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daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001//
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00002// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00003// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
8
9#include "common/debug.h"
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000013#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000014#include "libGLESv2/Program.h"
15#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000016#include "libGLESv2/Framebuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000017#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000018#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000019#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +000020#include "libGLESv2/renderer/ShaderExecutable11.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000021#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.coma8aac672012-12-20 21:08:00 +000022#include "libGLESv2/renderer/Image11.h"
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +000023#include "libGLESv2/renderer/VertexBuffer11.h"
daniel@transgaming.com11c2af52012-12-20 21:10:01 +000024#include "libGLESv2/renderer/IndexBuffer11.h"
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000025#include "libGLESv2/renderer/VertexDataManager.h"
26#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +000027#include "libGLESv2/renderer/TextureStorage11.h"
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
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +000040#include <sstream>
41
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000042namespace rx
43{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000044static const DXGI_FORMAT RenderTargetFormats[] =
45 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000046 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000047 DXGI_FORMAT_R8G8B8A8_UNORM
48 };
49
50static const DXGI_FORMAT DepthStencilFormats[] =
51 {
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +000052 DXGI_FORMAT_UNKNOWN,
53 DXGI_FORMAT_D24_UNORM_S8_UINT,
54 DXGI_FORMAT_D16_UNORM
daniel@transgaming.com65e65372012-11-28 19:33:50 +000055 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000056
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000057enum
58{
59 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
60};
61
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000062Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
63{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000064 mVertexDataManager = NULL;
65 mIndexDataManager = NULL;
66
daniel@transgaming.comc5114302012-12-20 21:11:36 +000067 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000068 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000069
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000070 mCopyResourcesInitialized = false;
71 mCopyVB = NULL;
72 mCopySampler = NULL;
73 mCopyIL = NULL;
74 mCopyVS = NULL;
75 mCopyRGBAPS = NULL;
76 mCopyRGBPS = NULL;
77 mCopyLumPS = NULL;
78 mCopyLumAlphaPS = NULL;
79
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000080 mClearResourcesInitialized = false;
81 mClearVB = NULL;
82 mClearIL = NULL;
83 mClearVS = NULL;
84 mClearPS = NULL;
85 mClearScissorRS = NULL;
86 mClearNoScissorRS = NULL;
87
daniel@transgaming.combdf787f2013-02-01 03:20:36 +000088 mSyncQuery = NULL;
89
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000090 mD3d11Module = NULL;
91 mDxgiModule = NULL;
92
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000093 mDeviceLost = false;
94
daniel@transgaming.com25072f62012-11-28 19:31:32 +000095 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000096 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000097 mDxgiAdapter = NULL;
98 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +000099
100 mDriverConstantBufferVS = NULL;
101 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000102
103 mBGRATextureSupport = false;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +0000104
105 mIsGeometryShaderActive = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000106}
107
108Renderer11::~Renderer11()
109{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000110 release();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000111}
112
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000113Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
114{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000115 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000116 return static_cast<rx::Renderer11*>(renderer);
117}
118
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000119EGLint Renderer11::initialize()
120{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000121 if (!initializeCompiler())
122 {
123 return EGL_NOT_INITIALIZED;
124 }
125
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000126 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
127 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000128
129 if (mD3d11Module == NULL || mDxgiModule == NULL)
130 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000131 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000132 return EGL_NOT_INITIALIZED;
133 }
134
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000135 // create the D3D11 device
136 ASSERT(mDevice == NULL);
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000137 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000138
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000139 if (D3D11CreateDevice == NULL)
140 {
141 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
142 return EGL_NOT_INITIALIZED;
143 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000144
145 D3D_FEATURE_LEVEL featureLevel[] =
146 {
147 D3D_FEATURE_LEVEL_11_0,
148 D3D_FEATURE_LEVEL_10_1,
149 D3D_FEATURE_LEVEL_10_0,
150 };
151
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000152 HRESULT result = D3D11CreateDevice(NULL,
153 D3D_DRIVER_TYPE_HARDWARE,
154 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000155 #if defined(_DEBUG)
156 D3D11_CREATE_DEVICE_DEBUG,
157 #else
158 0,
159 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000160 featureLevel,
161 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000162 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000163 &mDevice,
164 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000165 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000166
167 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000168 {
169 ERR("Could not create D3D11 device - aborting!\n");
170 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
171 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000172
173 IDXGIDevice *dxgiDevice = NULL;
174 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
175
176 if (FAILED(result))
177 {
178 ERR("Could not query DXGI device - aborting!\n");
179 return EGL_NOT_INITIALIZED;
180 }
181
182 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
183
184 if (FAILED(result))
185 {
186 ERR("Could not retrieve DXGI adapter - aborting!\n");
187 return EGL_NOT_INITIALIZED;
188 }
189
190 dxgiDevice->Release();
191
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000192 mDxgiAdapter->GetDesc(&mAdapterDescription);
193 memset(mDescription, 0, sizeof(mDescription));
194 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
195
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000196 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
197
198 if (!mDxgiFactory || FAILED(result))
199 {
200 ERR("Could not create DXGI factory - aborting!\n");
201 return EGL_NOT_INITIALIZED;
202 }
203
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000204 initializeDevice();
205
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000206 // BGRA texture support is optional in feature levels 10 and 10_1
207 UINT formatSupport;
208 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
209 if (FAILED(result))
210 {
211 ERR("Error checking BGRA format support: 0x%08X", result);
212 }
213 else
214 {
215 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
216 mBGRATextureSupport = (formatSupport & flags) == flags;
217 }
218
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000219 return EGL_SUCCESS;
220}
221
222// do any one-time device initialization
223// NOTE: this is also needed after a device lost/reset
224// to reset the scene status and ensure the default states are reset.
225void Renderer11::initializeDevice()
226{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000227 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000228 mInputLayoutCache.initialize(mDevice, mDeviceContext);
229
230 ASSERT(!mVertexDataManager && !mIndexDataManager);
231 mVertexDataManager = new VertexDataManager(this);
232 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000233
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000234 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000235}
236
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000237int Renderer11::generateConfigs(ConfigDesc **configDescList)
238{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000239 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
240 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000241 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
242 int numConfigs = 0;
243
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000244 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000245 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000246 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000247 {
248 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
249
250 UINT formatSupport = 0;
251 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
252
253 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
254 {
255 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
256
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000257 bool depthStencilFormatOK = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000258
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000259 if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
260 {
261 UINT formatSupport = 0;
262 result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
263 depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
264 }
265
266 if (depthStencilFormatOK)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000267 {
268 ConfigDesc newConfig;
269 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
270 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
271 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
272 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
273
274 (*configDescList)[numConfigs++] = newConfig;
275 }
276 }
277 }
278 }
279
280 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000281}
282
283void Renderer11::deleteConfigs(ConfigDesc *configDescList)
284{
285 delete [] (configDescList);
286}
287
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000288void Renderer11::sync(bool block)
289{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000290 if (block)
291 {
292 HRESULT result;
293
294 if (!mSyncQuery)
295 {
296 D3D11_QUERY_DESC queryDesc;
297 queryDesc.Query = D3D11_QUERY_EVENT;
298 queryDesc.MiscFlags = 0;
299
300 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
301 ASSERT(SUCCEEDED(result));
302 }
303
304 mDeviceContext->End(mSyncQuery);
305 mDeviceContext->Flush();
306
307 do
308 {
309 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
310
311 // Keep polling, but allow other threads to do something useful first
312 Sleep(0);
313
314 if (testDeviceLost(true))
315 {
316 return;
317 }
318 }
319 while (result == S_FALSE);
320 }
321 else
322 {
323 mDeviceContext->Flush();
324 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000325}
326
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000327SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
328{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000329 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000330}
331
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000332void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
333{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000334 if (type == gl::SAMPLER_PIXEL)
335 {
336 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
337 {
338 ERR("Pixel shader sampler index %i is not valid.", index);
339 return;
340 }
341
342 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
343 {
344 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
345
346 if (!dxSamplerState)
347 {
348 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
349 "sampler state for pixel shaders at slot %i.", index);
350 }
351
352 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
353
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000354 mCurPixelSamplerStates[index] = samplerState;
355 }
356
357 mForceSetPixelSamplerStates[index] = false;
358 }
359 else if (type == gl::SAMPLER_VERTEX)
360 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000361 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000362 {
363 ERR("Vertex shader sampler index %i is not valid.", index);
364 return;
365 }
366
367 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
368 {
369 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
370
371 if (!dxSamplerState)
372 {
373 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
374 "sampler state for vertex shaders at slot %i.", index);
375 }
376
377 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
378
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000379 mCurVertexSamplerStates[index] = samplerState;
380 }
381
382 mForceSetVertexSamplerStates[index] = false;
383 }
384 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000385}
386
387void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
388{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000389 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000390 unsigned int serial = 0;
