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shannon.woods@transgaming.combdf2d802013-02-28 23:16:20 +00001#include "precompiled.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002//
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00003// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00004// Use of this source code is governed by a BSD-style license that can be
5// found in the LICENSE file.
6//
7
8// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
9
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
shannonwoods@chromium.orga2ecfcc2013-05-30 00:11:59 +000011#include "common/utilities.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000012#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000013#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000014#include "libGLESv2/Framebuffer.h"
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000015#include "libGLESv2/RenderBuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000016#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000017#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000018#include "libGLESv2/renderer/renderer11_utils.h"
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +000019#include "libGLESv2/renderer/formatutils11.h"
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +000020#include "libGLESv2/renderer/ShaderExecutable11.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000021#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.coma8aac672012-12-20 21:08:00 +000022#include "libGLESv2/renderer/Image11.h"
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +000023#include "libGLESv2/renderer/VertexBuffer11.h"
daniel@transgaming.com11c2af52012-12-20 21:10:01 +000024#include "libGLESv2/renderer/IndexBuffer11.h"
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +000025#include "libGLESv2/renderer/BufferStorage11.h"
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000026#include "libGLESv2/renderer/VertexDataManager.h"
27#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +000028#include "libGLESv2/renderer/TextureStorage11.h"
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +000029#include "libGLESv2/renderer/Query11.h"
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +000030#include "libGLESv2/renderer/Fence11.h"
Geoff Langb86b9792013-06-04 16:32:05 -040031#include "libGLESv2/renderer/Blit11.h"
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +000032
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000033#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
shannonwoods@chromium.org98949842013-05-30 00:01:51 +000034#include "libGLESv2/renderer/shaders/compiled/clearsingle11ps.h"
35#include "libGLESv2/renderer/shaders/compiled/clearmultiple11ps.h"
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000036
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000037#include "libEGL/Display.h"
38
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +000039#ifdef _DEBUG
40// this flag enables suppressing some spurious warnings that pop up in certain WebGL samples
41// and conformance tests. to enable all warnings, remove this define.
42#define ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS 1
43#endif
44
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000045namespace rx
46{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000047static const DXGI_FORMAT RenderTargetFormats[] =
48 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000049 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000050 DXGI_FORMAT_R8G8B8A8_UNORM
51 };
52
53static const DXGI_FORMAT DepthStencilFormats[] =
54 {
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +000055 DXGI_FORMAT_UNKNOWN,
56 DXGI_FORMAT_D24_UNORM_S8_UINT,
57 DXGI_FORMAT_D16_UNORM
daniel@transgaming.com65e65372012-11-28 19:33:50 +000058 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000059
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000060enum
61{
62 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
63};
64
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000065Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
66{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000067 mVertexDataManager = NULL;
68 mIndexDataManager = NULL;
69
daniel@transgaming.comc5114302012-12-20 21:11:36 +000070 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000071 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000072
Geoff Langb86b9792013-06-04 16:32:05 -040073 mBlit = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000074
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000075 mClearResourcesInitialized = false;
76 mClearVB = NULL;
77 mClearIL = NULL;
78 mClearVS = NULL;
shannonwoods@chromium.org98949842013-05-30 00:01:51 +000079 mClearSinglePS = NULL;
80 mClearMultiplePS = NULL;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000081 mClearScissorRS = NULL;
82 mClearNoScissorRS = NULL;
83
daniel@transgaming.combdf787f2013-02-01 03:20:36 +000084 mSyncQuery = NULL;
85
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000086 mD3d11Module = NULL;
87 mDxgiModule = NULL;
88
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000089 mDeviceLost = false;
90
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +000091 mMaxSupportedSamples = 0;
92
daniel@transgaming.com25072f62012-11-28 19:31:32 +000093 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000094 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000095 mDxgiAdapter = NULL;
96 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +000097
98 mDriverConstantBufferVS = NULL;
99 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000100
101 mBGRATextureSupport = false;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +0000102
103 mIsGeometryShaderActive = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000104}
105
106Renderer11::~Renderer11()
107{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000108 release();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000109}
110
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000111Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
112{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000113 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000114 return static_cast<rx::Renderer11*>(renderer);
115}
116
shannon.woods%transgaming.com@gtempaccount.comf9686c22013-04-13 03:33:45 +0000117#ifndef __d3d11_1_h__
118#define D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET ((D3D11_MESSAGE_ID)3146081)
119#endif
120
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000121EGLint Renderer11::initialize()
122{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000123 if (!initializeCompiler())
124 {
125 return EGL_NOT_INITIALIZED;
126 }
127
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000128 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
129 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000130
131 if (mD3d11Module == NULL || mDxgiModule == NULL)
132 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000133 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000134 return EGL_NOT_INITIALIZED;
135 }
136
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000137 // create the D3D11 device
138 ASSERT(mDevice == NULL);
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000139 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000140
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000141 if (D3D11CreateDevice == NULL)
142 {
143 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
144 return EGL_NOT_INITIALIZED;
145 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000146
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000147 D3D_FEATURE_LEVEL featureLevels[] =
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000148 {
149 D3D_FEATURE_LEVEL_11_0,
150 D3D_FEATURE_LEVEL_10_1,
151 D3D_FEATURE_LEVEL_10_0,
152 };
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000153
shannonwoods@chromium.orgc3419c12013-05-30 00:02:01 +0000154 HRESULT result = S_OK;
155
156#ifdef _DEBUG
157 result = D3D11CreateDevice(NULL,
158 D3D_DRIVER_TYPE_HARDWARE,
159 NULL,
160 D3D11_CREATE_DEVICE_DEBUG,
161 featureLevels,
162 ArraySize(featureLevels),
163 D3D11_SDK_VERSION,
164 &mDevice,
165 &mFeatureLevel,
166 &mDeviceContext);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000167
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000168 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000169 {
shannonwoods@chromium.orgc3419c12013-05-30 00:02:01 +0000170 ERR("Failed creating Debug D3D11 device - falling back to release runtime.\n");
171 }
172
173 if (!mDevice || FAILED(result))
174#endif
175 {
176 result = D3D11CreateDevice(NULL,
177 D3D_DRIVER_TYPE_HARDWARE,
178 NULL,
179 0,
180 featureLevels,
181 ArraySize(featureLevels),
182 D3D11_SDK_VERSION,
183 &mDevice,
184 &mFeatureLevel,
185 &mDeviceContext);
186
187 if (!mDevice || FAILED(result))
188 {
189 ERR("Could not create D3D11 device - aborting!\n");
190 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
191 }
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000192 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000193
194 IDXGIDevice *dxgiDevice = NULL;
195 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
196
197 if (FAILED(result))
198 {
199 ERR("Could not query DXGI device - aborting!\n");
200 return EGL_NOT_INITIALIZED;
201 }
202
203 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
204
205 if (FAILED(result))
206 {
207 ERR("Could not retrieve DXGI adapter - aborting!\n");
208 return EGL_NOT_INITIALIZED;
209 }
210
Geoff Langea228632013-07-30 15:17:12 -0400211 SafeRelease(dxgiDevice);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000212
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000213 mDxgiAdapter->GetDesc(&mAdapterDescription);
214 memset(mDescription, 0, sizeof(mDescription));
215 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
216
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000217 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
218
219 if (!mDxgiFactory || FAILED(result))
220 {
221 ERR("Could not create DXGI factory - aborting!\n");
222 return EGL_NOT_INITIALIZED;
223 }
224
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000225 // Disable some spurious D3D11 debug warnings to prevent them from flooding the output log
226#if defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG)
227 ID3D11InfoQueue *infoQueue;
228 result = mDevice->QueryInterface(__uuidof(ID3D11InfoQueue), (void **)&infoQueue);
229
230 if (SUCCEEDED(result))
231 {
232 D3D11_MESSAGE_ID hideMessages[] =
233 {
234 D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETS_HAZARD,
shannon.woods%transgaming.com@gtempaccount.comf9686c22013-04-13 03:33:45 +0000235 D3D11_MESSAGE_ID_DEVICE_PSSETSHADERRESOURCES_HAZARD,
236 D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000237 };
238
239 D3D11_INFO_QUEUE_FILTER filter = {0};
240 filter.DenyList.NumIDs = ArraySize(hideMessages);
241 filter.DenyList.pIDList = hideMessages;
242
243 infoQueue->AddStorageFilterEntries(&filter);
Geoff Langea228632013-07-30 15:17:12 -0400244 SafeRelease(infoQueue);
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000245 }
246#endif
247
Geoff Lang61e49a52013-05-29 10:22:58 -0400248 mMaxSupportedSamples = 0;
249
250 const d3d11::DXGIFormatSet &dxgiFormats = d3d11::GetAllUsedDXGIFormats();
251 for (d3d11::DXGIFormatSet::const_iterator i = dxgiFormats.begin(); i != dxgiFormats.end(); ++i)
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000252 {
Geoff Lang61e49a52013-05-29 10:22:58 -0400253 MultisampleSupportInfo support = getMultisampleSupportInfo(*i);
254 mMultisampleSupportMap.insert(std::make_pair(*i, support));
255 mMaxSupportedSamples = std::max(mMaxSupportedSamples, support.maxSupportedSamples);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000256 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000257
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000258 initializeDevice();
259
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000260 // BGRA texture support is optional in feature levels 10 and 10_1
261 UINT formatSupport;
262 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
263 if (FAILED(result))
264 {
265 ERR("Error checking BGRA format support: 0x%08X", result);
266 }
267 else
268 {
269 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
270 mBGRATextureSupport = (formatSupport & flags) == flags;
271 }
272
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +0000273 // Check floating point texture support
274 static const unsigned int requiredTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE;
275 static const unsigned int requiredRenderableFlags = D3D11_FORMAT_SUPPORT_RENDER_TARGET;
276 static const unsigned int requiredFilterFlags = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
277
278 DXGI_FORMAT float16Formats[] =
279 {
280 DXGI_FORMAT_R16_FLOAT,
281 DXGI_FORMAT_R16G16_FLOAT,
282 DXGI_FORMAT_R16G16B16A16_FLOAT,
283 };
284
285 DXGI_FORMAT float32Formats[] =
286 {
287 DXGI_FORMAT_R32_FLOAT,
288 DXGI_FORMAT_R32G32_FLOAT,
289 DXGI_FORMAT_R32G32B32_FLOAT,
290 DXGI_FORMAT_R32G32B32A32_FLOAT,
291 };
292
293 mFloat16TextureSupport = true;
294 mFloat16FilterSupport = true;
295 mFloat16RenderSupport = true;
296 for (unsigned int i = 0; i < ArraySize(float16Formats); i++)
297 {
298 if (SUCCEEDED(mDevice->CheckFormatSupport(float16Formats[i], &formatSupport)))
299 {
300 mFloat16TextureSupport = mFloat16TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
301 mFloat16FilterSupport = mFloat16FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
302 mFloat16RenderSupport = mFloat16RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
303 }
304 else
305 {
306 mFloat16TextureSupport = false;
307 mFloat16RenderSupport = false;
308 mFloat16FilterSupport = false;
309 }
310 }
311
312 mFloat32TextureSupport = true;
313 mFloat32FilterSupport = true;
314 mFloat32RenderSupport = true;
315 for (unsigned int i = 0; i < ArraySize(float32Formats); i++)
316 {
317 if (SUCCEEDED(mDevice->CheckFormatSupport(float32Formats[i], &formatSupport)))
318 {
319 mFloat32TextureSupport = mFloat32TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
320 mFloat32FilterSupport = mFloat32FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
321 mFloat32RenderSupport = mFloat32RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
322 }
323 else
324 {
325 mFloat32TextureSupport = false;
326 mFloat32FilterSupport = false;
327 mFloat32RenderSupport = false;
328 }
329 }
330
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +0000331 // Check compressed texture support
332 const unsigned int requiredCompressedTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D;
333
334 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC1_UNORM, &formatSupport)))
335 {
336 mDXT1TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
337 }
338 else
339 {
340 mDXT1TextureSupport = false;
341 }
342
343 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC3_UNORM, &formatSupport)))
344 {
345 mDXT3TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
346 }
347 else
348 {
349 mDXT3TextureSupport = false;
350 }
351
352 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC5_UNORM, &formatSupport)))
353 {
354 mDXT5TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
355 }
356 else
357 {
358 mDXT5TextureSupport = false;
359 }
360
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +0000361 // Check depth texture support
362 DXGI_FORMAT depthTextureFormats[] =
363 {
364 DXGI_FORMAT_D16_UNORM,
365 DXGI_FORMAT_D24_UNORM_S8_UINT,
366 };
367
368 static const unsigned int requiredDepthTextureFlags = D3D11_FORMAT_SUPPORT_DEPTH_STENCIL |
369 D3D11_FORMAT_SUPPORT_TEXTURE2D;
370
371 mDepthTextureSupport = true;
372 for (unsigned int i = 0; i < ArraySize(depthTextureFormats); i++)
373 {
374 if (SUCCEEDED(mDevice->CheckFormatSupport(depthTextureFormats[i], &formatSupport)))
375 {
376 mDepthTextureSupport = mDepthTextureSupport && ((formatSupport & requiredDepthTextureFlags) == requiredDepthTextureFlags);
377 }
378 else
379 {
380 mDepthTextureSupport = false;
381 }
382 }
383
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000384 return EGL_SUCCESS;
385}
386
387// do any one-time device initialization
388// NOTE: this is also needed after a device lost/reset
389// to reset the scene status and ensure the default states are reset.
