.bottom = area.y + area.height;
3281 srcBox.front = 0;
3282 srcBox.back = 1;
3283
3284 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
3285
3286 srcTex->Release();
3287 srcTex = NULL;
3288
3289 D3D11_MAPPED_SUBRESOURCE mapping;
3290 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
3291
3292 unsigned char *source;
3293 int inputPitch;
3294 if (packReverseRowOrder)
3295 {
3296 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
3297 inputPitch = -static_cast<int>(mapping.RowPitch);
3298 }
3299 else
3300 {
3301 source = static_cast<unsigned char*>(mapping.pData);
3302 inputPitch = static_cast<int>(mapping.RowPitch);
3303 }
3304
3305 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
3306 if (fastPixelSize != 0)
3307 {
3308 unsigned char *dest = static_cast<unsigned char*>(pixels);
3309 for (int j = 0; j < area.height; j++)
3310 {
3311 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
3312 }
3313 }
3314 else
3315 {
3316 gl::Color pixelColor;
3317 for (int j = 0; j < area.height; j++)
3318 {
3319 for (int i = 0; i < area.width; i++)
3320 {
3321 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
3322 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
3323 }
3324 }
3325 }
3326
3327 mDeviceContext->Unmap(stagingTex, 0);
3328
3329 stagingTex->Release();
3330 stagingTex = NULL;
3331}
3332
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003333bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget,
3334 const gl::Rectangle &drawRect, BlitTarget target)
3335{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00003336 // TODO: mrt support
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003337 ASSERT(readRect.width == drawRect.width && readRect.height == drawRect.height);
3338
3339 gl::Renderbuffer *readBuffer = NULL;
3340 switch (target)
3341 {
3342 case BLIT_RENDERTARGET:
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00003343 readBuffer = readTarget->getColorbuffer(0);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003344 break;
3345 case BLIT_DEPTHSTENCIL:
3346 readBuffer = readTarget->getDepthOrStencilbuffer();
3347 break;
3348 default: UNREACHABLE();
3349 }
3350 if (!readBuffer)
3351 {
3352 ERR("Failed to retrieve the color buffer from the read target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003353 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003354 }
3355
3356 RenderTarget11 *sourceRenderTarget = NULL;
3357 switch (target)
3358 {
3359 case BLIT_RENDERTARGET:
3360 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getRenderTarget());
3361 break;
3362 case BLIT_DEPTHSTENCIL:
3363 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getDepthStencil());
3364 break;
3365 default: UNREACHABLE();
3366 }
3367 if (!sourceRenderTarget)
3368 {
3369 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003370 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003371 }
3372
3373 ID3D11Texture2D *source = NULL;
3374 unsigned int sourceSubresource = 0;
3375 if (sourceRenderTarget->getSamples() > 0)
3376 {
3377 ID3D11Texture2D *unresolvedTexture = sourceRenderTarget->getTexture();
3378
3379 source = resolveMultisampledTexture(unresolvedTexture, sourceRenderTarget->getSubresourceIndex());
3380 sourceSubresource = 0;
3381
3382 unresolvedTexture->Release();
3383 }
3384 else
3385 {
3386 source = sourceRenderTarget->getTexture();
3387 sourceSubresource = sourceRenderTarget->getSubresourceIndex();
3388 }
3389
3390 if (!source)
3391 {
3392 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003393 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003394 }
3395
3396
3397 gl::Renderbuffer *drawBuffer = NULL;
3398 switch (target)
3399 {
3400 case BLIT_RENDERTARGET:
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00003401 drawBuffer = drawTarget->getColorbuffer(0);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003402 break;
3403 case BLIT_DEPTHSTENCIL:
3404 drawBuffer = drawTarget->getDepthOrStencilbuffer();
3405 break;
3406 default: UNREACHABLE();
3407 }
3408 if (!drawBuffer)
3409 {
3410 source->Release();
3411 ERR("Failed to retrieve the color buffer from the draw buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003412 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003413 }
3414
3415 RenderTarget11 *drawRenderTarget = NULL;
3416 switch (target)
3417 {
3418 case BLIT_RENDERTARGET:
3419 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getRenderTarget());
3420 break;
3421 case BLIT_DEPTHSTENCIL:
3422 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getDepthStencil());
3423 break;
3424 default: UNREACHABLE();
3425 }
3426 if (!drawRenderTarget)
3427 {
3428 source->Release();
3429 ERR("Failed to retrieve the render target from the render buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003430 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003431 }
3432
3433 ID3D11Texture2D *dest = drawRenderTarget->getTexture();
3434 unsigned int destSubresource = drawRenderTarget->getSubresourceIndex();
3435
3436 D3D11_BOX srcBox;
3437 srcBox.left = readRect.x;
3438 srcBox.right = readRect.x + readRect.width;
3439 srcBox.top = readRect.y;
3440 srcBox.bottom = readRect.y + readRect.height;
3441 srcBox.front = 0;
3442 srcBox.back = 1;
3443
3444 mDeviceContext->CopySubresourceRegion(dest, destSubresource, drawRect.x, drawRect.y, 0,
3445 source, sourceSubresource, &srcBox);
3446
3447 source->Release();
3448 dest->Release();
3449
3450 return true;
3451}
3452
shannon.woods@transgaming.comd67f9ce2013-02-28 23:06:09 +00003453ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
3454{
3455 D3D11_TEXTURE2D_DESC textureDesc;
3456 source->GetDesc(&textureDesc);
3457
3458 if (textureDesc.SampleDesc.Count > 1)
3459 {
3460 D3D11_TEXTURE2D_DESC resolveDesc;
3461 resolveDesc.Width = textureDesc.Width;
3462 resolveDesc.Height = textureDesc.Height;
3463 resolveDesc.MipLevels = 1;
3464 resolveDesc.ArraySize = 1;
3465 resolveDesc.Format = textureDesc.Format;
3466 resolveDesc.SampleDesc.Count = 1;
3467 resolveDesc.SampleDesc.Quality = 0;
3468 resolveDesc.Usage = textureDesc.Usage;
3469 resolveDesc.BindFlags = textureDesc.BindFlags;
3470 resolveDesc.CPUAccessFlags = 0;
3471 resolveDesc.MiscFlags = 0;
3472
3473 ID3D11Texture2D *resolveTexture = NULL;
3474 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
3475 if (FAILED(result))
3476 {
3477 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
3478 return NULL;
3479 }
3480
3481 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
3482 return resolveTexture;
3483 }
3484 else
3485 {
3486 source->AddRef();
3487 return source;
3488 }
3489}
3490
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003491}