391 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000392
393 if (texture)
394 {
395 TextureStorageInterface *texStorage = texture->getNativeTexture();
396 if (texStorage)
397 {
398 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
399 textureSRV = storage11->getSRV();
400 }
401
402 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
403 // missing the shader resource view
404 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000405
406 serial = texture->getTextureSerial();
407 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000408 }
409
410 if (type == gl::SAMPLER_PIXEL)
411 {
412 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
413 {
414 ERR("Pixel shader sampler index %i is not valid.", index);
415 return;
416 }
417
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000418 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
419 {
420 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
421 }
422
423 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000424 }
425 else if (type == gl::SAMPLER_VERTEX)
426 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000427 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000428 {
429 ERR("Vertex shader sampler index %i is not valid.", index);
430 return;
431 }
432
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000433 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
434 {
435 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
436 }
437
438 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000439 }
440 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000441}
442
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000443void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000444{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000445 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000446 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000447 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
448 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000449 if (!dxRasterState)
450 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000451 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000452 "rasterizer state.");
453 }
454
455 mDeviceContext->RSSetState(dxRasterState);
456
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000457 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000458 }
459
460 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000461}
462
463void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
464 unsigned int sampleMask)
465{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000466 if (mForceSetBlendState ||
467 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
468 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
469 sampleMask != mCurSampleMask)
470 {
471 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
472 if (!dxBlendState)
473 {
474 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
475 "blend state.");
476 }
477
478 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
479 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
480
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000481 mCurBlendState = blendState;
482 mCurBlendColor = blendColor;
483 mCurSampleMask = sampleMask;
484 }
485
486 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000487}
488
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000489void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000490 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000491{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000492 if (mForceSetDepthStencilState ||
493 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
494 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
495 {
496 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
497 stencilRef != stencilBackRef ||
498 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
499 {
500 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
501 "invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000502 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000503 }
504
505 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
506 if (!dxDepthStencilState)
507 {
508 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
509 "setting the default depth stencil state.");
510 }
511
512 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
513
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000514 mCurDepthStencilState = depthStencilState;
515 mCurStencilRef = stencilRef;
516 mCurStencilBackRef = stencilBackRef;
517 }
518
519 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000520}
521
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000522void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000523{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000524 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
525 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000526 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000527 if (enabled)
528 {
529 D3D11_RECT rect;
530 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
531 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
532 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
533 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000534
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000535 mDeviceContext->RSSetScissorRects(1, &rect);
536 }
537
538 if (enabled != mScissorEnabled)
539 {
540 mForceSetRasterState = true;
541 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000542
543 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000544 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000545 }
546
547 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000548}
549
daniel@transgaming.com12985182012-12-20 20:56:31 +0000550bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000551 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000552{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000553 gl::Rectangle actualViewport = viewport;
554 float actualZNear = gl::clamp01(zNear);
555 float actualZFar = gl::clamp01(zFar);
556 if (ignoreViewport)
557 {
558 actualViewport.x = 0;
559 actualViewport.y = 0;
560 actualViewport.width = mRenderTargetDesc.width;
561 actualViewport.height = mRenderTargetDesc.height;
562 actualZNear = 0.0f;
563 actualZFar = 1.0f;
564 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000565
566 D3D11_VIEWPORT dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000567 dxViewport.TopLeftX = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
568 dxViewport.TopLeftY = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
569 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.TopLeftX));
570 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.TopLeftY));
571 dxViewport.MinDepth = actualZNear;
572 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000573
574 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
575 {
576 return false; // Nothing to render
577 }
578
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000579 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
580 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000581
daniel@transgaming.com53670042012-11-28 20:55:51 +0000582 if (viewportChanged)
583 {
584 mDeviceContext->RSSetViewports(1, &dxViewport);
585
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000586 mCurViewport = actualViewport;
587 mCurNear = actualZNear;
588 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000589
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000590 mVertexConstants.halfPixelSize[0] = 0.0f;
591 mVertexConstants.halfPixelSize[1] = 0.0f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000592
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000593 mPixelConstants.coord[0] = actualViewport.width * 0.5f;
594 mPixelConstants.coord[1] = actualViewport.height * 0.5f;
595 mPixelConstants.coord[2] = actualViewport.x + (actualViewport.width * 0.5f);
596 mPixelConstants.coord[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000597
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000598 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
599 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
600 mPixelConstants.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000601
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000602 mVertexConstants.depthRange[0] = actualZNear;
603 mVertexConstants.depthRange[1] = actualZFar;
604 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000605
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000606 mPixelConstants.depthRange[0] = actualZNear;
607 mPixelConstants.depthRange[1] = actualZFar;
608 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000609 }
610
611 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000612 return true;
613}
614
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000615bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
616{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000617 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000618
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000619 switch (mode)
620 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000621 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
622 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000623 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000624 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
625 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
626 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000627 // emulate fans via rewriting index buffer
628 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000629 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000630 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000631 }
632
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000633 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000634
635 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000636}
637
638bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000639{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000640 // Get the color render buffer and serial
641 gl::Renderbuffer *renderbufferObject = NULL;
642 unsigned int renderTargetSerial = 0;
643 if (framebuffer->getColorbufferType() != GL_NONE)
644 {
645 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000646
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000647 if (!renderbufferObject)
648 {
649 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000650 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000651 }
652
653 renderTargetSerial = renderbufferObject->getSerial();
654 }
655
656 // Get the depth stencil render buffer and serials
657 gl::Renderbuffer *depthStencil = NULL;
658 unsigned int depthbufferSerial = 0;
659 unsigned int stencilbufferSerial = 0;
660 if (framebuffer->getDepthbufferType() != GL_NONE)
661 {
662 depthStencil = framebuffer->getDepthbuffer();
663 if (!depthStencil)
664 {
665 ERR("Depth stencil pointer unexpectedly null.");
666 return false;
667 }
668
669 depthbufferSerial = depthStencil->getSerial();
670 }
671 else if (framebuffer->getStencilbufferType() != GL_NONE)
672 {
673 depthStencil = framebuffer->getStencilbuffer();
674 if (!depthStencil)
675 {
676 ERR("Depth stencil pointer unexpectedly null.");
677 return false;
678 }
679
680 stencilbufferSerial = depthStencil->getSerial();
681 }
682
683 // Extract the render target dimensions and view
684 unsigned int renderTargetWidth = 0;
685 unsigned int renderTargetHeight = 0;
686 GLenum renderTargetFormat = 0;
687 ID3D11RenderTargetView* framebufferRTV = NULL;
688 if (renderbufferObject)
689 {
690 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
691 if (!renderTarget)
692 {
693 ERR("render target pointer unexpectedly null.");
694 return false;
695 }
696
697 framebufferRTV = renderTarget->getRenderTargetView();
698 if (!framebufferRTV)
699 {
700 ERR("render target view pointer unexpectedly null.");
701 return false;
702 }
703
704 renderTargetWidth = renderbufferObject->getWidth();
705 renderTargetHeight = renderbufferObject->getHeight();
706 renderTargetFormat = renderbufferObject->getActualFormat();
707 }
708
709 // Extract the depth stencil sizes and view
710 unsigned int depthSize = 0;
711 unsigned int stencilSize = 0;
712 ID3D11DepthStencilView* framebufferDSV = NULL;
713 if (depthStencil)
714 {
715 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
716 if (!depthStencilRenderTarget)
717 {
718 ERR("render target pointer unexpectedly null.");
719 if (framebufferRTV)
720 {
721 framebufferRTV->Release();
722 }
723 return false;
724 }
725
726 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
727 if (!framebufferDSV)
728 {
729 ERR("depth stencil view pointer unexpectedly null.");
730 if (framebufferRTV)
731 {
732 framebufferRTV->Release();
733 }
734 return false;
735 }
736
737 // If there is no render buffer, the width, height and format values come from
738 // the depth stencil
739 if (!renderbufferObject)
740 {
741 renderTargetWidth = depthStencil->getWidth();
742 renderTargetHeight = depthStencil->getHeight();
743 renderTargetFormat = depthStencil->getActualFormat();
744 }
745
746 depthSize = depthStencil->getDepthSize();
747 stencilSize = depthStencil->getStencilSize();
748 }
749
750 // Apply the render target and depth stencil
751 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
752 renderTargetSerial != mAppliedRenderTargetSerial ||
753 depthbufferSerial != mAppliedDepthbufferSerial ||
754 stencilbufferSerial != mAppliedStencilbufferSerial)
755 {
756 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
757
758 mRenderTargetDesc.width = renderTargetWidth;
759 mRenderTargetDesc.height = renderTargetHeight;
760 mRenderTargetDesc.format = renderTargetFormat;
761 mForceSetViewport = true; // TODO: It may not be required to clamp the viewport in D3D11
762 mForceSetScissor = true; // TODO: It may not be required to clamp the scissor in D3D11