390void Renderer11::initializeDevice()
391{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000392 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000393 mInputLayoutCache.initialize(mDevice, mDeviceContext);
394
395 ASSERT(!mVertexDataManager && !mIndexDataManager);
396 mVertexDataManager = new VertexDataManager(this);
397 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000398
Geoff Langb86b9792013-06-04 16:32:05 -0400399 ASSERT(!mBlit);
400 mBlit = new Blit11(this);
401
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000402 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000403}
404
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000405int Renderer11::generateConfigs(ConfigDesc **configDescList)
406{
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000407 unsigned int numRenderFormats = ArraySize(RenderTargetFormats);
408 unsigned int numDepthFormats = ArraySize(DepthStencilFormats);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000409 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
410 int numConfigs = 0;
411
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000412 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000413 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000414 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000415 {
416 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
417
418 UINT formatSupport = 0;
419 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000420
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000421 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
422 {
423 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
424
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000425 bool depthStencilFormatOK = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000426
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000427 if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
428 {
429 UINT formatSupport = 0;
430 result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
431 depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
432 }
433
434 if (depthStencilFormatOK)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000435 {
Jamie Madilld6cb2442013-07-10 15:13:38 -0400436 // FIXME: parse types from context version
437 ASSERT(d3d11_gl::GetInternalFormat(renderTargetFormat, 2) == d3d11_gl::GetInternalFormat(renderTargetFormat, 3));
438 ASSERT(d3d11_gl::GetInternalFormat(depthStencilFormat, 2) == d3d11_gl::GetInternalFormat(depthStencilFormat, 3));
439
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000440 ConfigDesc newConfig;
Jamie Madilld6cb2442013-07-10 15:13:38 -0400441 newConfig.renderTargetFormat = d3d11_gl::GetInternalFormat(renderTargetFormat, getCurrentClientVersion());
442 newConfig.depthStencilFormat = d3d11_gl::GetInternalFormat(depthStencilFormat, getCurrentClientVersion());
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000443 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
444 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
shannon.woods%transgaming.com@gtempaccount.comdcf33d52013-04-13 03:33:11 +0000445 newConfig.es3Capable = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000446
447 (*configDescList)[numConfigs++] = newConfig;
448 }
449 }
450 }
451 }
452
453 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000454}
455
456void Renderer11::deleteConfigs(ConfigDesc *configDescList)
457{
458 delete [] (configDescList);
459}
460
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000461void Renderer11::sync(bool block)
462{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000463 if (block)
464 {
465 HRESULT result;
466
467 if (!mSyncQuery)
468 {
469 D3D11_QUERY_DESC queryDesc;
470 queryDesc.Query = D3D11_QUERY_EVENT;
471 queryDesc.MiscFlags = 0;
472
473 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
474 ASSERT(SUCCEEDED(result));
475 }
476
477 mDeviceContext->End(mSyncQuery);
478 mDeviceContext->Flush();
479
480 do
481 {
482 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
483
484 // Keep polling, but allow other threads to do something useful first
485 Sleep(0);
486
487 if (testDeviceLost(true))
488 {
489 return;
490 }
491 }
492 while (result == S_FALSE);
493 }
494 else
495 {
496 mDeviceContext->Flush();
497 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000498}
499
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000500SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
501{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000502 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000503}
504
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000505void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
506{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000507 if (type == gl::SAMPLER_PIXEL)
508 {
509 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
510 {
511 ERR("Pixel shader sampler index %i is not valid.", index);
512 return;
513 }
514
515 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
516 {
517 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
518
519 if (!dxSamplerState)
520 {
521 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
522 "sampler state for pixel shaders at slot %i.", index);
523 }
524
525 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
526
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000527 mCurPixelSamplerStates[index] = samplerState;
528 }
529
530 mForceSetPixelSamplerStates[index] = false;
531 }
532 else if (type == gl::SAMPLER_VERTEX)
533 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000534 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000535 {
536 ERR("Vertex shader sampler index %i is not valid.", index);
537 return;
538 }
539
540 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
541 {
542 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
543
544 if (!dxSamplerState)
545 {
546 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
547 "sampler state for vertex shaders at slot %i.", index);
548 }
549
550 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
551
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000552 mCurVertexSamplerStates[index] = samplerState;
553 }
554
555 mForceSetVertexSamplerStates[index] = false;
556 }
557 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000558}
559
560void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
561{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000562 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000563 unsigned int serial = 0;
564 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000565
566 if (texture)
567 {
568 TextureStorageInterface *texStorage = texture->getNativeTexture();
569 if (texStorage)
570 {
571 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
572 textureSRV = storage11->getSRV();
573 }
574
575 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
576 // missing the shader resource view
577 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000578
579 serial = texture->getTextureSerial();
580 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000581 }
582
583 if (type == gl::SAMPLER_PIXEL)
584 {
585 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
586 {
587 ERR("Pixel shader sampler index %i is not valid.", index);
588 return;
589 }
590
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000591 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
592 {
593 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
594 }
595
596 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000597 }
598 else if (type == gl::SAMPLER_VERTEX)
599 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000600 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000601 {
602 ERR("Vertex shader sampler index %i is not valid.", index);
603 return;
604 }
605
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000606 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
607 {
608 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
609 }
610
611 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000612 }
613 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000614}
615
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000616bool Renderer11::setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], const gl::Buffer *fragmentUniformBuffers[])
617{
618 // convert buffers to ID3D11Buffer*
619 ID3D11Buffer *vertexConstantBuffers[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS] = { NULL };
620 ID3D11Buffer *pixelConstantBuffers[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS] = { NULL };
621
622 for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; uniformBufferIndex++)
623 {
624 const gl::Buffer *uniformBuffer = vertexUniformBuffers[uniformBufferIndex];
625 if (uniformBuffer)
626 {
627 BufferStorage11 *bufferStorage = BufferStorage11::makeBufferStorage11(uniformBuffer->getStorage());
628 ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(GL_UNIFORM_BUFFER);
629
630 if (!constantBuffer)
631 {
632 return false;
633 }
634
Geoff Langc6354ee2013-07-22 10:40:07 -0400635 if (mCurrentConstantBufferVS[uniformBufferIndex] != bufferStorage->getSerial())
636 {
637 mDeviceContext->VSSetConstantBuffers(getReservedVertexUniformBuffers() + uniformBufferIndex,
638 1, &constantBuffer);
639 mCurrentConstantBufferVS[uniformBufferIndex] = bufferStorage->getSerial();
640 }
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000641 }
642 }
643
644 for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS; uniformBufferIndex++)
645 {
646 const gl::Buffer *uniformBuffer = fragmentUniformBuffers[uniformBufferIndex];
647 if (uniformBuffer)
648 {
649 BufferStorage11 *bufferStorage = BufferStorage11::makeBufferStorage11(uniformBuffer->getStorage());
650 ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(GL_UNIFORM_BUFFER);
651
652 if (!constantBuffer)
653 {
654 return false;
655 }
656
Geoff Langc6354ee2013-07-22 10:40:07 -0400657 if (mCurrentConstantBufferPS[uniformBufferIndex] != bufferStorage->getSerial())
658 {
659 mDeviceContext->PSSetConstantBuffers(getReservedFragmentUniformBuffers() + uniformBufferIndex,
660 1, &constantBuffer);
661 mCurrentConstantBufferPS[uniformBufferIndex] = bufferStorage->getSerial();
662 }
663
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000664 pixelConstantBuffers[uniformBufferIndex] = constantBuffer;
665 }
666 }
667
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000668 return true;
669}
670
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000671void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000672{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000673 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000674 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000675 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
676 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000677 if (!dxRasterState)
678 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000679 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000680 "rasterizer state.");
681 }
682
683 mDeviceContext->RSSetState(dxRasterState);
684
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000685 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000686 }
687
688 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000689}
690
Geoff Lang2a64ee42013-05-31 11:22:40 -0400691void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::ColorF &blendColor,
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000692 unsigned int sampleMask)
693{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000694 if (mForceSetBlendState ||
695 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
Geoff Lang2a64ee42013-05-31 11:22:40 -0400696 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::ColorF)) != 0 ||
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000697 sampleMask != mCurSampleMask)
698 {
699 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
700 if (!dxBlendState)
701 {
702 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
703 "blend state.");
704 }
705
shannonwoods@chromium.org568c82e2013-05-30 00:13:15 +0000706 float blendColors[4] = {0.0f};
707 if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
708 blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
709 {
710 blendColors[0] = blendColor.red;
711 blendColors[1] = blendColor.green;
712 blendColors[2] = blendColor.blue;
713 blendColors[3] = blendColor.alpha;
714 }
715 else
716 {
717 blendColors[0] = blendColor.alpha;
718 blendColors[1] = blendColor.alpha;
719 blendColors[2] = blendColor.alpha;
720 blendColors[3] = blendColor.alpha;
721 }
722
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000723 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
724
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000725 mCurBlendState = blendState;
726 mCurBlendColor = blendColor;
727 mCurSampleMask = sampleMask;
728 }
729
730 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000731}
732
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000733void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000734 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000735{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000736 if (mForceSetDepthStencilState ||
737 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
738 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
739 {
740 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
741 stencilRef != stencilBackRef ||
742 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
743 {
744 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
745 "invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000746 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000747 }
748
749 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
750 if (!dxDepthStencilState)
751 {
752 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
753 "setting the default depth stencil state.");
754 }
755
756 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
757
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000758 mCurDepthStencilState = depthStencilState;
759 mCurStencilRef = stencilRef;
760 mCurStencilBackRef = stencilBackRef;
761 }
762
763 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000764}
765
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000766void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000767{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000768 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
769 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000770 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000771 if (enabled)
772 {
773 D3D11_RECT rect;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000774 rect.left = std::max(0, scissor.x);
775 rect.top = std::max(0, scissor.y);
776 rect.right = scissor.x + std::max(0, scissor.width);
777 rect.bottom = scissor.y + std::max(0, scissor.height);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000778
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000779 mDeviceContext->RSSetScissorRects(1, &rect);
780 }
781
782 if (enabled != mScissorEnabled)
783 {
784 mForceSetRasterState = true;
785 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000786
787 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000788 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000789 }
790
791 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000792}
793
daniel@transgaming.com12985182012-12-20 20:56:31 +0000794bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000795 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000796{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000797 gl::Rectangle actualViewport = viewport;
798 float actualZNear = gl::clamp01(zNear);
799 float actualZFar = gl::clamp01(zFar);
800 if (ignoreViewport)
801 {
802 actualViewport.x = 0;
803 actualViewport.y = 0;
804 actualViewport.width = mRenderTargetDesc.width;
805 actualViewport.height = mRenderTargetDesc.height;
806 actualZNear = 0.0f;
807 actualZFar = 1.0f;
808 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000809
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000810 // Get D3D viewport bounds, which depends on the feature level
811 const Range& viewportBounds = getViewportBounds();
812
813 // Clamp width and height first to the gl maximum, then clamp further if we extend past the D3D maximum bounds
daniel@transgaming.com53670042012-11-28 20:55:51 +0000814 D3D11_VIEWPORT dxViewport;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000815 dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end);
816 dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end);
817 dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension());
818 dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension());
819 dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX));
820 dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY));
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000821 dxViewport.MinDepth = actualZNear;
822 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000823
824 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
825 {
826 return false; // Nothing to render
827 }
828
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000829 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
830 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000831
daniel@transgaming.com53670042012-11-28 20:55:51 +0000832 if (viewportChanged)
833 {
834 mDeviceContext->RSSetViewports(1, &dxViewport);
835
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000836 mCurViewport = actualViewport;
837 mCurNear = actualZNear;
838 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000839
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +0000840 mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f;
841 mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f;
842 mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
843 mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000844
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000845 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
846 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000847
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000848 mVertexConstants.depthRange[0] = actualZNear;
849 mVertexConstants.depthRange[1] = actualZFar;
850 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000851
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000852 mPixelConstants.depthRange[0] = actualZNear;
853 mPixelConstants.depthRange[1] = actualZFar;
854 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000855 }
856
857 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000858 return true;
859}
860
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000861bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
862{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000863 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000864
Geoff Lang57e713e2013-07-31 17:01:58 -0400865 GLsizei minCount = 0;
866
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000867 switch (mode)
868 {
Geoff Lang57e713e2013-07-31 17:01:58 -0400869 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; minCount = 1; break;
870 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; minCount = 2; break;
871 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break;
872 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break;
873 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break;
874 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; minCount = 3; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000875 // emulate fans via rewriting index buffer
Geoff Lang57e713e2013-07-31 17:01:58 -0400876 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000877 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000878 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000879 }
880
Geoff Lang4c095862013-07-22 10:43:36 -0400881 if (primitiveTopology != mCurrentPrimitiveTopology)
882 {
883 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
884 mCurrentPrimitiveTopology = primitiveTopology;
885 }
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000886
Geoff Lang57e713e2013-07-31 17:01:58 -0400887 return count >= minCount;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000888}
889
890bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000891{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000892 // Get the color render buffer and serial
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000893 // Also extract the render target dimensions and view
894 unsigned int renderTargetWidth = 0;
895 unsigned int renderTargetHeight = 0;
896 GLenum renderTargetFormat = 0;
897 unsigned int renderTargetSerials[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {0};
898 ID3D11RenderTargetView* framebufferRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
899 bool missingColorRenderTarget = true;
900
901 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000902 {
shannon.woods%transgaming.com@gtempaccount.com4059a382013-04-13 03:31:16 +0000903 const GLenum drawBufferState = framebuffer->getDrawBufferState(colorAttachment);
904
905 if (framebuffer->getColorbufferType(colorAttachment) != GL_NONE && drawBufferState != GL_NONE)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000906 {
shannon.woods%transgaming.com@gtempaccount.com4059a382013-04-13 03:31:16 +0000907 // the draw buffer must be either "none", "back" for the default buffer or the same index as this color (in order)
908 ASSERT(drawBufferState == GL_BACK || drawBufferState == (GL_COLOR_ATTACHMENT0_EXT + colorAttachment));
909
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000910 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(colorAttachment);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000911
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000912 if (!colorbuffer)
913 {
914 ERR("render target pointer unexpectedly null.");
915 return false;
916 }
shannon.woods@transgaming.com3e3da582013-02-28 23:09:03 +0000917
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000918 // check for zero-sized default framebuffer, which is a special case.