763
764 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
765 {
766 mCurDepthSize = depthSize;
767 mForceSetRasterState = true;
768 }
769
770 mCurStencilSize = stencilSize;
771
772 mAppliedRenderTargetSerial = renderTargetSerial;
773 mAppliedDepthbufferSerial = depthbufferSerial;
774 mAppliedStencilbufferSerial = stencilbufferSerial;
775 mRenderTargetDescInitialized = true;
776 mDepthStencilInitialized = true;
777 }
778
779 if (framebufferRTV)
780 {
781 framebufferRTV->Release();
782 }
783 if (framebufferDSV)
784 {
785 framebufferDSV->Release();
786 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000787
788 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000789}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000790
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000791GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000792{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000793 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
794 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
795 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000796 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000797 return err;
798 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000799
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000800 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000801}
802
daniel@transgaming.com31240482012-11-28 21:06:41 +0000803GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000804{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000805 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000806
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000807 if (err == GL_NO_ERROR)
808 {
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000809 if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000810 {
811 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
812
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000813 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000814 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000815 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000816 }
817 }
818
819 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000820}
821
822void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
823{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000824 if (mode == GL_LINE_LOOP)
825 {
826 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
827 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000828 else if (mode == GL_TRIANGLE_FAN)
829 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000830 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000831 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000832 else if (instances > 0)
833 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000834 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000835 }
836 else
837 {
838 mDeviceContext->Draw(count, 0);
839 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000840}
841
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000842void 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 +0000843{
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000844 if (mode == GL_LINE_LOOP)
845 {
846 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
847 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000848 else if (mode == GL_TRIANGLE_FAN)
849 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000850 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
851 }
852 else if (instances > 0)
853 {
854 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000855 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000856 else
857 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +0000858 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000859 }
860}
861
862void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
863{
864 // Get the raw indices for an indexed draw
865 if (type != GL_NONE && elementArrayBuffer)
866 {
867 gl::Buffer *indexBuffer = elementArrayBuffer;
868 intptr_t offset = reinterpret_cast<intptr_t>(indices);
869 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
870 }
871
872 if (!mLineLoopIB)
873 {
874 mLineLoopIB = new StreamingIndexBufferInterface(this);
875 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
876 {
877 delete mLineLoopIB;
878 mLineLoopIB = NULL;
879
880 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000881 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000882 }
883 }
884
885 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
886 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
887 {
888 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000889 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000890 }
891
892 void* mappedMemory = NULL;
893 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
894 if (offset == -1 || mappedMemory == NULL)
895 {
896 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000897 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000898 }
899
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000900 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000901 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000902
903 switch (type)
904 {
905 case GL_NONE: // Non-indexed draw
906 for (int i = 0; i < count; i++)
907 {
908 data[i] = i;
909 }
910 data[count] = 0;
911 break;
912 case GL_UNSIGNED_BYTE:
913 for (int i = 0; i < count; i++)
914 {
915 data[i] = static_cast<const GLubyte*>(indices)[i];
916 }
917 data[count] = static_cast<const GLubyte*>(indices)[0];
918 break;
919 case GL_UNSIGNED_SHORT:
920 for (int i = 0; i < count; i++)
921 {
922 data[i] = static_cast<const GLushort*>(indices)[i];
923 }
924 data[count] = static_cast<const GLushort*>(indices)[0];
925 break;
926 case GL_UNSIGNED_INT:
927 for (int i = 0; i < count; i++)
928 {
929 data[i] = static_cast<const GLuint*>(indices)[i];
930 }
931 data[count] = static_cast<const GLuint*>(indices)[0];
932 break;
933 default: UNREACHABLE();
934 }
935
936 if (!mLineLoopIB->unmapBuffer())
937 {
938 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000939 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000940 }
941
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000942 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000943 {
944 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
945
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000946 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000947 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000948 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000949 }
950
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000951 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000952}
953
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000954void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000955{
956 // Get the raw indices for an indexed draw
957 if (type != GL_NONE && elementArrayBuffer)
958 {
959 gl::Buffer *indexBuffer = elementArrayBuffer;
960 intptr_t offset = reinterpret_cast<intptr_t>(indices);
961 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
962 }
963
964 if (!mTriangleFanIB)
965 {
966 mTriangleFanIB = new StreamingIndexBufferInterface(this);
967 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
968 {
969 delete mTriangleFanIB;
970 mTriangleFanIB = NULL;
971
972 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000973 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000974 }
975 }
976
977 const int numTris = count - 2;
978 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
979 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
980 {
981 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000982 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000983 }
984
985 void* mappedMemory = NULL;
986 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
987 if (offset == -1 || mappedMemory == NULL)
988 {
989 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000990 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000991 }
992
993 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
994 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
995
996 switch (type)
997 {
998 case GL_NONE: // Non-indexed draw
999 for (int i = 0; i < numTris; i++)
1000 {
1001 data[i*3 + 0] = 0;
1002 data[i*3 + 1] = i + 1;
1003 data[i*3 + 2] = i + 2;
1004 }
1005 break;
1006 case GL_UNSIGNED_BYTE:
1007 for (int i = 0; i < numTris; i++)
1008 {
1009 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1010 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1011 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1012 }
1013 break;
1014 case GL_UNSIGNED_SHORT:
1015 for (int i = 0; i < numTris; i++)
1016 {
1017 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1018 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1019 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1020 }
1021 break;
1022 case GL_UNSIGNED_INT:
1023 for (int i = 0; i < numTris; i++)
1024 {
1025 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1026 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1027 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1028 }
1029 break;
1030 default: UNREACHABLE();
1031 }
1032
1033 if (!mTriangleFanIB->unmapBuffer())
1034 {
1035 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001036 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001037 }
1038
1039 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1040 {
1041 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1042
1043 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1044 mAppliedIBSerial = mTriangleFanIB->getSerial();
1045 mAppliedIBOffset = indexBufferOffset;
1046 }
1047
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001048 if (instances > 0)
1049 {
1050 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1051 }
1052 else
1053 {
1054 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1055 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001056}
1057
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001058void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1059{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001060 unsigned int programBinarySerial = programBinary->getSerial();
1061 if (programBinarySerial != mAppliedProgramBinarySerial)
1062 {
1063 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1064 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001065
daniel@transgaming.come4991412012-12-20 20:55:34 +00001066 ID3D11VertexShader *vertexShader = NULL;
1067 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001068
daniel@transgaming.come4991412012-12-20 20:55:34 +00001069 ID3D11PixelShader *pixelShader = NULL;
1070 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001071
daniel@transgaming.come4991412012-12-20 20:55:34 +00001072 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1073 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001074
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001075 programBinary->dirtyAllUniforms();
1076
1077 mAppliedProgramBinarySerial = programBinarySerial;
1078 }
1079
1080 // Only use the geometry shader currently for point sprite drawing
1081 const bool usesGeometryShader = programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode;
1082
1083 if (programBinarySerial != mAppliedProgramBinarySerial || usesGeometryShader != mIsGeometryShaderActive)
1084 {
1085 if (usesGeometryShader)
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001086 {
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001087 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
1088 ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001089 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1090 }
1091 else
1092 {
1093 mDeviceContext->GSSetShader(NULL, NULL, 0);
1094 }
1095
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001096 mIsGeometryShaderActive = usesGeometryShader;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001097 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001098}
1099
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001100void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001101{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001102 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1103 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001104
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001105 unsigned int totalRegisterCountVS = 0;
1106 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001107
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001108 bool vertexUniformsDirty = false;
1109 bool pixelUniformsDirty = false;
1110
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001111 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1112 {
1113 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001114
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001115 if (uniform->vsRegisterIndex >= 0)
1116 {
1117 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001118 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001119 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001120
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001121 if (uniform->psRegisterIndex >= 0)
1122 {
1123 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001124 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001125 }
1126 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001127
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001128 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1129 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1130
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001131 void *mapVS = (totalRegisterCountVS > 0 && vertexUniformsDirty) ? new float[4 * totalRegisterCountVS] : NULL;
1132 void *mapPS = (totalRegisterCountPS > 0 && pixelUniformsDirty) ? new float[4 * totalRegisterCountPS] : NULL;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001133
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001134 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001135 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001136 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001137
1138 switch (uniform->type)
1139 {
daniel@transgaming.comda8d3802012-12-20 21:12:55 +00001140 case GL_SAMPLER_2D:
1141 case GL_SAMPLER_CUBE:
1142 break;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001143 case GL_FLOAT:
1144 case GL_FLOAT_VEC2:
1145 case GL_FLOAT_VEC3:
1146 case GL_FLOAT_VEC4:
1147 case GL_FLOAT_MAT2:
1148 case GL_FLOAT_MAT3:
1149 case GL_FLOAT_MAT4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001150 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001151 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001152 GLfloat (*c)[4] = (GLfloat(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001153 float (*f)[4] = (float(*)[4])uniform->data;
1154
1155 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001156 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001157 c[uniform->vsRegisterIndex + i][0] = f[i][0];
1158 c[uniform->vsRegisterIndex + i][1] = f[i][1];
1159 c[uniform->vsRegisterIndex + i][2] = f[i][2];
1160 c[uniform->vsRegisterIndex + i][3] = f[i][3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001161 }
1162 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001163 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001164 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001165 GLfloat (*c)[4] = (GLfloat(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001166 float (*f)[4] = (float(*)[4])uniform->data;
1167
1168 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001169 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001170 c[uniform->psRegisterIndex + i][0] = f[i][0];
1171 c[uniform->psRegisterIndex + i][1] = f[i][1];
1172 c[uniform->psRegisterIndex + i][2] = f[i][2];
1173 c[uniform->psRegisterIndex + i][3] = f[i][3];
1174 }
1175 }
1176 break;
1177 case GL_INT:
1178 case GL_INT_VEC2:
1179 case GL_INT_VEC3:
1180 case GL_INT_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001181 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001182 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001183 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001184 GLint *x = (GLint*)uniform->data;
1185 int count = gl::VariableColumnCount(uniform->type);
1186
1187 for (unsigned int i = 0; i < uniform->registerCount; i++)
1188 {
1189 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = x[i * count + 0];
1190 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = x[i * count + 1];
1191 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = x[i * count + 2];
1192 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = x[i * count + 3];
1193 }
1194 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001195 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001196 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001197 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001198 GLint *x = (GLint*)uniform->data;
1199 int count = gl::VariableColumnCount(uniform->type);
1200
1201 for (unsigned int i = 0; i < uniform->registerCount; i++)
1202 {
1203 if (count >= 1) c[uniform->psRegisterIndex + i][0] = x[i * count + 0];
1204 if (count >= 2) c[uniform->psRegisterIndex + i][1] = x[i * count + 1];
1205 if (count >= 3) c[uniform->psRegisterIndex + i][2] = x[i * count + 2];
1206 if (count >= 4) c[uniform->psRegisterIndex + i][3] = x[i * count + 3];
1207 }
1208 }
1209 break;
1210 case GL_BOOL:
1211 case GL_BOOL_VEC2:
1212 case GL_BOOL_VEC3:
1213 case GL_BOOL_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001214 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001215 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001216 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001217 GLboolean *b = (GLboolean*)uniform->data;
1218 int count = gl::VariableColumnCount(uniform->type);
1219
1220 for (unsigned int i = 0; i < uniform->registerCount; i++)
1221 {
1222 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = b[i * count + 0];
1223 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = b[i * count + 1];
1224 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = b[i * count + 2];
1225 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = b[i * count + 3];
1226 }
1227 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001228 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001229 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001230 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001231 GLboolean *b = (GLboolean*)uniform->data;
1232 int count = gl::VariableColumnCount(uniform->type);
1233
1234 for (unsigned int i = 0; i < uniform->registerCount; i++)
1235 {
1236 if (count >= 1) c[uniform->psRegisterIndex + i][0] = b[i * count + 0];
1237 if (count >= 2) c[uniform->psRegisterIndex + i][1] = b[i * count + 1];
1238 if (count >= 3) c[uniform->psRegisterIndex + i][2] = b[i * count + 2];
1239 if (count >= 4) c[uniform->psRegisterIndex + i][3] = b[i * count + 3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001240 }
1241 }
1242 break;
1243 default:
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001244 UNREACHABLE();
1245 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001246
1247 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001248 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001249
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001250 if (vertexConstantBuffer && mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001251 {
1252 mDeviceContext->UpdateSubresource(vertexConstantBuffer, 0, NULL, mapVS, 0, 0);
1253 }
1254
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001255 if (pixelConstantBuffer && mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001256 {
1257 mDeviceContext->UpdateSubresource(pixelConstantBuffer, 0, NULL, mapPS, 0, 0);
1258 }
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001259
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001260 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1261 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001262
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001263 delete[] mapVS;
1264 delete[] mapPS;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001265
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001266 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001267 if (!mDriverConstantBufferVS)
1268 {
1269 D3D11_BUFFER_DESC constantBufferDescription = {0};
1270 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1271 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1272 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1273 constantBufferDescription.CPUAccessFlags = 0;
1274 constantBufferDescription.MiscFlags = 0;
1275 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001276
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001277 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001278 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001279
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001280 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1281 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001282
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001283 if (!mDriverConstantBufferPS)
1284 {
1285 D3D11_BUFFER_DESC constantBufferDescription = {0};
1286 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1287 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1288 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1289 constantBufferDescription.CPUAccessFlags = 0;
1290 constantBufferDescription.MiscFlags = 0;
1291 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001292
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001293 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001294 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001295
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001296 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1297 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001298
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001299 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1300 {
1301 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1302 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1303 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001304
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001305 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1306 {
1307 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1308 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1309 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001310
1311 // needed for the point sprite geometry shader
1312 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001313}
1314
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001315void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001316{
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001317 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1318 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1319 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1320 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001321
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001322 unsigned int stencilUnmasked = 0x0;
1323 if (frameBuffer->hasStencil())
1324 {
1325 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1326 stencilUnmasked = (0x1 << stencilSize) - 1;
1327 }
1328 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1329 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001330
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001331 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1332 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1333 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001334
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001335 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1336 {
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001337 maskedClear(clearParams);
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001338 }
1339 else
1340 {
1341 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1342 {
1343 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
1344 if (renderbufferObject)
1345 {
1346 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1347 if (!renderTarget)
1348 {
1349 ERR("render target pointer unexpectedly null.");
1350 return;
1351 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001352
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001353 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1354 if (!framebufferRTV)
1355 {
1356 ERR("render target view pointer unexpectedly null.");
1357 return;
1358 }
1359
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001360 const float clearValues[4] = { clearParams.colorClearValue.red,
1361 clearParams.colorClearValue.green,
1362 clearParams.colorClearValue.blue,
1363 clearParams.colorClearValue.alpha };
1364 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001365
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001366 framebufferRTV->Release();
1367 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001368 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001369 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001370 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001371 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1372 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001373 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001374 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1375 if (!renderTarget)
1376 {
1377 ERR("render target pointer unexpectedly null.");
1378 return;
1379 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001380
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001381 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1382 if (!framebufferDSV)
1383 {
1384 ERR("depth stencil view pointer unexpectedly null.");
1385 return;
1386 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001387
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001388 UINT clearFlags = 0;
1389 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1390 {
1391 clearFlags |= D3D11_CLEAR_DEPTH;
1392 }
1393 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1394 {
1395 clearFlags |= D3D11_CLEAR_STENCIL;
1396 }
1397
1398 float depthClear = clearParams.depthClearValue;
1399 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1400
1401 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001402
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001403 framebufferDSV->Release();
1404 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001405 }
1406 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001407}
1408
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001409void Renderer11::maskedClear(const gl::ClearParameters &clearParams)
1410{
1411 HRESULT result;
1412
1413 if (!mClearResourcesInitialized)
1414 {
1415 ASSERT(!mClearVB && !mClearVS && !mClearPS && !mClearScissorRS && !mClearNoScissorRS);
1416
1417 D3D11_BUFFER_DESC vbDesc;
1418 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1419 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1420 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1421 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1422 vbDesc.MiscFlags = 0;
1423 vbDesc.StructureByteStride = 0;
1424
1425 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1426 ASSERT(SUCCEEDED(result));
1427 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1428
1429 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1430 {
1431 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1432 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1433 };
1434
1435 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1436 ASSERT(SUCCEEDED(result));
1437 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1438