919 // in this case we do not wish to modify any state and just silently return false.
920 // this will not report any gl error but will cause the calling method to return.
921 if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0)
922 {
923 return false;
924 }
925
926 renderTargetSerials[colorAttachment] = colorbuffer->getSerial();
927
928 // Extract the render target dimensions and view
929 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
930 if (!renderTarget)
931 {
932 ERR("render target pointer unexpectedly null.");
933 return false;
934 }
935
936 framebufferRTVs[colorAttachment] = renderTarget->getRenderTargetView();
937 if (!framebufferRTVs[colorAttachment])
938 {
939 ERR("render target view pointer unexpectedly null.");
940 return false;
941 }
942
943 if (missingColorRenderTarget)
944 {
945 renderTargetWidth = colorbuffer->getWidth();
946 renderTargetHeight = colorbuffer->getHeight();
947 renderTargetFormat = colorbuffer->getActualFormat();
948 missingColorRenderTarget = false;
949 }
950 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000951 }
952
953 // Get the depth stencil render buffer and serials
954 gl::Renderbuffer *depthStencil = NULL;
955 unsigned int depthbufferSerial = 0;
956 unsigned int stencilbufferSerial = 0;
957 if (framebuffer->getDepthbufferType() != GL_NONE)
958 {
959 depthStencil = framebuffer->getDepthbuffer();
960 if (!depthStencil)
961 {
962 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000963 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000964 return false;
965 }
966
967 depthbufferSerial = depthStencil->getSerial();
968 }
969 else if (framebuffer->getStencilbufferType() != GL_NONE)
970 {
971 depthStencil = framebuffer->getStencilbuffer();
972 if (!depthStencil)
973 {
974 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000975 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000976 return false;
977 }
978
979 stencilbufferSerial = depthStencil->getSerial();
980 }
981
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000982 // Extract the depth stencil sizes and view
983 unsigned int depthSize = 0;
984 unsigned int stencilSize = 0;
985 ID3D11DepthStencilView* framebufferDSV = NULL;
986 if (depthStencil)
987 {
988 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
989 if (!depthStencilRenderTarget)
990 {
991 ERR("render target pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000992 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000993 return false;
994 }
995
996 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
997 if (!framebufferDSV)
998 {
999 ERR("depth stencil view pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001000 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001001 return false;
1002 }
1003
1004 // If there is no render buffer, the width, height and format values come from
1005 // the depth stencil
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001006 if (missingColorRenderTarget)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001007 {
1008 renderTargetWidth = depthStencil->getWidth();
1009 renderTargetHeight = depthStencil->getHeight();
1010 renderTargetFormat = depthStencil->getActualFormat();
1011 }
1012
1013 depthSize = depthStencil->getDepthSize();
1014 stencilSize = depthStencil->getStencilSize();
1015 }
1016
1017 // Apply the render target and depth stencil
1018 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001019 memcmp(renderTargetSerials, mAppliedRenderTargetSerials, sizeof(renderTargetSerials)) != 0 ||
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001020 depthbufferSerial != mAppliedDepthbufferSerial ||
1021 stencilbufferSerial != mAppliedStencilbufferSerial)
1022 {
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001023 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), framebufferRTVs, framebufferDSV);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001024
1025 mRenderTargetDesc.width = renderTargetWidth;
1026 mRenderTargetDesc.height = renderTargetHeight;
1027 mRenderTargetDesc.format = renderTargetFormat;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00001028 mForceSetViewport = true;
1029 mForceSetScissor = true;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001030
1031 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
1032 {
1033 mCurDepthSize = depthSize;
1034 mForceSetRasterState = true;
1035 }
1036
1037 mCurStencilSize = stencilSize;
1038
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001039 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
1040 {
1041 mAppliedRenderTargetSerials[rtIndex] = renderTargetSerials[rtIndex];
1042 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001043 mAppliedDepthbufferSerial = depthbufferSerial;
1044 mAppliedStencilbufferSerial = stencilbufferSerial;
1045 mRenderTargetDescInitialized = true;
1046 mDepthStencilInitialized = true;
1047 }
1048
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001049 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001050}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001051
Jamie Madill57a89722013-07-02 11:57:03 -04001052GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, const gl::VertexAttribute vertexAttributes[], gl::VertexAttribCurrentValueData currentValues[],
Jamie Madilla857c362013-07-02 11:57:02 -04001053 GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +00001054{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001055 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
Jamie Madilla857c362013-07-02 11:57:02 -04001056 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, currentValues, programBinary, first, count, attributes, instances);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001057 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +00001058 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001059 return err;
1060 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +00001061
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001062 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +00001063}
1064
daniel@transgaming.com31240482012-11-28 21:06:41 +00001065GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001066{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001067 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001068
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001069 if (err == GL_NO_ERROR)
1070 {
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001071 if (indexInfo->storage)
1072 {
1073 if (indexInfo->serial != mAppliedStorageIBSerial || indexInfo->startOffset != mAppliedIBOffset)
1074 {
1075 BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(indexInfo->storage);
1076 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1077
shannonwoods@chromium.org675526e2013-05-30 00:04:49 +00001078 mDeviceContext->IASetIndexBuffer(storage->getBuffer(GL_ELEMENT_ARRAY_BUFFER), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001079
1080 mAppliedIBSerial = 0;
1081 mAppliedStorageIBSerial = storage->getSerial();
1082 mAppliedIBOffset = indexInfo->startOffset;
1083 }
1084 }
1085 else if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001086 {
1087 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1088
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +00001089 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001090
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001091 mAppliedIBSerial = indexInfo->serial;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001092 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001093 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001094 }
1095 }
1096
1097 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001098}
1099
1100void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
1101{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001102 if (mode == GL_LINE_LOOP)
1103 {
1104 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1105 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001106 else if (mode == GL_TRIANGLE_FAN)
1107 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001108 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001109 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001110 else if (instances > 0)
1111 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001112 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001113 }
1114 else
1115 {
1116 mDeviceContext->Draw(count, 0);
1117 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001118}
1119
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001120void 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 +00001121{
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001122 if (mode == GL_LINE_LOOP)
1123 {
1124 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
1125 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001126 else if (mode == GL_TRIANGLE_FAN)
1127 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001128 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
1129 }
1130 else if (instances > 0)
1131 {
1132 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001133 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001134 else
1135 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +00001136 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001137 }
1138}
1139
1140void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1141{
1142 // Get the raw indices for an indexed draw
1143 if (type != GL_NONE && elementArrayBuffer)
1144 {
1145 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001146 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001147 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001148 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001149 }
1150
1151 if (!mLineLoopIB)
1152 {
1153 mLineLoopIB = new StreamingIndexBufferInterface(this);
1154 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1155 {
1156 delete mLineLoopIB;
1157 mLineLoopIB = NULL;
1158
1159 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001160 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001161 }
1162 }
1163
Geoff Lang57e713e2013-07-31 17:01:58 -04001164 // Checked by Renderer11::applyPrimitiveType
1165 ASSERT(count >= 0);
1166
1167 if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int)))
Geoff Langeadfd572013-07-09 15:55:07 -04001168 {
1169 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP, too many indices required.");
1170 return gl::error(GL_OUT_OF_MEMORY);
1171 }
1172
Geoff Lang57e713e2013-07-31 17:01:58 -04001173 const unsigned int spaceNeeded = (static_cast<unsigned int>(count) + 1) * sizeof(unsigned int);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001174 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1175 {
1176 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001177 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001178 }
1179
1180 void* mappedMemory = NULL;
1181 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1182 if (offset == -1 || mappedMemory == NULL)
1183 {
1184 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001185 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001186 }
1187
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001188 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001189 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001190
1191 switch (type)
1192 {
1193 case GL_NONE: // Non-indexed draw
1194 for (int i = 0; i < count; i++)
1195 {
1196 data[i] = i;
1197 }
1198 data[count] = 0;
1199 break;
1200 case GL_UNSIGNED_BYTE:
1201 for (int i = 0; i < count; i++)
1202 {
1203 data[i] = static_cast<const GLubyte*>(indices)[i];
1204 }
1205 data[count] = static_cast<const GLubyte*>(indices)[0];
1206 break;
1207 case GL_UNSIGNED_SHORT:
1208 for (int i = 0; i < count; i++)
1209 {
1210 data[i] = static_cast<const GLushort*>(indices)[i];
1211 }
1212 data[count] = static_cast<const GLushort*>(indices)[0];
1213 break;
1214 case GL_UNSIGNED_INT:
1215 for (int i = 0; i < count; i++)
1216 {
1217 data[i] = static_cast<const GLuint*>(indices)[i];
1218 }
1219 data[count] = static_cast<const GLuint*>(indices)[0];
1220 break;
1221 default: UNREACHABLE();
1222 }
1223
1224 if (!mLineLoopIB->unmapBuffer())
1225 {
1226 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001227 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001228 }
1229
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001230 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001231 {
1232 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
1233
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001234 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001235 mAppliedIBSerial = mLineLoopIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001236 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001237 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001238 }
1239
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001240 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001241}
1242
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001243void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001244{
1245 // Get the raw indices for an indexed draw
1246 if (type != GL_NONE && elementArrayBuffer)
1247 {
1248 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001249 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001250 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001251 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001252 }
1253
1254 if (!mTriangleFanIB)
1255 {
1256 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1257 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1258 {
1259 delete mTriangleFanIB;
1260 mTriangleFanIB = NULL;
1261
1262 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001263 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001264 }
1265 }
1266
Geoff Lang57e713e2013-07-31 17:01:58 -04001267 // Checked by Renderer11::applyPrimitiveType
1268 ASSERT(count >= 3);
1269
Geoff Langeadfd572013-07-09 15:55:07 -04001270 const unsigned int numTris = count - 2;
1271
Geoff Lang57e713e2013-07-31 17:01:58 -04001272 if (numTris > (std::numeric_limits<unsigned int>::max() / (sizeof(unsigned int) * 3)))
Geoff Langeadfd572013-07-09 15:55:07 -04001273 {
1274 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN, too many indices required.");
1275 return gl::error(GL_OUT_OF_MEMORY);
1276 }
1277
1278 const unsigned int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001279 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1280 {
1281 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001282 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001283 }
1284
1285 void* mappedMemory = NULL;
1286 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
1287 if (offset == -1 || mappedMemory == NULL)
1288 {
1289 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001290 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001291 }
1292
1293 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1294 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
1295
1296 switch (type)
1297 {
1298 case GL_NONE: // Non-indexed draw
Geoff Langeadfd572013-07-09 15:55:07 -04001299 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001300 {
1301 data[i*3 + 0] = 0;
1302 data[i*3 + 1] = i + 1;
1303 data[i*3 + 2] = i + 2;
1304 }
1305 break;
1306 case GL_UNSIGNED_BYTE:
Geoff Langeadfd572013-07-09 15:55:07 -04001307 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001308 {
1309 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1310 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1311 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1312 }
1313 break;
1314 case GL_UNSIGNED_SHORT:
Geoff Langeadfd572013-07-09 15:55:07 -04001315 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001316 {
1317 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1318 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1319 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1320 }
1321 break;
1322 case GL_UNSIGNED_INT:
Geoff Langeadfd572013-07-09 15:55:07 -04001323 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001324 {
1325 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1326 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1327 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1328 }
1329 break;
1330 default: UNREACHABLE();
1331 }
1332
1333 if (!mTriangleFanIB->unmapBuffer())
1334 {
1335 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001336 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001337 }
1338
1339 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1340 {
1341 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1342
1343 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1344 mAppliedIBSerial = mTriangleFanIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001345 mAppliedStorageIBSerial = 0;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001346 mAppliedIBOffset = indexBufferOffset;
1347 }
1348
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001349 if (instances > 0)
1350 {
1351 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1352 }
1353 else
1354 {
1355 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1356 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001357}
1358
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001359void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1360{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001361 unsigned int programBinarySerial = programBinary->getSerial();
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001362 const bool updateProgramState = (programBinarySerial != mAppliedProgramBinarySerial);
1363
1364 if (updateProgramState)
daniel@transgaming.come4991412012-12-20 20:55:34 +00001365 {
1366 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1367 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001368
daniel@transgaming.come4991412012-12-20 20:55:34 +00001369 ID3D11VertexShader *vertexShader = NULL;
1370 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001371