1439 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1440 ASSERT(SUCCEEDED(result));
1441 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1442
1443 result = mDevice->CreatePixelShader(g_PS_Clear, sizeof(g_PS_Clear), NULL, &mClearPS);
1444 ASSERT(SUCCEEDED(result));
1445 d3d11::SetDebugName(mClearPS, "Renderer11 masked clear pixel shader");
1446
1447 D3D11_RASTERIZER_DESC rsScissorDesc;
1448 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1449 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1450 rsScissorDesc.FrontCounterClockwise = FALSE;
1451 rsScissorDesc.DepthBias = 0;
1452 rsScissorDesc.DepthBiasClamp = 0.0f;
1453 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1454 rsScissorDesc.DepthClipEnable = FALSE;
1455 rsScissorDesc.ScissorEnable = TRUE;
1456 rsScissorDesc.MultisampleEnable = FALSE;
1457 rsScissorDesc.AntialiasedLineEnable = FALSE;
1458
1459 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1460 ASSERT(SUCCEEDED(result));
1461 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1462
1463 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1464 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1465 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1466 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1467 rsNoScissorDesc.DepthBias = 0;
1468 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1469 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1470 rsNoScissorDesc.DepthClipEnable = FALSE;
1471 rsNoScissorDesc.ScissorEnable = FALSE;
1472 rsNoScissorDesc.MultisampleEnable = FALSE;
1473 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1474
1475 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1476 ASSERT(SUCCEEDED(result));
1477 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1478
1479 mClearResourcesInitialized = true;
1480 }
1481
1482 // Prepare the depth stencil state to write depth values if the depth should be cleared
1483 // and stencil values if the stencil should be cleared
1484 gl::DepthStencilState glDSState;
1485 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1486 glDSState.depthFunc = GL_ALWAYS;
1487 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1488 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1489 glDSState.stencilFunc = GL_ALWAYS;
1490 glDSState.stencilMask = 0;
1491 glDSState.stencilFail = GL_REPLACE;
1492 glDSState.stencilPassDepthFail = GL_REPLACE;
1493 glDSState.stencilPassDepthPass = GL_REPLACE;
1494 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1495 glDSState.stencilBackFunc = GL_ALWAYS;
1496 glDSState.stencilBackMask = 0;
1497 glDSState.stencilBackFail = GL_REPLACE;
1498 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1499 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1500 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1501
1502 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1503
1504 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1505
1506 // Prepare the blend state to use a write mask if the color buffer should be cleared
1507 gl::BlendState glBlendState;
1508 glBlendState.blend = false;
1509 glBlendState.sourceBlendRGB = GL_ONE;
1510 glBlendState.destBlendRGB = GL_ZERO;
1511 glBlendState.sourceBlendAlpha = GL_ONE;
1512 glBlendState.destBlendAlpha = GL_ZERO;
1513 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1514 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1515 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1516 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1517 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1518 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1519 glBlendState.sampleAlphaToCoverage = false;
1520 glBlendState.dither = false;
1521
1522 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1523 static const UINT sampleMask = 0xFFFFFFFF;
1524
1525 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1526
1527 // Set the vertices
1528 D3D11_MAPPED_SUBRESOURCE mappedResource;
1529 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1530 if (FAILED(result))
1531 {
1532 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1533 return;
1534 }
1535
1536 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1537
1538 float depthClear = gl::clamp01(clearParams.depthClearValue);
1539 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1540 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1541 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1542 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1543
1544 mDeviceContext->Unmap(mClearVB, 0);
1545
1546 // Apply state
1547 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1548 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1549 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1550
1551 // Apply shaders
1552 mDeviceContext->IASetInputLayout(mClearIL);
1553 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
1554 mDeviceContext->PSSetShader(mClearPS, NULL, 0);
1555
1556 // Apply vertex buffer
1557 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1558 static UINT startIdx = 0;
1559 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1560 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1561
1562 // Draw the clear quad
1563 mDeviceContext->Draw(4, 0);
1564
1565 // Clean up
1566 markAllStateDirty();
1567}
1568
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001569void Renderer11::markAllStateDirty()
1570{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001571 mAppliedRenderTargetSerial = 0;
1572 mAppliedDepthbufferSerial = 0;
1573 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001574 mDepthStencilInitialized = false;
1575 mRenderTargetDescInitialized = false;
1576
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001577 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001578 {
1579 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001580 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001581 }
1582 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1583 {
1584 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001585 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001586 }
1587
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001588 mForceSetBlendState = true;
1589 mForceSetRasterState = true;
1590 mForceSetDepthStencilState = true;
1591 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001592 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001593
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001594 mAppliedIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001595 mAppliedIBOffset = 0;
1596
daniel@transgaming.come4991412012-12-20 20:55:34 +00001597 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001598 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1599 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001600}
1601
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001602void Renderer11::releaseDeviceResources()
1603{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001604 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001605 mInputLayoutCache.clear();
1606
1607 delete mVertexDataManager;
1608 mVertexDataManager = NULL;
1609
1610 delete mIndexDataManager;
1611 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001612
1613 delete mLineLoopIB;
1614 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001615
1616 delete mTriangleFanIB;
1617 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001618
1619 if (mCopyVB)
1620 {
1621 mCopyVB->Release();
1622 mCopyVB = NULL;
1623 }
1624
1625 if (mCopySampler)
1626 {
1627 mCopySampler->Release();
1628 mCopySampler = NULL;
1629 }
1630
1631 if (mCopyIL)
1632 {
1633 mCopyIL->Release();
1634 mCopyIL = NULL;
1635 }
1636
1637 if (mCopyVS)
1638 {
1639 mCopyVS->Release();
1640 mCopyVS = NULL;
1641 }
1642
1643 if (mCopyRGBAPS)
1644 {
1645 mCopyRGBAPS->Release();
1646 mCopyRGBAPS = NULL;
1647 }
1648
1649 if (mCopyRGBPS)
1650 {
1651 mCopyRGBPS->Release();
1652 mCopyRGBPS = NULL;
1653 }
1654
1655 if (mCopyLumPS)
1656 {
1657 mCopyLumPS->Release();
1658 mCopyLumPS = NULL;
1659 }
1660
1661 if (mCopyLumAlphaPS)
1662 {
1663 mCopyLumAlphaPS->Release();
1664 mCopyLumAlphaPS = NULL;
1665 }
1666
1667 mCopyResourcesInitialized = false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001668
1669 if (mClearVB)
1670 {
1671 mClearVB->Release();
1672 mClearVB = NULL;
1673 }
1674
1675 if (mClearIL)
1676 {
1677 mClearIL->Release();
1678 mClearIL = NULL;
1679 }
1680
1681 if (mClearVS)
1682 {
1683 mClearVS->Release();
1684 mClearVS = NULL;
1685 }
1686
1687 if (mClearPS)
1688 {
1689 mClearPS->Release();
1690 mClearPS = NULL;
1691 }
1692
1693 if (mClearScissorRS)
1694 {
1695 mClearScissorRS->Release();
1696 mClearScissorRS = NULL;
1697 }
1698
1699 if (mClearNoScissorRS)
1700 {
1701 mClearNoScissorRS->Release();
1702 mClearNoScissorRS = NULL;
1703 }
1704
1705 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001706
1707 if (mDriverConstantBufferVS)
1708 {
1709 mDriverConstantBufferVS->Release();
1710 mDriverConstantBufferVS = NULL;
1711 }
1712
1713 if (mDriverConstantBufferPS)
1714 {
1715 mDriverConstantBufferPS->Release();
1716 mDriverConstantBufferPS = NULL;
1717 }
daniel@transgaming.combdf787f2013-02-01 03:20:36 +00001718
1719 if (mSyncQuery)
1720 {
1721 mSyncQuery->Release();
1722 mSyncQuery = NULL;
1723 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001724}
1725
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001726void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001727{
1728 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001729 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001730}
1731
1732bool Renderer11::isDeviceLost()
1733{
1734 return mDeviceLost;
1735}
1736
1737// set notify to true to broadcast a message to all contexts of the device loss
1738bool Renderer11::testDeviceLost(bool notify)
1739{
1740 bool isLost = false;
1741
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001742 // GetRemovedReason is used to test if the device is removed
1743 HRESULT result = mDevice->GetDeviceRemovedReason();
1744 isLost = d3d11::isDeviceLostError(result);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001745
1746 if (isLost)
1747 {
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001748 // Log error if this is a new device lost event
1749 if (mDeviceLost == false)
1750 {
1751 ERR("The D3D11 device was removed: 0x%08X", result);
1752 }
1753
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001754 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001755 // we'll probably get this done again by notifyDeviceLost
1756 // but best to remember it!
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001757 // Note that we don't want to clear the device loss status here
1758 // -- this needs to be done by resetDevice
1759 mDeviceLost = true;
1760 if (notify)
1761 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001762 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001763 }
1764 }
1765
1766 return isLost;
1767}
1768
1769bool Renderer11::testDeviceResettable()
1770{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001771 // determine if the device is resettable by creating a dummy device
1772 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001773
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001774 if (D3D11CreateDevice == NULL)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001775 {
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001776 return false;
1777 }
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001778
1779 D3D_FEATURE_LEVEL featureLevel[] =
1780 {
1781 D3D_FEATURE_LEVEL_11_0,
1782 D3D_FEATURE_LEVEL_10_1,
1783 D3D_FEATURE_LEVEL_10_0,
1784 };
1785
1786 ID3D11Device* dummyDevice;
1787 D3D_FEATURE_LEVEL dummyFeatureLevel;
1788 ID3D11DeviceContext* dummyContext;
1789
1790 HRESULT result = D3D11CreateDevice(NULL,
1791 D3D_DRIVER_TYPE_HARDWARE,
1792 NULL,
1793 #if defined(_DEBUG)
1794 D3D11_CREATE_DEVICE_DEBUG,
1795 #else
1796 0,
1797 #endif
1798 featureLevel,
1799 sizeof(featureLevel)/sizeof(featureLevel[0]),
1800 D3D11_SDK_VERSION,
1801 &dummyDevice,
1802 &dummyFeatureLevel,
1803 &dummyContext);
1804
1805 if (!mDevice || FAILED(result))
1806 {
1807 return false;
1808 }
1809
1810 dummyContext->Release();
1811 dummyDevice->Release();
1812
1813 return true;
1814}
1815
1816void Renderer11::release()
1817{
1818 releaseDeviceResources();
1819
1820 if (mDxgiFactory)
1821 {
1822 mDxgiFactory->Release();
1823 mDxgiFactory = NULL;
1824 }
1825
1826 if (mDxgiAdapter)
1827 {
1828 mDxgiAdapter->Release();
1829 mDxgiAdapter = NULL;
1830 }
1831
1832 if (mDeviceContext)
1833 {
1834 mDeviceContext->ClearState();
1835 mDeviceContext->Flush();
1836 mDeviceContext->Release();
1837 mDeviceContext = NULL;
1838 }
1839
1840 if (mDevice)
1841 {
1842 mDevice->Release();
1843 mDevice = NULL;
1844 }
1845
1846 if (mD3d11Module)
1847 {
1848 FreeLibrary(mD3d11Module);
1849 mD3d11Module = NULL;
1850 }
1851
1852 if (mDxgiModule)
1853 {
1854 FreeLibrary(mDxgiModule);
1855 mDxgiModule = NULL;
1856 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001857}
1858
1859bool Renderer11::resetDevice()
1860{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001861 // recreate everything
1862 release();
1863 EGLint result = initialize();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001864
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001865 if (result != EGL_SUCCESS)
1866 {
1867 ERR("Could not reinitialize D3D11 device: %08X", result);
1868 return false;
1869 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001870
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001871 mDeviceLost = false;
1872
1873 return true;
1874}
1875
1876DWORD Renderer11::getAdapterVendor() const
1877{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001878 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001879}
1880
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001881std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001882{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001883 std::ostringstream rendererString;