daniel@transgaming.come4991412012-12-20 20:55:34 +00001372 ID3D11PixelShader *pixelShader = NULL;
1373 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001374
daniel@transgaming.come4991412012-12-20 20:55:34 +00001375 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1376 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001377
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001378 programBinary->dirtyAllUniforms();
1379
1380 mAppliedProgramBinarySerial = programBinarySerial;
1381 }
1382
1383 // Only use the geometry shader currently for point sprite drawing
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001384 const bool usesGeometryShader = (programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode);
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001385
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001386 if (updateProgramState || usesGeometryShader != mIsGeometryShaderActive)
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001387 {
1388 if (usesGeometryShader)
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001389 {
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001390 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
1391 ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001392 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1393 }
1394 else
1395 {
1396 mDeviceContext->GSSetShader(NULL, NULL, 0);
1397 }
1398
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001399 mIsGeometryShaderActive = usesGeometryShader;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001400 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001401}
1402
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001403void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001404{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001405 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1406 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001407
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001408 unsigned int totalRegisterCountVS = 0;
1409 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001410
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001411 bool vertexUniformsDirty = false;
1412 bool pixelUniformsDirty = false;
1413
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001414 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1415 {
1416 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001417
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001418 if (uniform->isReferencedByVertexShader())
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001419 {
1420 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001421 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001422 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001423
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001424 if (uniform->isReferencedByFragmentShader())
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001425 {
1426 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001427 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001428 }
1429 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001430
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001431 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1432 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1433
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001434 float (*mapVS)[4] = NULL;
1435 float (*mapPS)[4] = NULL;
1436
Shannon Woods5ab33c82013-06-26 15:31:09 -04001437 if (totalRegisterCountVS > 0 && vertexUniformsDirty)
1438 {
1439 D3D11_MAPPED_SUBRESOURCE map = {0};
1440 HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1441 ASSERT(SUCCEEDED(result));
1442 mapVS = (float(*)[4])map.pData;
1443 }
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001444
Shannon Woods5ab33c82013-06-26 15:31:09 -04001445 if (totalRegisterCountPS > 0 && pixelUniformsDirty)
1446 {
1447 D3D11_MAPPED_SUBRESOURCE map = {0};
1448 HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1449 ASSERT(SUCCEEDED(result));
1450 mapPS = (float(*)[4])map.pData;
1451 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001452
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001453 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001454 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001455 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001456
Nicolas Capense6050882013-07-08 10:43:10 -04001457 if (!gl::IsSampler(uniform->type))
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001458 {
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001459 if (uniform->isReferencedByVertexShader() && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001460 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001461 memcpy(mapVS + uniform->vsRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001462 }
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001463
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001464 if (uniform->isReferencedByFragmentShader() && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001465 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001466 memcpy(mapPS + uniform->psRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001467 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001468 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001469
1470 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001471 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001472
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001473 if (mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001474 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001475 mDeviceContext->Unmap(vertexConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001476 }
1477
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001478 if (mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001479 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001480 mDeviceContext->Unmap(pixelConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001481 }
Geoff Langc6354ee2013-07-22 10:40:07 -04001482
1483 if (mCurrentVertexConstantBuffer != vertexConstantBuffer)
1484 {
1485 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1486 mCurrentVertexConstantBuffer = vertexConstantBuffer;
1487 }
1488
1489 if (mCurrentPixelConstantBuffer != pixelConstantBuffer)
1490 {
1491 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
1492 mCurrentPixelConstantBuffer = pixelConstantBuffer;
1493 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001494
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001495 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001496 if (!mDriverConstantBufferVS)
1497 {
1498 D3D11_BUFFER_DESC constantBufferDescription = {0};
1499 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1500 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1501 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1502 constantBufferDescription.CPUAccessFlags = 0;
1503 constantBufferDescription.MiscFlags = 0;
1504 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001505
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001506 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001507 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001508
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001509 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1510 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001511
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001512 if (!mDriverConstantBufferPS)
1513 {
1514 D3D11_BUFFER_DESC constantBufferDescription = {0};
1515 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1516 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1517 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1518 constantBufferDescription.CPUAccessFlags = 0;
1519 constantBufferDescription.MiscFlags = 0;
1520 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001521
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001522 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001523 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001524
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001525 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1526 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001527
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001528 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1529 {
1530 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1531 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1532 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001533
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001534 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1535 {
1536 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1537 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1538 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001539
1540 // needed for the point sprite geometry shader
Geoff Langc6354ee2013-07-22 10:40:07 -04001541 if (mCurrentGeometryConstantBuffer != mDriverConstantBufferPS)
1542 {
1543 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
1544 mCurrentGeometryConstantBuffer = mDriverConstantBufferPS;
1545 }
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001546}
1547
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001548void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001549{
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +00001550 bool alphaUnmasked = gl::GetAlphaBits(mRenderTargetDesc.format, getCurrentClientVersion()) == 0 ||
1551 clearParams.colorMaskAlpha;
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001552 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1553 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1554 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001555
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001556 unsigned int stencilUnmasked = 0x0;
1557 if (frameBuffer->hasStencil())
1558 {
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +00001559 unsigned int stencilSize = gl::GetStencilBits(frameBuffer->getStencilbuffer()->getActualFormat(),
1560 getCurrentClientVersion());
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001561 stencilUnmasked = (0x1 << stencilSize) - 1;
1562 }
1563 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1564 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001565
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001566 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1567 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1568 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001569
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001570 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1571 {
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001572 maskedClear(clearParams, frameBuffer->usingExtendedDrawBuffers());
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001573 }
1574 else
1575 {
1576 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1577 {
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001578 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001579 {
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001580 if (frameBuffer->isEnabledColorAttachment(colorAttachment))
1581 {
1582 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer(colorAttachment);
1583 if (renderbufferObject)
1584 {
1585 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1586 if (!renderTarget)
1587 {
1588 ERR("render target pointer unexpectedly null.");
1589 return;
1590 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001591
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001592 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1593 if (!framebufferRTV)
1594 {
1595 ERR("render target view pointer unexpectedly null.");
1596 return;
1597 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001598
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001599 const float clearValues[4] = { clearParams.colorClearValue.red,
1600 clearParams.colorClearValue.green,
1601 clearParams.colorClearValue.blue,
1602 clearParams.colorClearValue.alpha };
1603 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001604 }
1605 }
1606 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001607 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001608 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001609 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001610 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1611 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001612 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001613 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1614 if (!renderTarget)
1615 {
1616 ERR("render target pointer unexpectedly null.");
1617 return;
1618 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001619
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001620 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1621 if (!framebufferDSV)
1622 {
1623 ERR("depth stencil view pointer unexpectedly null.");
1624 return;
1625 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001626
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001627 UINT clearFlags = 0;
1628 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1629 {
1630 clearFlags |= D3D11_CLEAR_DEPTH;
1631 }
1632 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1633 {
1634 clearFlags |= D3D11_CLEAR_STENCIL;
1635 }
1636
shannon.woods@transgaming.combe211b32013-02-28 23:17:16 +00001637 float depthClear = gl::clamp01(clearParams.depthClearValue);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001638 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1639
1640 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001641 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001642 }
1643 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001644}
1645
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001646void Renderer11::maskedClear(const gl::ClearParameters &clearParams, bool usingExtendedDrawBuffers)
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001647{
1648 HRESULT result;
1649
1650 if (!mClearResourcesInitialized)
1651 {
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001652 ASSERT(!mClearVB && !mClearVS && !mClearSinglePS && !mClearMultiplePS && !mClearScissorRS && !mClearNoScissorRS);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001653
1654 D3D11_BUFFER_DESC vbDesc;
1655 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1656 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1657 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1658 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1659 vbDesc.MiscFlags = 0;
1660 vbDesc.StructureByteStride = 0;
1661
1662 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1663 ASSERT(SUCCEEDED(result));
1664 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1665
1666 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1667 {
1668 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1669 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1670 };
1671
1672 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1673 ASSERT(SUCCEEDED(result));
1674 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1675
1676 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1677 ASSERT(SUCCEEDED(result));
1678 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1679
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001680 result = mDevice->CreatePixelShader(g_PS_ClearSingle, sizeof(g_PS_ClearSingle), NULL, &mClearSinglePS);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001681 ASSERT(SUCCEEDED(result));
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001682 d3d11::SetDebugName(mClearSinglePS, "Renderer11 masked clear pixel shader (1 RT)");
1683
1684 result = mDevice->CreatePixelShader(g_PS_ClearMultiple, sizeof(g_PS_ClearMultiple), NULL, &mClearMultiplePS);
1685 ASSERT(SUCCEEDED(result));
1686 d3d11::SetDebugName(mClearMultiplePS, "Renderer11 masked clear pixel shader (MRT)");
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001687
1688 D3D11_RASTERIZER_DESC rsScissorDesc;
1689 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1690 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1691 rsScissorDesc.FrontCounterClockwise = FALSE;
1692 rsScissorDesc.DepthBias = 0;
1693 rsScissorDesc.DepthBiasClamp = 0.0f;
1694 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1695 rsScissorDesc.DepthClipEnable = FALSE;
1696 rsScissorDesc.ScissorEnable = TRUE;
1697 rsScissorDesc.MultisampleEnable = FALSE;
1698 rsScissorDesc.AntialiasedLineEnable = FALSE;
1699
1700 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1701 ASSERT(SUCCEEDED(result));
1702 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1703
1704 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1705 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1706 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1707 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1708 rsNoScissorDesc.DepthBias = 0;
1709 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1710 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1711 rsNoScissorDesc.DepthClipEnable = FALSE;
1712 rsNoScissorDesc.ScissorEnable = FALSE;
1713 rsNoScissorDesc.MultisampleEnable = FALSE;
1714 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1715
1716 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1717 ASSERT(SUCCEEDED(result));
1718 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1719
1720 mClearResourcesInitialized = true;
1721 }
1722
1723 // Prepare the depth stencil state to write depth values if the depth should be cleared
1724 // and stencil values if the stencil should be cleared
1725 gl::DepthStencilState glDSState;
1726 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1727 glDSState.depthFunc = GL_ALWAYS;
1728 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1729 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1730 glDSState.stencilFunc = GL_ALWAYS;
1731 glDSState.stencilMask = 0;
1732 glDSState.stencilFail = GL_REPLACE;
1733 glDSState.stencilPassDepthFail = GL_REPLACE;
1734 glDSState.stencilPassDepthPass = GL_REPLACE;
1735 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1736 glDSState.stencilBackFunc = GL_ALWAYS;
1737 glDSState.stencilBackMask = 0;
1738 glDSState.stencilBackFail = GL_REPLACE;
1739 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1740 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1741 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1742
1743 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1744
1745 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1746
1747 // Prepare the blend state to use a write mask if the color buffer should be cleared
1748 gl::BlendState glBlendState;
1749 glBlendState.blend = false;
1750 glBlendState.sourceBlendRGB = GL_ONE;
1751 glBlendState.destBlendRGB = GL_ZERO;
1752 glBlendState.sourceBlendAlpha = GL_ONE;
1753 glBlendState.destBlendAlpha = GL_ZERO;
1754 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1755 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1756 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1757 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1758 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
shannon.woods@transgaming.com50ea9932013-02-28 23:13:40 +00001759 glBlendState.colorMaskAlpha = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskAlpha : false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001760 glBlendState.sampleAlphaToCoverage = false;
1761 glBlendState.dither = false;
1762
1763 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1764 static const UINT sampleMask = 0xFFFFFFFF;
1765
1766 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1767
1768 // Set the vertices
1769 D3D11_MAPPED_SUBRESOURCE mappedResource;
1770 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1771 if (FAILED(result))
1772 {
1773 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1774 return;
1775 }
1776
1777 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1778
1779 float depthClear = gl::clamp01(clearParams.depthClearValue);
1780 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1781 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1782 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1783 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1784
1785 mDeviceContext->Unmap(mClearVB, 0);
1786
1787 // Apply state
1788 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1789 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1790 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1791
1792 // Apply shaders
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001793 ID3D11PixelShader *pixelShader = usingExtendedDrawBuffers ? mClearMultiplePS : mClearSinglePS;
1794
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001795 mDeviceContext->IASetInputLayout(mClearIL);
1796 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001797 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
shannon.woods@transgaming.com2c53e472013-02-28 23:13:56 +00001798 mDeviceContext->GSSetShader(NULL, NULL, 0);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001799
1800 // Apply vertex buffer
1801 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1802 static UINT startIdx = 0;
1803 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1804 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1805
1806 // Draw the clear quad
1807 mDeviceContext->Draw(4, 0);
1808
1809 // Clean up
1810 markAllStateDirty();
1811}
1812
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001813void Renderer11::markAllStateDirty()
1814{
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001815 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
1816 {
1817 mAppliedRenderTargetSerials[rtIndex] = 0;
1818 }
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001819 mAppliedDepthbufferSerial = 0;
1820 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001821 mDepthStencilInitialized = false;
1822 mRenderTargetDescInitialized = false;
1823
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001824 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001825 {
1826 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001827 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001828 }
1829 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1830 {
1831 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001832 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001833 }
1834
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001835 mForceSetBlendState = true;
1836 mForceSetRasterState = true;
1837 mForceSetDepthStencilState = true;
1838 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001839 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001840
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001841 mAppliedIBSerial = 0;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001842 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001843 mAppliedIBOffset = 0;
1844
daniel@transgaming.come4991412012-12-20 20:55:34 +00001845 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001846 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1847 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
Geoff Lang1f53cab2013-07-22 10:37:22 -04001848
1849 mInputLayoutCache.markDirty();
Geoff Langc6354ee2013-07-22 10:40:07 -04001850
1851 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; i++)
1852 {
1853 mCurrentConstantBufferVS[i] = -1;
1854 mCurrentConstantBufferPS[i] = -1;
1855 }
1856
1857 mCurrentVertexConstantBuffer = NULL;
1858 mCurrentPixelConstantBuffer = NULL;
1859 mCurrentGeometryConstantBuffer = NULL;
Geoff Lang4c095862013-07-22 10:43:36 -04001860
1861 mCurrentPrimitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001862}
1863
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001864void Renderer11::releaseDeviceResources()
1865{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001866 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001867 mInputLayoutCache.clear();
1868
Geoff Langea228632013-07-30 15:17:12 -04001869 SafeDelete(mVertexDataManager);
1870 SafeDelete(mIndexDataManager);
1871 SafeDelete(mLineLoopIB);
1872 SafeDelete(mTriangleFanIB);
1873 SafeDelete(mBlit);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001874
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001875 SafeRelease(mClearVB);
1876 SafeRelease(mClearIL);
1877 SafeRelease(mClearVS);
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001878 SafeRelease(mClearSinglePS);
1879 SafeRelease(mClearMultiplePS);
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001880 SafeRelease(mClearScissorRS);
1881 SafeRelease(mClearNoScissorRS);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001882
1883 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001884
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001885 SafeRelease(mDriverConstantBufferVS);
1886 SafeRelease(mDriverConstantBufferPS);
1887 SafeRelease(mSyncQuery);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001888}
1889
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001890void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001891{
1892 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001893 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001894}
1895
1896bool Renderer11::isDeviceLost()
1897{
1898 return mDeviceLost;
1899}
1900
1901// set notify to true to broadcast a message to all contexts of the device loss
1902bool Renderer11::testDeviceLost(bool notify)
1903{
1904 bool isLost = false;
1905
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001906 // GetRemovedReason is used to test if the device is removed
1907 HRESULT result = mDevice->GetDeviceRemovedReason();
1908 isLost = d3d11::isDeviceLostError(result);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001909
1910 if (isLost)
1911 {
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001912 // Log error if this is a new device lost event
1913 if (mDeviceLost == false)
1914 {
1915 ERR("The D3D11 device was removed: 0x%08X", result);
1916 }
1917
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001918 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001919 // we'll probably get this done again by notifyDeviceLost
1920 // but best to remember it!
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001921 // Note that we don't want to clear the device loss status here
1922 // -- this needs to be done by resetDevice
1923 mDeviceLost = true;
1924 if (notify)
1925 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001926 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001927 }
1928 }
1929
1930 return isLost;
1931}
1932
1933bool Renderer11::testDeviceResettable()
1934{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001935 // determine if the device is resettable by creating a dummy device
1936 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001937
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001938 if (D3D11CreateDevice == NULL)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001939 {
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001940 return false;
1941 }
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001942
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001943 D3D_FEATURE_LEVEL featureLevels[] =
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001944 {
1945 D3D_FEATURE_LEVEL_11_0,
1946 D3D_FEATURE_LEVEL_10_1,
1947 D3D_FEATURE_LEVEL_10_0,
1948 };
1949
1950 ID3D11Device* dummyDevice;
1951 D3D_FEATURE_LEVEL dummyFeatureLevel;
1952 ID3D11DeviceContext* dummyContext;
1953
1954 HRESULT result = D3D11CreateDevice(NULL,
1955 D3D_DRIVER_TYPE_HARDWARE,
1956 NULL,
1957 #if defined(_DEBUG)
1958 D3D11_CREATE_DEVICE_DEBUG,
1959 #else
1960 0,
1961 #endif
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001962 featureLevels,
1963 ArraySize(featureLevels),
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001964 D3D11_SDK_VERSION,
1965 &dummyDevice,
1966 &dummyFeatureLevel,
1967 &dummyContext);
1968
1969 if (!mDevice || FAILED(result))
1970 {
1971 return false;
1972 }
1973
Geoff Langea228632013-07-30 15:17:12 -04001974 SafeRelease(dummyContext);
1975 SafeRelease(dummyDevice);
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001976
1977 return true;
1978}
1979
1980void Renderer11::release()
1981{
1982 releaseDeviceResources();
1983
Geoff Langea228632013-07-30 15:17:12 -04001984 SafeRelease(mDxgiFactory);
1985 SafeRelease(mDxgiAdapter);
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001986
1987 if (mDeviceContext)
1988 {
1989 mDeviceContext->ClearState();
1990 mDeviceContext->Flush();
Geoff Langea228632013-07-30 15:17:12 -04001991 SafeRelease(mDeviceContext);
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001992 }
1993
Geoff Langea228632013-07-30 15:17:12 -04001994 SafeRelease(mDevice);
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001995
1996 if (mD3d11Module)
1997 {
1998 FreeLibrary(mD3d11Module);
1999 mD3d11Module = NULL;
2000 }
2001
2002 if (mDxgiModule)
2003 {
2004 FreeLibrary(mDxgiModule);
2005 mDxgiModule = NULL;
2006 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002007}
2008
2009bool Renderer11::resetDevice()
2010{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00002011 // recreate everything
2012 release();
2013 EGLint result = initialize();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002014
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00002015 if (result != EGL_SUCCESS)
2016 {
2017 ERR("Could not reinitialize D3D11 device: %08X", result);
2018 return false;
2019 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002020
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002021 mDeviceLost = false;
2022
2023 return true;
2024}
2025
2026DWORD Renderer11::getAdapterVendor() const
2027{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002028 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002029}
2030
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002031std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002032{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002033 std::ostringstream rendererString;
2034
2035 rendererString << mDescription;
2036 rendererString << " Direct3D11";
2037
2038 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
2039 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
2040
2041 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002042}
2043
2044GUID Renderer11::getAdapterIdentifier() const
2045{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00002046 // Use the adapter LUID as our adapter ID
2047 // This number is local to a machine is only guaranteed to be unique between restarts
2048 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
2049 GUID adapterId = {0};
2050 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
2051 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002052}
2053
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00002054bool Renderer11::getBGRATextureSupport() const
2055{
2056 return mBGRATextureSupport;
2057}
2058
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002059bool Renderer11::getDXT1TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002060{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002061 return mDXT1TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002062}
2063
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002064bool Renderer11::getDXT3TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002065{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002066 return mDXT3TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002067}
2068
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002069bool Renderer11::getDXT5TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002070{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002071 return mDXT5TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002072}
2073
2074bool Renderer11::getDepthTextureSupport() const
2075{
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +00002076 return mDepthTextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002077}
2078
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002079bool Renderer11::getFloat32TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002080{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002081 return mFloat32TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002082}
2083
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002084bool Renderer11::getFloat32TextureFilteringSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002085{
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002086 return mFloat32FilterSupport;
2087}
2088
2089bool Renderer11::getFloat32TextureRenderingSupport() const
2090{
2091 return mFloat32RenderSupport;
2092}
2093
2094bool Renderer11::getFloat16TextureSupport() const
2095{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002096 return mFloat16TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002097}
2098
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002099bool Renderer11::getFloat16TextureFilteringSupport() const
2100{
2101 return mFloat16FilterSupport;
2102}
2103
2104bool Renderer11::getFloat16TextureRenderingSupport() const
2105{
2106 return mFloat16RenderSupport;
2107}
2108
Geoff Langd42cf4e2013-06-05 16:09:17 -04002109bool Renderer11::getRGB565TextureSupport() const
2110{
2111 return false;
2112}
2113
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002114bool Renderer11::getLuminanceTextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002115{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002116 return false;
2117}
2118
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002119bool Renderer11::getLuminanceAlphaTextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002120{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002121 return false;
2122}
2123
2124bool Renderer11::getTextureFilterAnisotropySupport() const
2125{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002126 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002127}
2128
2129float Renderer11::getTextureMaxAnisotropy() const
2130{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002131 switch (mFeatureLevel)
2132 {
2133 case D3D_FEATURE_LEVEL_11_0:
2134 return D3D11_MAX_MAXANISOTROPY;
2135 case D3D_FEATURE_LEVEL_10_1:
2136 case D3D_FEATURE_LEVEL_10_0:
2137 return D3D10_MAX_MAXANISOTROPY;
2138 default: UNREACHABLE();
2139 return 0;
2140 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002141}
2142
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002143bool Renderer11::getEventQuerySupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002144{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002145 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002146}
2147
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002148Range Renderer11::getViewportBounds() const
2149{
2150 switch (mFeatureLevel)
2151 {
2152 case D3D_FEATURE_LEVEL_11_0:
2153 return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
2154 case D3D_FEATURE_LEVEL_10_1:
2155 case D3D_FEATURE_LEVEL_10_0:
2156 return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
2157 default: UNREACHABLE();
2158 return Range(0, 0);
2159 }
2160}
2161
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002162unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002163{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002164 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2165 switch (mFeatureLevel)
2166 {
2167 case D3D_FEATURE_LEVEL_11_0:
2168 case D3D_FEATURE_LEVEL_10_1:
2169 case D3D_FEATURE_LEVEL_10_0:
2170 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
2171 default: UNREACHABLE();
2172 return 0;
2173 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002174}
2175
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002176unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
2177{