1884
1885 rendererString << mDescription;
1886 rendererString << " Direct3D11";
1887
1888 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1889 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1890
1891 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001892}
1893
1894GUID Renderer11::getAdapterIdentifier() const
1895{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00001896 // Use the adapter LUID as our adapter ID
1897 // This number is local to a machine is only guaranteed to be unique between restarts
1898 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
1899 GUID adapterId = {0};
1900 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
1901 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001902}
1903
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00001904bool Renderer11::getBGRATextureSupport() const
1905{
1906 return mBGRATextureSupport;
1907}
1908
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001909bool Renderer11::getDXT1TextureSupport()
1910{
1911 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001912 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001913 return false;
1914}
1915
1916bool Renderer11::getDXT3TextureSupport()
1917{
1918 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001919 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001920 return false;
1921}
1922
1923bool Renderer11::getDXT5TextureSupport()
1924{
1925 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001926 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001927 return false;
1928}
1929
1930bool Renderer11::getDepthTextureSupport() const
1931{
1932 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001933 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001934 return false;
1935}
1936
1937bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
1938{
1939 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001940 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001941
1942 *filtering = false;
1943 *renderable = false;
1944 return false;
1945}
1946
1947bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
1948{
1949 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001950 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001951
1952 *filtering = false;
1953 *renderable = false;
1954 return false;
1955}
1956
1957bool Renderer11::getLuminanceTextureSupport()
1958{
1959 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001960 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001961 return false;
1962}
1963
1964bool Renderer11::getLuminanceAlphaTextureSupport()
1965{
1966 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001967 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001968 return false;
1969}
1970
1971bool Renderer11::getTextureFilterAnisotropySupport() const
1972{
1973 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001974 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001975 return false;
1976}
1977
1978float Renderer11::getTextureMaxAnisotropy() const
1979{
1980 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001981 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001982 return 1.0f;
1983}
1984
1985bool Renderer11::getEventQuerySupport()
1986{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00001987 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001988}
1989
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001990unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001991{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001992 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
1993 switch (mFeatureLevel)
1994 {
1995 case D3D_FEATURE_LEVEL_11_0:
1996 case D3D_FEATURE_LEVEL_10_1:
1997 case D3D_FEATURE_LEVEL_10_0:
1998 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
1999 default: UNREACHABLE();
2000 return 0;
2001 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002002}
2003
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002004unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
2005{
2006 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2007}
2008
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002009int Renderer11::getMaxVertexUniformVectors() const
2010{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002011 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2012 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2013 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002014}
2015
2016int Renderer11::getMaxFragmentUniformVectors() const
2017{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002018 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2019 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2020 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002021}
2022
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002023int Renderer11::getMaxVaryingVectors() const
2024{
2025 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
2026 switch (mFeatureLevel)
2027 {
2028 case D3D_FEATURE_LEVEL_11_0:
2029 return D3D11_VS_OUTPUT_REGISTER_COUNT;
2030 case D3D_FEATURE_LEVEL_10_1:
2031 case D3D_FEATURE_LEVEL_10_0:
2032 return D3D10_VS_OUTPUT_REGISTER_COUNT;
2033 default: UNREACHABLE();
2034 return 0;
2035 }
2036}
2037
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002038bool Renderer11::getNonPower2TextureSupport() const
2039{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00002040 switch (mFeatureLevel)
2041 {
2042 case D3D_FEATURE_LEVEL_11_0:
2043 case D3D_FEATURE_LEVEL_10_1:
2044 case D3D_FEATURE_LEVEL_10_0:
2045 return true;
2046 default: UNREACHABLE();
2047 return false;
2048 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002049}
2050
2051bool Renderer11::getOcclusionQuerySupport() const
2052{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002053 switch (mFeatureLevel)
2054 {
2055 case D3D_FEATURE_LEVEL_11_0:
2056 case D3D_FEATURE_LEVEL_10_1:
2057 case D3D_FEATURE_LEVEL_10_0:
2058 return true;
2059 default: UNREACHABLE();
2060 return false;
2061 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002062}
2063
2064bool Renderer11::getInstancingSupport() const
2065{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002066 switch (mFeatureLevel)
2067 {
2068 case D3D_FEATURE_LEVEL_11_0:
2069 case D3D_FEATURE_LEVEL_10_1:
2070 case D3D_FEATURE_LEVEL_10_0:
2071 return true;
2072 default: UNREACHABLE();
2073 return false;
2074 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002075}
2076
2077bool Renderer11::getShareHandleSupport() const
2078{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002079 // We only currently support share handles with BGRA surfaces, because
2080 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002081 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002082 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002083}
2084
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002085bool Renderer11::getDerivativeInstructionSupport() const
2086{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002087 switch (mFeatureLevel)
2088 {
2089 case D3D_FEATURE_LEVEL_11_0:
2090 case D3D_FEATURE_LEVEL_10_1:
2091 case D3D_FEATURE_LEVEL_10_0:
2092 return true;
2093 default: UNREACHABLE();
2094 return false;
2095 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002096}
2097
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002098int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002099{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002100 switch (mFeatureLevel)
2101 {
2102 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002103 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002104 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2105 default: UNREACHABLE(); return 0;
2106 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002107}
2108
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002109int Renderer11::getMinorShaderModel() const
2110{
2111 switch (mFeatureLevel)
2112 {
2113 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2114 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2115 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2116 default: UNREACHABLE(); return 0;
2117 }
2118}
2119
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002120float Renderer11::getMaxPointSize() const
2121{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002122 // choose a reasonable maximum. we enforce this in the shader.
2123 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2124 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002125}
2126
2127int Renderer11::getMaxTextureWidth() const
2128{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002129 switch (mFeatureLevel)
2130 {
2131 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2132 case D3D_FEATURE_LEVEL_10_1:
2133 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2134 default: UNREACHABLE(); return 0;
2135 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002136}
2137
2138int Renderer11::getMaxTextureHeight() const
2139{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002140 switch (mFeatureLevel)
2141 {
2142 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2143 case D3D_FEATURE_LEVEL_10_1:
2144 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2145 default: UNREACHABLE(); return 0;
2146 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002147}
2148
2149bool Renderer11::get32BitIndexSupport() const
2150{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002151 switch (mFeatureLevel)
2152 {
2153 case D3D_FEATURE_LEVEL_11_0:
2154 case D3D_FEATURE_LEVEL_10_1:
2155 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2156 default: UNREACHABLE(); return false;
2157 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002158}
2159
2160int Renderer11::getMinSwapInterval() const
2161{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002162 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002163}
2164
2165int Renderer11::getMaxSwapInterval() const
2166{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002167 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002168}
2169
2170int Renderer11::getMaxSupportedSamples() const
2171{
2172 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002173 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002174 return 1;
2175}
2176
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002177bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002178{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002179 if (source && dest)
2180 {
2181 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2182 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2183
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002184 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002185 return true;
2186 }
2187
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002188 return false;
2189}
2190
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002191bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002192{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002193 if (source && dest)
2194 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002195 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2196 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002197
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002198 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002199 return true;
2200 }
2201
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002202 return false;
2203}
2204
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002205bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002206 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002207{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002208 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2209 if (!colorbuffer)
2210 {
2211 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002212 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002213 }
2214
2215 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2216 if (!sourceRenderTarget)
2217 {
2218 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002219 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002220 }
2221
2222 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2223 if (!source)
2224 {
2225 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002226 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002227 }
2228
2229 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2230 if (!storage11)
2231 {
2232 source->Release();
2233 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002234 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002235 }
2236
2237 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2238 if (!destRenderTarget)
2239 {
2240 source->Release();
2241 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002242 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002243 }
2244
2245 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2246 if (!dest)
2247 {
2248 source->Release();
2249 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002250 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002251 }
2252
2253 gl::Rectangle destRect;
2254 destRect.x = xoffset;
2255 destRect.y = yoffset;
2256 destRect.width = sourceRect.width;
2257 destRect.height = sourceRect.height;
2258
2259 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2260 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2261
2262 source->Release();
2263 dest->Release();
2264
2265 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002266}
2267
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002268bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002269 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002270{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002271 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2272 if (!colorbuffer)
2273 {