2178 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2179}
2180
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002181unsigned int Renderer11::getReservedVertexUniformVectors() const
2182{
Shannon Woods5ab33c82013-06-26 15:31:09 -04002183 return 0; // Driver uniforms are stored in a separate constant buffer
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002184}
2185
2186unsigned int Renderer11::getReservedFragmentUniformVectors() const
2187{
Shannon Woods5ab33c82013-06-26 15:31:09 -04002188 return 0; // Driver uniforms are stored in a separate constant buffer
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002189}
2190
2191unsigned int Renderer11::getMaxVertexUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002192{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002193 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2194 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2195 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002196}
2197
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002198unsigned int Renderer11::getMaxFragmentUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002199{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002200 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2201 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2202 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002203}
2204
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002205unsigned int Renderer11::getMaxVaryingVectors() const
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002206{
2207 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
shannonwoods@chromium.org74b86cf2013-05-30 00:02:58 +00002208 META_ASSERT(D3D11_VS_OUTPUT_REGISTER_COUNT <= D3D11_PS_INPUT_REGISTER_COUNT);
2209 META_ASSERT(D3D10_VS_OUTPUT_REGISTER_COUNT <= D3D10_PS_INPUT_REGISTER_COUNT);
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002210 switch (mFeatureLevel)
2211 {
2212 case D3D_FEATURE_LEVEL_11_0:
2213 return D3D11_VS_OUTPUT_REGISTER_COUNT;
2214 case D3D_FEATURE_LEVEL_10_1:
2215 case D3D_FEATURE_LEVEL_10_0:
2216 return D3D10_VS_OUTPUT_REGISTER_COUNT;
2217 default: UNREACHABLE();
2218 return 0;
2219 }
2220}
2221
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002222unsigned int Renderer11::getMaxVertexShaderUniformBuffers() const
2223{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002224 META_ASSERT(gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
2225 gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
2226
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002227 switch (mFeatureLevel)
2228 {
2229 case D3D_FEATURE_LEVEL_11_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002230 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedVertexUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002231 case D3D_FEATURE_LEVEL_10_1:
2232 case D3D_FEATURE_LEVEL_10_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002233 return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedVertexUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002234 default: UNREACHABLE();
2235 return 0;
2236 }
2237}
2238
2239unsigned int Renderer11::getMaxFragmentShaderUniformBuffers() const
2240{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002241 META_ASSERT(gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
2242 gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
2243
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002244 switch (mFeatureLevel)
2245 {
2246 case D3D_FEATURE_LEVEL_11_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002247 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedFragmentUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002248 case D3D_FEATURE_LEVEL_10_1:
2249 case D3D_FEATURE_LEVEL_10_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002250 return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedFragmentUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002251 default: UNREACHABLE();
2252 return 0;
2253 }
2254}
2255
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002256unsigned int Renderer11::getReservedVertexUniformBuffers() const
2257{
2258 // we reserve one buffer for the application uniforms, and one for driver uniforms
2259 return 2;
2260}
2261
2262unsigned int Renderer11::getReservedFragmentUniformBuffers() const
2263{
2264 // we reserve one buffer for the application uniforms, and one for driver uniforms
2265 return 2;
2266}
2267
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002268unsigned int Renderer11::getMaxTransformFeedbackBuffers() const
2269{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002270 META_ASSERT(gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D11_SO_BUFFER_SLOT_COUNT &&
2271 gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D10_SO_BUFFER_SLOT_COUNT);
2272
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002273 switch (mFeatureLevel)
2274 {
2275 case D3D_FEATURE_LEVEL_11_0:
2276 return D3D11_SO_BUFFER_SLOT_COUNT;
2277 case D3D_FEATURE_LEVEL_10_1:
2278 case D3D_FEATURE_LEVEL_10_0:
2279 return D3D10_SO_BUFFER_SLOT_COUNT;
2280 default: UNREACHABLE();
2281 return 0;
2282 }
2283}
2284
shannonwoods@chromium.org33e798f2013-05-30 00:05:05 +00002285unsigned int Renderer11::getMaxUniformBufferSize() const
2286{
2287 // Each component is a 4-element vector of 4-byte units (floats)
2288 const unsigned int bytesPerComponent = 4 * sizeof(float);
2289
2290 switch (mFeatureLevel)
2291 {
2292 case D3D_FEATURE_LEVEL_11_0:
2293 return D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
2294 case D3D_FEATURE_LEVEL_10_1:
2295 case D3D_FEATURE_LEVEL_10_0:
2296 return D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
2297 default: UNREACHABLE();
2298 return 0;
2299 }
2300}
2301
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002302bool Renderer11::getNonPower2TextureSupport() const
2303{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00002304 switch (mFeatureLevel)
2305 {
2306 case D3D_FEATURE_LEVEL_11_0:
2307 case D3D_FEATURE_LEVEL_10_1:
2308 case D3D_FEATURE_LEVEL_10_0:
2309 return true;
2310 default: UNREACHABLE();
2311 return false;
2312 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002313}
2314
2315bool Renderer11::getOcclusionQuerySupport() const
2316{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002317 switch (mFeatureLevel)
2318 {
2319 case D3D_FEATURE_LEVEL_11_0:
2320 case D3D_FEATURE_LEVEL_10_1:
2321 case D3D_FEATURE_LEVEL_10_0:
2322 return true;
2323 default: UNREACHABLE();
2324 return false;
2325 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002326}
2327
2328bool Renderer11::getInstancingSupport() const
2329{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002330 switch (mFeatureLevel)
2331 {
2332 case D3D_FEATURE_LEVEL_11_0:
2333 case D3D_FEATURE_LEVEL_10_1:
2334 case D3D_FEATURE_LEVEL_10_0:
2335 return true;
2336 default: UNREACHABLE();
2337 return false;
2338 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002339}
2340
2341bool Renderer11::getShareHandleSupport() const
2342{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002343 // We only currently support share handles with BGRA surfaces, because
2344 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002345 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002346 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002347}
2348
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002349bool Renderer11::getDerivativeInstructionSupport() const
2350{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002351 switch (mFeatureLevel)
2352 {
2353 case D3D_FEATURE_LEVEL_11_0:
2354 case D3D_FEATURE_LEVEL_10_1:
2355 case D3D_FEATURE_LEVEL_10_0:
2356 return true;
2357 default: UNREACHABLE();
2358 return false;
2359 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002360}
2361
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002362bool Renderer11::getPostSubBufferSupport() const
2363{
2364 // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2.
2365 return false;
2366}
2367
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002368int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002369{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002370 switch (mFeatureLevel)
2371 {
2372 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002373 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002374 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2375 default: UNREACHABLE(); return 0;
2376 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002377}
2378
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002379int Renderer11::getMinorShaderModel() const
2380{
2381 switch (mFeatureLevel)
2382 {
2383 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2384 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2385 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2386 default: UNREACHABLE(); return 0;
2387 }
2388}
2389
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002390float Renderer11::getMaxPointSize() const
2391{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002392 // choose a reasonable maximum. we enforce this in the shader.
2393 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2394 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002395}
2396
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002397int Renderer11::getMaxViewportDimension() const
2398{
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002399 // Maximum viewport size must be at least as large as the largest render buffer (or larger).
2400 // In our case return the maximum texture size, which is the maximum render buffer size.
2401 META_ASSERT(D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D11_VIEWPORT_BOUNDS_MAX);
2402 META_ASSERT(D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D10_VIEWPORT_BOUNDS_MAX);
2403
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002404 switch (mFeatureLevel)
2405 {
2406 case D3D_FEATURE_LEVEL_11_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002407 return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002408 case D3D_FEATURE_LEVEL_10_1:
2409 case D3D_FEATURE_LEVEL_10_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002410 return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002411 default: UNREACHABLE();
2412 return 0;
2413 }
2414}
2415
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002416int Renderer11::getMaxTextureWidth() const
2417{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002418 switch (mFeatureLevel)
2419 {
2420 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2421 case D3D_FEATURE_LEVEL_10_1:
2422 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2423 default: UNREACHABLE(); return 0;
2424 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002425}
2426
2427int Renderer11::getMaxTextureHeight() const
2428{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002429 switch (mFeatureLevel)
2430 {
2431 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2432 case D3D_FEATURE_LEVEL_10_1:
2433 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2434 default: UNREACHABLE(); return 0;
2435 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002436}
2437
shannon.woods%transgaming.com@gtempaccount.comc1fdf6b2013-04-13 03:44:41 +00002438int Renderer11::getMaxTextureDepth() const
2439{
2440 switch (mFeatureLevel)
2441 {
2442 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; // 2048
2443 case D3D_FEATURE_LEVEL_10_1:
2444 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; // 2048
2445 default: UNREACHABLE(); return 0;
2446 }
2447}
2448
shannon.woods%transgaming.com@gtempaccount.coma98a8112013-04-13 03:45:57 +00002449int Renderer11::getMaxTextureArrayLayers() const
2450{
2451 switch (mFeatureLevel)
2452 {
2453 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; // 2048
2454 case D3D_FEATURE_LEVEL_10_1:
2455 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; // 512
2456 default: UNREACHABLE(); return 0;
2457 }
2458}
2459
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002460bool Renderer11::get32BitIndexSupport() const
2461{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002462 switch (mFeatureLevel)
2463 {
2464 case D3D_FEATURE_LEVEL_11_0:
2465 case D3D_FEATURE_LEVEL_10_1:
2466 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2467 default: UNREACHABLE(); return false;
2468 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002469}
2470
2471int Renderer11::getMinSwapInterval() const
2472{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002473 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002474}
2475
2476int Renderer11::getMaxSwapInterval() const
2477{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002478 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002479}
2480
2481int Renderer11::getMaxSupportedSamples() const
2482{
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +00002483 return mMaxSupportedSamples;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002484}
2485
Geoff Lang0e120e32013-05-29 10:23:55 -04002486GLsizei Renderer11::getMaxSupportedFormatSamples(GLint internalFormat) const
2487{
Shannon Woodsdd4674f2013-07-08 10:32:15 -04002488 DXGI_FORMAT format = gl_d3d11::GetRenderableFormat(internalFormat, getCurrentClientVersion());
Geoff Lang0e120e32013-05-29 10:23:55 -04002489 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2490 return (iter != mMultisampleSupportMap.end()) ? iter->second.maxSupportedSamples : 0;
2491}
2492
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002493GLsizei Renderer11::getNumSampleCounts(GLint internalFormat) const
2494{
2495 unsigned int numCounts = 0;
2496
2497 // D3D11 supports multisampling for signed and unsigned format, but ES 3.0 does not
2498 if (!gl::IsIntegerFormat(internalFormat, getCurrentClientVersion()))
2499 {
2500 DXGI_FORMAT format = gl_d3d11::GetRenderableFormat(internalFormat, getCurrentClientVersion());
2501 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2502
2503 if (iter != mMultisampleSupportMap.end())
2504 {
2505 const MultisampleSupportInfo& info = iter->second;
2506 for (int i = 0; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2507 {
2508 if (info.qualityLevels[i] > 0)
2509 {
2510 numCounts++;
2511 }
2512 }
2513 }
2514 }
2515
2516 return numCounts;
2517}
2518
2519void Renderer11::getSampleCounts(GLint internalFormat, GLsizei bufSize, GLint *params) const
2520{
2521 // D3D11 supports multisampling for signed and unsigned format, but ES 3.0 does not
2522 if (gl::IsIntegerFormat(internalFormat, getCurrentClientVersion()))
2523 return;
2524
2525 DXGI_FORMAT format = gl_d3d11::GetRenderableFormat(internalFormat, getCurrentClientVersion());
2526 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2527
2528 if (iter != mMultisampleSupportMap.end())
2529 {
2530 const MultisampleSupportInfo& info = iter->second;
2531 int bufPos = 0;
2532 for (int i = D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT - 1; i >= 0 && bufPos < bufSize; i--)
2533 {
2534 if (info.qualityLevels[i] > 0)
2535 {
2536 params[bufPos++] = i + 1;
2537 }
2538 }
2539 }
2540}
2541
shannon.woods@transgaming.com88fbd0f2013-02-28 23:05:46 +00002542int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
2543{
2544 if (requested == 0)
2545 {
2546 return 0;
2547 }
2548
2549 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2550 if (iter != mMultisampleSupportMap.end())
2551 {
2552 const MultisampleSupportInfo& info = iter->second;
2553 for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2554 {
2555 if (info.qualityLevels[i] > 0)
2556 {
2557 return i + 1;
2558 }
2559 }
2560 }
2561
2562 return -1;
2563}
2564
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002565unsigned int Renderer11::getMaxRenderTargets() const
2566{
shannon.woods%transgaming.com@gtempaccount.comf30ccc22013-04-13 03:28:36 +00002567 META_ASSERT(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2568 META_ASSERT(D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2569
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002570 switch (mFeatureLevel)
2571 {
2572 case D3D_FEATURE_LEVEL_11_0:
2573 return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2574 case D3D_FEATURE_LEVEL_10_1:
2575 case D3D_FEATURE_LEVEL_10_0:
2576 return D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2577 default:
2578 UNREACHABLE();
2579 return 1;
2580 }
2581}
2582
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002583bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002584{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002585 if (source && dest)
2586 {
2587 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2588 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2589
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002590 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002591 return true;
2592 }
2593
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002594 return false;
2595}
2596
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002597bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002598{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002599 if (source && dest)
2600 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002601 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2602 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002603
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002604 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002605 return true;
2606 }
2607
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002608 return false;
2609}
2610
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002611bool Renderer11::copyToRenderTarget(TextureStorageInterface3D *dest, TextureStorageInterface3D *source)
2612{
2613 if (source && dest)
2614 {
2615 TextureStorage11_3D *source11 = TextureStorage11_3D::makeTextureStorage11_3D(source->getStorageInstance());
2616 TextureStorage11_3D *dest11 = TextureStorage11_3D::makeTextureStorage11_3D(dest->getStorageInstance());
2617
2618 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
2619 return true;
2620 }
2621
2622 return false;
2623}
2624
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002625bool Renderer11::copyToRenderTarget(TextureStorageInterface2DArray *dest, TextureStorageInterface2DArray *source)
2626{
2627 if (source && dest)
2628 {
2629 TextureStorage11_2DArray *source11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(source->getStorageInstance());
2630 TextureStorage11_2DArray *dest11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(dest->getStorageInstance());
2631
2632 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
2633 return true;
2634 }
2635
2636 return false;
2637}
2638
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002639bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002640 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002641{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002642 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002643 if (!colorbuffer)
2644 {
2645 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002646 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002647 }
2648
2649 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2650 if (!sourceRenderTarget)
2651 {
2652 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002653 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002654 }
2655
2656 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2657 if (!source)
2658 {
2659 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002660 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002661 }
2662
2663 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2664 if (!storage11)
2665 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002666 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002667 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002668 }
2669
2670 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2671 if (!destRenderTarget)
2672 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002673 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002674 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002675 }
2676
2677 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2678 if (!dest)
2679 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002680 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002681 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002682 }
2683
Geoff Langb86b9792013-06-04 16:32:05 -04002684 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2685 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002686
Geoff Langb86b9792013-06-04 16:32:05 -04002687 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2688 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002689
Geoff Langb86b9792013-06-04 16:32:05 -04002690 // Use nearest filtering because source and destination are the same size for the direct
2691 // copy
2692 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize,
2693 destFormat, GL_NEAREST);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002694
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002695 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002696}
2697
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002698bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002699 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002700{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002701 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002702 if (!colorbuffer)
2703 {
2704 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002705 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002706 }
2707
2708 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2709 if (!sourceRenderTarget)
2710 {
2711 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002712 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002713 }
2714
2715 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2716 if (!source)
2717 {
2718 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002719 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002720 }
2721
2722 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2723 if (!storage11)
2724 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002725 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002726 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002727 }
2728
Nicolas Capensb13f8662013-06-04 13:30:19 -04002729 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetFace(target, level));
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002730 if (!destRenderTarget)
2731 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002732 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002733 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002734 }
2735
2736 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2737 if (!dest)
2738 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002739 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002740 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002741 }
2742
Geoff Langb86b9792013-06-04 16:32:05 -04002743 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2744 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002745
Geoff Langb86b9792013-06-04 16:32:05 -04002746 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2747 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002748
Geoff Langb86b9792013-06-04 16:32:05 -04002749 // Use nearest filtering because source and destination are the same size for the direct
2750 // copy
2751 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize,
2752 destFormat, GL_NEAREST);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002753
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002754 return ret;
2755}
2756
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002757bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2758 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface3D *storage, GLint level)
2759{
2760 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2761 if (!colorbuffer)
2762 {
2763 ERR("Failed to retrieve the color buffer from the frame buffer.");
2764 return gl::error(GL_OUT_OF_MEMORY, false);
2765 }
2766
2767 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2768 if (!sourceRenderTarget)
2769 {
2770 ERR("Failed to retrieve the render target from the frame buffer.");
2771 return gl::error(GL_OUT_OF_MEMORY, false);
2772 }
2773
2774 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2775 if (!source)
2776 {
2777 ERR("Failed to retrieve the render target view from the render target.");
2778 return gl::error(GL_OUT_OF_MEMORY, false);
2779 }
2780
2781 TextureStorage11_3D *storage11 = TextureStorage11_3D::makeTextureStorage11_3D(storage->getStorageInstance());
2782 if (!storage11)
2783 {
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002784 ERR("Failed to retrieve the texture storage from the destination.");
2785 return gl::error(GL_OUT_OF_MEMORY, false);
2786 }
2787
2788 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
2789 if (!destRenderTarget)
2790 {
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002791 ERR("Failed to retrieve the render target from the destination storage.");
2792 return gl::error(GL_OUT_OF_MEMORY, false);
2793 }
2794
2795 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2796 if (!dest)
2797 {
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002798 ERR("Failed to retrieve the render target view from the destination render target.");
2799 return gl::error(GL_OUT_OF_MEMORY, false);
2800 }
2801
Geoff Langb86b9792013-06-04 16:32:05 -04002802 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2803 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002804
Geoff Langb86b9792013-06-04 16:32:05 -04002805 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2806 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002807
Geoff Langb86b9792013-06-04 16:32:05 -04002808 // Use nearest filtering because source and destination are the same size for the direct
2809 // copy
2810 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize,
2811 destFormat, GL_NEAREST);
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002812
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002813 return ret;
2814}
2815
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002816bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2817 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface2DArray *storage, GLint level)
2818{
2819 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2820 if (!colorbuffer)
2821 {
2822 ERR("Failed to retrieve the color buffer from the frame buffer.");
2823 return gl::error(GL_OUT_OF_MEMORY, false);
2824 }
2825
2826 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2827 if (!sourceRenderTarget)
2828 {
2829 ERR("Failed to retrieve the render target from the frame buffer.");
2830 return gl::error(GL_OUT_OF_MEMORY, false);
2831 }
2832
2833 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2834 if (!source)
2835 {
2836 ERR("Failed to retrieve the render target view from the render target.");
2837 return gl::error(GL_OUT_OF_MEMORY, false);
2838 }
2839
2840 TextureStorage11_2DArray *storage11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(storage->getStorageInstance());
2841 if (!storage11)
2842 {
Geoff Langea228632013-07-30 15:17:12 -04002843 SafeRelease(source);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002844 ERR("Failed to retrieve the texture storage from the destination.");
2845 return gl::error(GL_OUT_OF_MEMORY, false);
2846 }
2847
2848 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
2849 if (!destRenderTarget)
2850 {
Geoff Langea228632013-07-30 15:17:12 -04002851 SafeRelease(source);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002852 ERR("Failed to retrieve the render target from the destination storage.");
2853 return gl::error(GL_OUT_OF_MEMORY, false);
2854 }
2855
2856 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2857 if (!dest)
2858 {
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002859 ERR("Failed to retrieve the render target view from the destination render target.");
2860 return gl::error(GL_OUT_OF_MEMORY, false);
2861 }
2862
Geoff Langb86b9792013-06-04 16:32:05 -04002863 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2864 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002865
Geoff Langb86b9792013-06-04 16:32:05 -04002866 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2867 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002868
Geoff Langb86b9792013-06-04 16:32:05 -04002869 // Use nearest filtering because source and destination are the same size for the direct
2870 // copy
2871 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize,
2872 destFormat, GL_NEAREST);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002873
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002874 return ret;
2875}
2876
shannon.woods%transgaming.com@gtempaccount.comba2744f2013-04-13 03:33:38 +00002877void Renderer11::unapplyRenderTargets()
2878{
2879 setOneTimeRenderTarget(NULL);
2880}
2881
2882void Renderer11::setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView)
2883{
2884 ID3D11RenderTargetView *rtvArray[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
2885
2886 rtvArray[0] = renderTargetView;
2887
2888 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), rtvArray, NULL);
2889
2890 // Do not preserve the serial for this one-time-use render target
2891 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
2892 {
2893 mAppliedRenderTargetSerials[rtIndex] = 0;
2894 }
2895}
2896
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002897RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2898{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002899 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002900 RenderTarget11 *renderTarget = NULL;
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002901
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002902 if (depth)
2903 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002904 // Note: depth stencil may be NULL for 0 sized surfaces
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002905 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
2906 swapChain11->getDepthStencilTexture(), NULL,
shannonwoods@chromium.org7faf3ec2013-05-30 00:03:45 +00002907 swapChain11->getWidth(), swapChain11->getHeight(), 1);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002908 }
2909 else
2910 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002911 // Note: render target may be NULL for 0 sized surfaces
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002912 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002913 swapChain11->getOffscreenTexture(),
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002914 swapChain11->getRenderTargetShaderResource(),
shannonwoods@chromium.org7faf3ec2013-05-30 00:03:45 +00002915 swapChain11->getWidth(), swapChain11->getHeight(), 1);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002916 }
2917 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002918}
2919
Geoff Langa2d97f12013-06-11 11:44:02 -04002920RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples)
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002921{
Geoff Langa2d97f12013-06-11 11:44:02 -04002922 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples);
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002923 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002924}
2925
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002926ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002927{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002928 ShaderExecutable11 *executable = NULL;
2929
2930 switch (type)
2931 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002932 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002933 {
2934 ID3D11VertexShader *vshader = NULL;
2935 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2936 ASSERT(SUCCEEDED(result));
2937
2938 if (vshader)
2939 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002940 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002941 }
2942 }
2943 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002944 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002945 {
2946 ID3D11PixelShader *pshader = NULL;
2947 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2948 ASSERT(SUCCEEDED(result));
2949
2950 if (pshader)
2951 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002952 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002953 }
2954 }
2955 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002956 case rx::SHADER_GEOMETRY:
2957 {
2958 ID3D11GeometryShader *gshader = NULL;
2959 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
2960 ASSERT(SUCCEEDED(result));
2961
2962 if (gshader)
2963 {
2964 executable = new ShaderExecutable11(function, length, gshader);
2965 }
2966 }
2967 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002968 default:
2969 UNREACHABLE();
2970 break;
2971 }
2972
2973 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002974}
2975
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002976ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002977{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002978 const char *profile = NULL;
2979
2980 switch (type)
2981 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002982 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002983 profile = "vs_4_0";
2984 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002985 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002986 profile = "ps_4_0";
2987 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002988 case rx::SHADER_GEOMETRY:
2989 profile = "gs_4_0";
2990 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002991 default:
2992 UNREACHABLE();
2993 return NULL;
2994 }
2995
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +00002996 ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, D3DCOMPILE_OPTIMIZATION_LEVEL0, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002997 if (!binary)
Geoff Langea228632013-07-30 15:17:12 -04002998 {
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002999 return NULL;
Geoff Langea228632013-07-30 15:17:12 -04003000 }
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003001
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003002 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
Geoff Langea228632013-07-30 15:17:12 -04003003 SafeRelease(binary);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003004
3005 return executable;
3006}
3007
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00003008VertexBuffer *Renderer11::createVertexBuffer()
3009{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00003010 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00003011}
3012
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00003013IndexBuffer *Renderer11::createIndexBuffer()
3014{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00003015 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003016}
3017
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +00003018BufferStorage *Renderer11::createBufferStorage()
3019{
3020 return new BufferStorage11(this);
3021}
3022
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003023QueryImpl *Renderer11::createQuery(GLenum type)
3024{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00003025 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003026}
3027
3028FenceImpl *Renderer11::createFence()
3029{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00003030 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00003031}
3032
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003033bool Renderer11::getRenderTargetResource(gl::Renderbuffer *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003034{
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003035 ASSERT(colorbuffer != NULL);
3036
3037 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