2274 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002275 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002276 }
2277
2278 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2279 if (!sourceRenderTarget)
2280 {
2281 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002282 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002283 }
2284
2285 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2286 if (!source)
2287 {
2288 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002289 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002290 }
2291
2292 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2293 if (!storage11)
2294 {
2295 source->Release();
2296 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002297 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002298 }
2299
2300 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
2301 if (!destRenderTarget)
2302 {
2303 source->Release();
2304 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002305 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002306 }
2307
2308 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2309 if (!dest)
2310 {
2311 source->Release();
2312 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002313 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002314 }
2315
2316 gl::Rectangle destRect;
2317 destRect.x = xoffset;
2318 destRect.y = yoffset;
2319 destRect.width = sourceRect.width;
2320 destRect.height = sourceRect.height;
2321
2322 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2323 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2324
2325 source->Release();
2326 dest->Release();
2327
2328 return ret;
2329}
2330
2331bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight,
2332 ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat)
2333{
2334 HRESULT result;
2335
2336 if (!mCopyResourcesInitialized)
2337 {
2338 ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS);
2339
2340 D3D11_BUFFER_DESC vbDesc;
2341 vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
2342 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
2343 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
2344 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2345 vbDesc.MiscFlags = 0;
2346 vbDesc.StructureByteStride = 0;
2347
2348 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
2349 ASSERT(SUCCEEDED(result));
2350 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
2351
2352 D3D11_SAMPLER_DESC samplerDesc;
2353 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
2354 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
2355 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
2356 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
2357 samplerDesc.MipLODBias = 0.0f;
2358 samplerDesc.MaxAnisotropy = 0;
2359 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
2360 samplerDesc.BorderColor[0] = 0.0f;
2361 samplerDesc.BorderColor[1] = 0.0f;
2362 samplerDesc.BorderColor[2] = 0.0f;
2363 samplerDesc.BorderColor[3] = 0.0f;
2364 samplerDesc.MinLOD = 0.0f;
2365 samplerDesc.MaxLOD = 0.0f;
2366
2367 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
2368 ASSERT(SUCCEEDED(result));
2369 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
2370
2371 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
2372 {
2373 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2374 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2375 };
2376
2377 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL);
2378 ASSERT(SUCCEEDED(result));
2379 d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout");
2380
2381 result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS);
2382 ASSERT(SUCCEEDED(result));
2383 d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader");
2384
2385 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS);
2386 ASSERT(SUCCEEDED(result));
2387 d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader");
2388
2389 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS);
2390 ASSERT(SUCCEEDED(result));
2391 d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader");
2392
2393 result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS);
2394 ASSERT(SUCCEEDED(result));
2395 d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader");
2396
2397 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS);
2398 ASSERT(SUCCEEDED(result));
2399 d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader");
2400
2401 mCopyResourcesInitialized = true;
2402 }
2403
2404 // Verify the source and destination area sizes
2405 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
2406 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
2407 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
2408 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight))
2409 {
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002410 return gl::error(GL_INVALID_VALUE, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002411 }
2412
2413 // Set vertices
2414 D3D11_MAPPED_SUBRESOURCE mappedResource;
2415 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
2416 if (FAILED(result))
2417 {
2418 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002419 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002420 }
2421
2422 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
2423
2424 // Create a quad in homogeneous coordinates
2425 float x1 = (destArea.x / destWidth) * 2.0f - 1.0f;
2426 float y1 = (destArea.y / destHeight) * 2.0f - 1.0f;
2427 float x2 = ((destArea.x + destArea.width) / destWidth) * 2.0f - 1.0f;
2428 float y2 = ((destArea.y + destArea.height) / destHeight) * 2.0f - 1.0f;
2429
2430 float u1 = sourceArea.x / float(sourceWidth);
2431 float v1 = sourceArea.y / float(sourceHeight);
2432 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
2433 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
2434
2435 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
2436 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
2437 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
2438 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
2439
2440 mDeviceContext->Unmap(mCopyVB, 0);
2441
2442 static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
2443 static UINT startIdx = 0;
2444 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
2445
2446 // Apply state
2447 static const float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
2448 mDeviceContext->OMSetBlendState(NULL, blendFactor, 0xFFFFFFF);
2449 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
2450 mDeviceContext->RSSetState(NULL);
2451
2452 // Apply shaders
2453 mDeviceContext->IASetInputLayout(mCopyIL);
2454 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
2455 mDeviceContext->VSSetShader(mCopyVS, NULL, 0);
2456
2457 ID3D11PixelShader *ps = NULL;
2458 switch(destFormat)
2459 {
2460 case GL_RGBA: ps = mCopyRGBAPS; break;
2461 case GL_RGB: ps = mCopyRGBPS; break;
2462 case GL_ALPHA: ps = mCopyRGBAPS; break;
2463 case GL_BGRA_EXT: ps = mCopyRGBAPS; break;
2464 case GL_LUMINANCE: ps = mCopyLumPS; break;
2465 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break;
2466 default: UNREACHABLE(); ps = NULL; break;
2467 }
2468
2469 mDeviceContext->PSSetShader(ps, NULL, 0);
2470
2471 // Unset the currently bound shader resource to avoid conflicts
2472 static ID3D11ShaderResourceView *const nullSRV = NULL;
2473 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2474
2475 // Apply render targets
2476 mDeviceContext->OMSetRenderTargets(1, &dest, NULL);
2477
2478 // Set the viewport
2479 D3D11_VIEWPORT viewport;
2480 viewport.TopLeftX = 0;
2481 viewport.TopLeftY = 0;
2482 viewport.Width = destWidth;
2483 viewport.Height = destHeight;
2484 viewport.MinDepth = 0.0f;
2485 viewport.MaxDepth = 1.0f;
2486 mDeviceContext->RSSetViewports(1, &viewport);
2487
2488 // Apply textures
2489 mDeviceContext->PSSetShaderResources(0, 1, &source);
2490 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
2491
2492 // Draw the quad
2493 mDeviceContext->Draw(4, 0);
2494
2495 // Unbind textures and render targets and vertex buffer
2496 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2497
2498 static ID3D11RenderTargetView *const nullRTV = NULL;
2499 mDeviceContext->OMSetRenderTargets(1, &nullRTV, NULL);
2500
2501 static UINT zero = 0;
2502 static ID3D11Buffer *const nullBuffer = NULL;
2503 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
2504
2505 markAllStateDirty();
2506
2507 return true;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002508}
2509
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002510RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2511{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002512 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002513 RenderTarget11 *renderTarget = NULL;
2514 if (depth)
2515 {
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002516 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), NULL,
2517 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002518 }
2519 else
2520 {
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002521 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
2522 swapChain11->getRenderTargetShaderResource(),
2523 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002524 }
2525 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002526}
2527
2528RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2529{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002530 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
2531 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002532}
2533
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002534ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002535{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002536 ShaderExecutable11 *executable = NULL;
2537
2538 switch (type)
2539 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002540 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002541 {
2542 ID3D11VertexShader *vshader = NULL;
2543 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2544 ASSERT(SUCCEEDED(result));
2545
2546 if (vshader)
2547 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002548 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002549 }
2550 }
2551 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002552 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002553 {
2554 ID3D11PixelShader *pshader = NULL;
2555 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2556 ASSERT(SUCCEEDED(result));
2557
2558 if (pshader)
2559 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002560 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002561 }
2562 }
2563 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002564 case rx::SHADER_GEOMETRY:
2565 {
2566 ID3D11GeometryShader *gshader = NULL;
2567 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
2568 ASSERT(SUCCEEDED(result));
2569
2570 if (gshader)
2571 {
2572 executable = new ShaderExecutable11(function, length, gshader);
2573 }
2574 }
2575 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002576 default:
2577 UNREACHABLE();
2578 break;
2579 }
2580
2581 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002582}
2583
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002584ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002585{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002586 const char *profile = NULL;
2587
2588 switch (type)
2589 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002590 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002591 profile = "vs_4_0";
2592 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002593 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002594 profile = "ps_4_0";
2595 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002596 case rx::SHADER_GEOMETRY:
2597 profile = "gs_4_0";
2598 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002599 default:
2600 UNREACHABLE();
2601 return NULL;
2602 }
2603
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00002604 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002605 if (!binary)
2606 return NULL;
2607
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002608 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002609 binary->Release();
2610
2611 return executable;
2612}
2613
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002614VertexBuffer *Renderer11::createVertexBuffer()
2615{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00002616 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002617}
2618
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002619IndexBuffer *Renderer11::createIndexBuffer()
2620{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00002621 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002622}
2623
2624QueryImpl *Renderer11::createQuery(GLenum type)
2625{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002626 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002627}
2628
2629FenceImpl *Renderer11::createFence()
2630{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002631 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002632}
2633
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002634bool Renderer11::getRenderTargetResource(gl::Framebuffer *framebuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
2635{
2636 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2637 if (colorbuffer)
2638 {
2639 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2640 if (renderTarget)
2641 {
2642 *subresourceIndex = renderTarget->getSubresourceIndex();
2643
2644 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
2645 if (colorBufferRTV)
2646 {
2647 ID3D11Resource *textureResource = NULL;
2648 colorBufferRTV->GetResource(&textureResource);
2649 colorBufferRTV->Release();
2650
2651 if (textureResource)
2652 {
2653 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
2654 textureResource->Release();
2655
2656 if (SUCCEEDED(result))
2657 {
2658 return true;
2659 }
2660 else
2661 {
2662 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
2663 "HRESULT: 0x%X.", result);
2664 }
2665 }
2666 }
2667 }
2668 }
2669
2670 return false;
2671}
2672
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002673bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
2674 bool blitRenderTarget, bool blitDepthStencil)
2675{
2676 // TODO
2677 UNIMPLEMENTED();
2678 return false;
2679}
2680
2681void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2682 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2683{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002684 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002685 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002686
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002687 if (getRenderTargetResource(framebuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002688 {
2689 gl::Rectangle area;
2690 area.x = x;
2691 area.y = y;
2692 area.width = width;
2693 area.height = height;
2694
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002695 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
2696 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002697
2698 colorBufferTexture->Release();
2699 colorBufferTexture = NULL;
2700 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002701}
2702
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002703Image *Renderer11::createImage()
2704{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00002705 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002706}
2707
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002708void Renderer11::generateMipmap(Image *dest, Image *src)
2709{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00002710 Image11 *dest11 = Image11::makeImage11(dest);
2711 Image11 *src11 = Image11::makeImage11(src);
2712 Image11::generateMipmap(dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002713}
2714
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002715TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
2716{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002717 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
2718 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002719}
2720
2721TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
2722{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002723 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002724}
2725
2726TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
2727{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002728 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002729}
2730
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002731static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
2732{
2733 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
2734 destFormat == GL_ALPHA &&
2735 destType == GL_UNSIGNED_BYTE)
2736 {
2737 return 1;
2738 }
2739 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
2740 destFormat == GL_RGBA &&
2741 destType == GL_UNSIGNED_BYTE)
2742 {
2743 return 4;
2744 }
2745 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
2746 destFormat == GL_BGRA_EXT &&
2747 destType == GL_UNSIGNED_BYTE)
2748 {
2749 return 4;
2750 }
2751 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
2752 destFormat == GL_RGBA &&
2753 destType == GL_HALF_FLOAT_OES)
2754 {
2755 return 8;
2756 }
2757 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
2758 destFormat == GL_RGB &&
2759 destType == GL_FLOAT)
2760 {
2761 return 12;
2762 }
2763 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
2764 destFormat == GL_RGBA &&
2765 destType == GL_FLOAT)
2766 {
2767 return 16;
2768 }
2769 else
2770 {
2771 return 0;
2772 }
2773}
2774
2775static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
2776 unsigned int y, int inputPitch, gl::Color *outColor)
2777{
2778 switch (format)
2779 {
2780 case DXGI_FORMAT_R8G8B8A8_UNORM:
2781 {
2782 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00002783 outColor->red = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
2784 outColor->green = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
2785 outColor->blue = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
2786 outColor->alpha = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002787 }
2788 break;
2789
2790 case DXGI_FORMAT_A8_UNORM:
2791 {
2792 outColor->red = 0.0f;
2793 outColor->green = 0.0f;
2794 outColor->blue = 0.0f;
2795 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
2796 }
2797 break;
2798
2799 case DXGI_FORMAT_R32G32B32A32_FLOAT:
2800 {
2801 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
2802 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
2803 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
2804 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
2805 }
2806 break;
2807
2808 case DXGI_FORMAT_R32G32B32_FLOAT:
2809 {
2810 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
2811 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
2812 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
2813 outColor->alpha = 1.0f;
2814 }
2815 break;
2816
2817 case DXGI_FORMAT_R16G16B16A16_FLOAT:
2818 {
2819 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
2820 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
2821 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
2822 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
2823 }
2824 break;
2825
2826 case DXGI_FORMAT_B8G8R8A8_UNORM:
2827 {
2828 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00002829 outColor->red = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
2830 outColor->blue = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
2831 outColor->green = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
2832 outColor->alpha = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002833 }
2834 break;
2835
2836 case DXGI_FORMAT_R8_UNORM:
2837 {
2838 outColor->red = *(data + x + y * inputPitch) / 255.0f;
2839 outColor->green = 0.0f;
2840 outColor->blue = 0.0f;
2841 outColor->alpha = 1.0f;
2842 }
2843 break;
2844
2845 case DXGI_FORMAT_R8G8_UNORM:
2846 {
2847 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
2848
2849 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
2850 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
2851 outColor->blue = 0.0f;
2852 outColor->alpha = 1.0f;
2853 }
2854 break;
2855
2856 case DXGI_FORMAT_R16_FLOAT:
2857 {
2858 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
2859 outColor->green = 0.0f;
2860 outColor->blue = 0.0f;
2861 outColor->alpha = 1.0f;
2862 }
2863 break;
2864
2865 case DXGI_FORMAT_R16G16_FLOAT:
2866 {
2867 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
2868 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
2869 outColor->blue = 0.0f;
2870 outColor->alpha = 1.0f;
2871 }
2872 break;
2873
2874 default:
2875 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
2876 UNIMPLEMENTED();
2877 break;
2878 }
2879}
2880
2881static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
2882 unsigned int y, int outputPitch, void *outData)
2883{
2884 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
2885 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
2886
2887 switch (format)
2888 {
2889 case GL_RGBA:
2890 switch (type)
2891 {
2892 case GL_UNSIGNED_BYTE:
2893 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
2894 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2895 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2896 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
2897 break;
2898
2899 default:
2900 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
2901 UNIMPLEMENTED();
2902 break;
2903 }
2904 break;
2905
2906 case GL_BGRA_EXT:
2907 switch (type)
2908 {
2909 case GL_UNSIGNED_BYTE:
2910 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2911 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2912 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
2913 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
2914 break;
2915
2916 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
2917 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2918 // this type is packed as follows:
2919 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2920 // --------------------------------------------------------------------------------
2921 // | 4th | 3rd | 2nd | 1st component |
2922 // --------------------------------------------------------------------------------
2923 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2924 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2925 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
2926 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
2927 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
2928 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
2929 break;
2930
2931 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
2932 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2933 // this type is packed as follows:
2934 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2935 // --------------------------------------------------------------------------------
2936 // | 4th | 3rd | 2nd | 1st component |
2937 // --------------------------------------------------------------------------------
2938 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2939 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2940 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
2941 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
2942 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
2943 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
2944 break;
2945
2946 default:
2947 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
2948 UNIMPLEMENTED();
2949 break;
2950 }
2951 break;
2952
2953 case GL_RGB:
2954 switch (type)
2955 {
2956 case GL_UNSIGNED_SHORT_5_6_5:
2957 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2958 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
2959 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
2960 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
2961 break;
2962
2963 case GL_UNSIGNED_BYTE:
2964 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
2965 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2966 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2967 break;
2968
2969 default:
2970 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
2971 UNIMPLEMENTED();
2972 break;
2973 }
2974 break;
2975
2976 default:
2977 ERR("WritePixelColor not implemented for format 0x%X.", format);
2978 UNIMPLEMENTED();
2979 break;
2980 }
2981}
2982
2983void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
2984 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
2985 GLint packAlignment, void *pixels)
2986{
2987 D3D11_TEXTURE2D_DESC textureDesc;
2988 texture->GetDesc(&textureDesc);
2989
2990 D3D11_TEXTURE2D_DESC stagingDesc;
2991 stagingDesc.Width = area.width;
2992 stagingDesc.Height = area.height;
2993 stagingDesc.MipLevels = 1;
2994 stagingDesc.ArraySize = 1;
2995 stagingDesc.Format = textureDesc.Format;
2996 stagingDesc.SampleDesc.Count = 1;
2997 stagingDesc.SampleDesc.Quality = 0;
2998 stagingDesc.Usage = D3D11_USAGE_STAGING;
2999 stagingDesc.BindFlags = 0;
3000 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
3001 stagingDesc.MiscFlags = 0;
3002
3003 ID3D11Texture2D* stagingTex = NULL;
3004 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
3005 if (FAILED(result))
3006 {
3007 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
3008 return;
3009 }
3010
3011 ID3D11Texture2D* srcTex = NULL;
3012 if (textureDesc.SampleDesc.Count > 1)
3013 {
3014 D3D11_TEXTURE2D_DESC resolveDesc;
3015 resolveDesc.Width = textureDesc.Width;
3016 resolveDesc.Height = textureDesc.Height;
3017 resolveDesc.MipLevels = 1;
3018 resolveDesc.ArraySize = 1;
3019 resolveDesc.Format = textureDesc.Format;
3020 resolveDesc.SampleDesc.Count = 1;
3021 resolveDesc.SampleDesc.Quality = 0;
3022 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
3023 resolveDesc.BindFlags = 0;
3024 resolveDesc.CPUAccessFlags = 0;
3025 resolveDesc.MiscFlags = 0;
3026
3027 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
3028 if (FAILED(result))
3029 {
3030 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
3031 stagingTex->Release();
3032 return;
3033 }
3034
3035 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
3036 subResource = 0;
3037 }
3038 else
3039 {
3040 srcTex = texture;
3041 srcTex->AddRef();
3042 }
3043
3044 D3D11_BOX srcBox;
3045 srcBox.left = area.x;
3046 srcBox.right = area.x + area.width;
3047 srcBox.top = area.y;
3048 srcBox.bottom = area.y + area.height;
3049 srcBox.front = 0;
3050 srcBox.back = 1;
3051
3052 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
3053
3054 srcTex->Release();
3055 srcTex = NULL;
3056
3057 D3D11_MAPPED_SUBRESOURCE mapping;
3058 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
3059
3060 unsigned char *source;
3061 int inputPitch;
3062 if (packReverseRowOrder)
3063 {
3064 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
3065 inputPitch = -static_cast<int>(mapping.RowPitch);
3066 }
3067 else
3068 {
3069 source = static_cast<unsigned char*>(mapping.pData);
3070 inputPitch = static_cast<int>(mapping.RowPitch);
3071 }
3072
3073 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
3074 if (fastPixelSize != 0)
3075 {
3076 unsigned char *dest = static_cast<unsigned char*>(pixels);
3077 for (int j = 0; j < area.height; j++)
3078 {
3079 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
3080 }
3081 }
3082 else
3083 {
3084 gl::Color pixelColor;
3085 for (int j = 0; j < area.height; j++)
3086 {
3087 for (int i = 0; i < area.width; i++)
3088 {
3089 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
3090 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
3091 }
3092 }
3093 }
3094
3095 mDeviceContext->Unmap(stagingTex, 0);
3096
3097 stagingTex->Release();
3098 stagingTex = NULL;
3099}
3100
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003101}