3038 if (renderTarget)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003039 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003040 *subresourceIndex = renderTarget->getSubresourceIndex();
3041
3042 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
3043 if (colorBufferRTV)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003044 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003045 ID3D11Resource *textureResource = NULL;
3046 colorBufferRTV->GetResource(&textureResource);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003047
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003048 if (textureResource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003049 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003050 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
Geoff Langea228632013-07-30 15:17:12 -04003051 SafeRelease(textureResource);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003052
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003053 if (SUCCEEDED(result))
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003054 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003055 return true;
3056 }
3057 else
3058 {
3059 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
3060 "HRESULT: 0x%X.", result);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003061 }
3062 }
3063 }
3064 }
3065
3066 return false;
3067}
3068
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003069bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
Geoff Lang685806d2013-06-12 11:16:36 -04003070 bool blitRenderTarget, bool blitDepth, bool blitStencil, GLenum filter)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003071{
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003072 if (blitRenderTarget)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003073 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003074 gl::Renderbuffer *readBuffer = readTarget->getReadColorbuffer();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003075
3076 if (!readBuffer)
3077 {
3078 ERR("Failed to retrieve the read buffer from the read framebuffer.");
3079 return gl::error(GL_OUT_OF_MEMORY, false);
3080 }
3081
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003082 RenderTarget *readRenderTarget = readBuffer->getRenderTarget();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003083
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003084 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003085 {
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003086 if (drawTarget->isEnabledColorAttachment(colorAttachment))
3087 {
3088 gl::Renderbuffer *drawBuffer = drawTarget->getColorbuffer(colorAttachment);
3089
3090 if (!drawBuffer)
3091 {
3092 ERR("Failed to retrieve the draw buffer from the draw framebuffer.");
3093 return gl::error(GL_OUT_OF_MEMORY, false);
3094 }
3095
3096 RenderTarget *drawRenderTarget = drawBuffer->getRenderTarget();
3097
Geoff Lang685806d2013-06-12 11:16:36 -04003098 if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, filter,
3099 blitRenderTarget, false, false))
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003100 {
3101 return false;
3102 }
3103 }
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003104 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003105 }
3106
Geoff Lang685806d2013-06-12 11:16:36 -04003107 if (blitDepth || blitStencil)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003108 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003109 gl::Renderbuffer *readBuffer = readTarget->getDepthOrStencilbuffer();
3110 gl::Renderbuffer *drawBuffer = drawTarget->getDepthOrStencilbuffer();
3111
3112 if (!readBuffer)
3113 {
3114 ERR("Failed to retrieve the read depth-stencil buffer from the read framebuffer.");
3115 return gl::error(GL_OUT_OF_MEMORY, false);
3116 }
3117
3118 if (!drawBuffer)
3119 {
3120 ERR("Failed to retrieve the draw depth-stencil buffer from the draw framebuffer.");
3121 return gl::error(GL_OUT_OF_MEMORY, false);
3122 }
3123
3124 RenderTarget *readRenderTarget = readBuffer->getDepthStencil();
3125 RenderTarget *drawRenderTarget = drawBuffer->getDepthStencil();
3126
Geoff Lang685806d2013-06-12 11:16:36 -04003127 if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, filter,
3128 false, blitDepth, blitStencil))
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003129 {
3130 return false;
3131 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003132 }
3133
3134 return true;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003135}
3136
3137void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
3138 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
3139{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003140 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00003141 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003142
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003143 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
3144
3145 if (colorbuffer && getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003146 {
3147 gl::Rectangle area;
3148 area.x = x;
3149 area.y = y;
3150 area.width = width;
3151 area.height = height;
3152
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00003153 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
3154 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003155
Geoff Langea228632013-07-30 15:17:12 -04003156 SafeRelease(colorBufferTexture);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003157 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003158}
3159
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003160Image *Renderer11::createImage()
3161{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00003162 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003163}
3164
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003165void Renderer11::generateMipmap(Image *dest, Image *src)
3166{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00003167 Image11 *dest11 = Image11::makeImage11(dest);
3168 Image11 *src11 = Image11::makeImage11(src);
Jamie Madilld6cb2442013-07-10 15:13:38 -04003169 Image11::generateMipmap(getCurrentClientVersion(), dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003170}
3171
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003172TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
3173{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00003174 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
3175 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003176}
3177
3178TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
3179{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00003180 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003181}
3182
3183TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
3184{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00003185 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003186}
3187
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +00003188TextureStorage *Renderer11::createTextureStorage3D(int levels, GLenum internalformat, GLenum usage, GLsizei width, GLsizei height, GLsizei depth)
3189{
3190 return new TextureStorage11_3D(this, levels, internalformat, usage, width, height, depth);
3191}
3192
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00003193TextureStorage *Renderer11::createTextureStorage2DArray(int levels, GLenum internalformat, GLenum usage, GLsizei width, GLsizei height, GLsizei depth)
3194{
3195 return new TextureStorage11_2DArray(this, levels, internalformat, usage, width, height, depth);
3196}
3197
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003198void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
3199 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
3200 GLint packAlignment, void *pixels)
3201{
3202 D3D11_TEXTURE2D_DESC textureDesc;
3203 texture->GetDesc(&textureDesc);
3204
3205 D3D11_TEXTURE2D_DESC stagingDesc;
3206 stagingDesc.Width = area.width;
3207 stagingDesc.Height = area.height;
3208 stagingDesc.MipLevels = 1;
3209 stagingDesc.ArraySize = 1;
3210 stagingDesc.Format = textureDesc.Format;
3211 stagingDesc.SampleDesc.Count = 1;
3212 stagingDesc.SampleDesc.Quality = 0;
3213 stagingDesc.Usage = D3D11_USAGE_STAGING;
3214 stagingDesc.BindFlags = 0;
3215 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
3216 stagingDesc.MiscFlags = 0;
3217
3218 ID3D11Texture2D* stagingTex = NULL;
3219 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
3220 if (FAILED(result))
3221 {
3222 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
3223 return;
3224 }
3225
3226 ID3D11Texture2D* srcTex = NULL;
3227 if (textureDesc.SampleDesc.Count > 1)
3228 {
3229 D3D11_TEXTURE2D_DESC resolveDesc;
3230 resolveDesc.Width = textureDesc.Width;
3231 resolveDesc.Height = textureDesc.Height;
3232 resolveDesc.MipLevels = 1;
3233 resolveDesc.ArraySize = 1;
3234 resolveDesc.Format = textureDesc.Format;
3235 resolveDesc.SampleDesc.Count = 1;
3236 resolveDesc.SampleDesc.Quality = 0;
3237 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
3238 resolveDesc.BindFlags = 0;
3239 resolveDesc.CPUAccessFlags = 0;
3240 resolveDesc.MiscFlags = 0;
3241
3242 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
3243 if (FAILED(result))
3244 {
3245 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
Geoff Langea228632013-07-30 15:17:12 -04003246 SafeRelease(stagingTex);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003247 return;
3248 }
3249
3250 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
3251 subResource = 0;
3252 }
3253 else
3254 {
3255 srcTex = texture;
3256 srcTex->AddRef();
3257 }
3258
3259 D3D11_BOX srcBox;
3260 srcBox.left = area.x;
3261 srcBox.right = area.x + area.width;
3262 srcBox.top = area.y;
3263 srcBox.bottom = area.y + area.height;
3264 srcBox.front = 0;
3265 srcBox.back = 1;
3266
3267 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
3268
Geoff Langea228632013-07-30 15:17:12 -04003269 SafeRelease(srcTex);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003270
3271 D3D11_MAPPED_SUBRESOURCE mapping;
3272 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
3273
3274 unsigned char *source;
3275 int inputPitch;
3276 if (packReverseRowOrder)
3277 {
3278 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
3279 inputPitch = -static_cast<int>(mapping.RowPitch);
3280 }
3281 else
3282 {
3283 source = static_cast<unsigned char*>(mapping.pData);
3284 inputPitch = static_cast<int>(mapping.RowPitch);
3285 }
3286
Geoff Lang697ad3e2013-06-04 10:11:28 -04003287 GLuint clientVersion = getCurrentClientVersion();
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003288
Jamie Madilld6cb2442013-07-10 15:13:38 -04003289 GLint sourceInternalFormat = d3d11_gl::GetInternalFormat(textureDesc.Format, clientVersion);
Geoff Lang697ad3e2013-06-04 10:11:28 -04003290 GLenum sourceFormat = gl::GetFormat(sourceInternalFormat, clientVersion);
3291 GLenum sourceType = gl::GetType(sourceInternalFormat, clientVersion);
3292
3293 GLuint sourcePixelSize = gl::GetPixelBytes(sourceInternalFormat, clientVersion);
3294
3295 if (sourceFormat == format && sourceType == type)
3296 {
3297 // Direct copy possible
3298 unsigned char *dest = static_cast<unsigned char*>(pixels);
3299 for (int y = 0; y < area.height; y++)
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003300 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003301 memcpy(dest + y * outputPitch, source + y * inputPitch, area.width * sourcePixelSize);
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003302 }
3303 }
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003304 else
3305 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003306 GLint destInternalFormat = gl::GetSizedInternalFormat(format, type, clientVersion);
3307 GLuint destPixelSize = gl::GetPixelBytes(destInternalFormat, clientVersion);
3308
3309 ColorCopyFunction fastCopyFunc = d3d11::GetFastCopyFunction(textureDesc.Format, format, type, getCurrentClientVersion());
3310 if (fastCopyFunc)
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003311 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003312 // Fast copy is possible through some special function
3313 for (int y = 0; y < area.height; y++)
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003314 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003315 for (int x = 0; x < area.width; x++)
3316 {
3317 void *dest = static_cast<unsigned char*>(pixels) + y * outputPitch + x * destPixelSize;
3318 void *src = static_cast<unsigned char*>(source) + y * inputPitch + x * sourcePixelSize;
3319
3320 fastCopyFunc(src, dest);
3321 }
3322 }
3323 }
3324 else
3325 {
Jamie Madilld6cb2442013-07-10 15:13:38 -04003326 ColorReadFunction readFunc = d3d11::GetColorReadFunction(textureDesc.Format, clientVersion);
Geoff Lang697ad3e2013-06-04 10:11:28 -04003327 ColorWriteFunction writeFunc = gl::GetColorWriteFunction(format, type, clientVersion);
3328
3329 unsigned char temp[16]; // Maximum size of any Color<T> type used.
3330 META_ASSERT(sizeof(temp) >= sizeof(gl::ColorF) &&
3331 sizeof(temp) >= sizeof(gl::ColorUI) &&
3332 sizeof(temp) >= sizeof(gl::ColorI));
3333
3334 for (int y = 0; y < area.height; y++)
3335 {
3336 for (int x = 0; x < area.width; x++)
3337 {
3338 void *dest = static_cast<unsigned char*>(pixels) + y * outputPitch + x * destPixelSize;
3339 void *src = static_cast<unsigned char*>(source) + y * inputPitch + x * sourcePixelSize;
3340
3341 // readFunc and writeFunc will be using the same type of color, CopyTexImage
3342 // will not allow the copy otherwise.
3343 readFunc(src, temp);
3344 writeFunc(temp, dest);
3345 }
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003346 }
3347 }
3348 }
3349
3350 mDeviceContext->Unmap(stagingTex, 0);
3351
Geoff Langea228632013-07-30 15:17:12 -04003352 SafeRelease(stagingTex);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003353}
3354
Geoff Lang758d5b22013-06-11 11:42:50 -04003355bool Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget,
Geoff Lang685806d2013-06-12 11:16:36 -04003356 RenderTarget *drawRenderTarget, GLenum filter, bool colorBlit, bool depthBlit, bool stencilBlit)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003357{
Geoff Lang975af372013-06-12 11:19:22 -04003358 // Since blitRenderbufferRect is called for each render buffer that needs to be blitted,
3359 // it should never be the case that both color and depth/stencil need to be blitted at
3360 // at the same time.
3361 ASSERT(colorBlit != (depthBlit || stencilBlit));
3362
Geoff Langc1f51be2013-06-11 11:49:14 -04003363 bool result = true;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003364
Geoff Lang4d782732013-07-22 10:44:18 -04003365 RenderTarget11 *drawRenderTarget11 = RenderTarget11::makeRenderTarget11(drawRenderTarget);
3366 if (!drawRenderTarget)
3367 {
3368 ERR("Failed to retrieve the draw render target from the draw framebuffer.");
3369 return gl::error(GL_OUT_OF_MEMORY, false);
3370 }
3371
3372 ID3D11Resource *drawTexture = drawRenderTarget11->getTexture();
3373 unsigned int drawSubresource = drawRenderTarget11->getSubresourceIndex();
3374 ID3D11RenderTargetView *drawRTV = drawRenderTarget11->getRenderTargetView();
3375 ID3D11DepthStencilView *drawDSV = drawRenderTarget11->getDepthStencilView();
3376
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003377 RenderTarget11 *readRenderTarget11 = RenderTarget11::makeRenderTarget11(readRenderTarget);
3378 if (!readRenderTarget)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003379 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003380 ERR("Failed to retrieve the read render target from the read framebuffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003381 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003382 }
3383
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003384 ID3D11Resource *readTexture = NULL;
Geoff Langc1f51be2013-06-11 11:49:14 -04003385 ID3D11ShaderResourceView *readSRV = NULL;
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003386 unsigned int readSubresource = 0;
3387 if (readRenderTarget->getSamples() > 0)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003388 {
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003389 ID3D11Resource *unresolvedResource = readRenderTarget11->getTexture();
3390 ID3D11Texture2D *unresolvedTexture = d3d11::DynamicCastComObject<ID3D11Texture2D>(unresolvedResource);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003391
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003392 if (unresolvedTexture)
3393 {
3394 readTexture = resolveMultisampledTexture(unresolvedTexture, readRenderTarget11->getSubresourceIndex());
3395 readSubresource = 0;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003396
Geoff Langea228632013-07-30 15:17:12 -04003397 SafeRelease(unresolvedTexture);
Geoff Langc1f51be2013-06-11 11:49:14 -04003398
3399 HRESULT result = mDevice->CreateShaderResourceView(readTexture, NULL, &readSRV);
3400 if (FAILED(result))
3401 {
Geoff Langea228632013-07-30 15:17:12 -04003402 SafeRelease(readTexture);
Geoff Langc1f51be2013-06-11 11:49:14 -04003403 return gl::error(GL_OUT_OF_MEMORY, false);
3404 }
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003405 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003406 }
3407 else
3408 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003409 readTexture = readRenderTarget11->getTexture();
Geoff Lang4d782732013-07-22 10:44:18 -04003410 readTexture->AddRef();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003411 readSubresource = readRenderTarget11->getSubresourceIndex();
Geoff Langc1f51be2013-06-11 11:49:14 -04003412 readSRV = readRenderTarget11->getShaderResourceView();
Geoff Lang4d782732013-07-22 10:44:18 -04003413 readSRV->AddRef();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003414 }
3415
Geoff Lang4d782732013-07-22 10:44:18 -04003416 if (!readTexture || !readSRV)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003417 {
Geoff Lang4d782732013-07-22 10:44:18 -04003418 SafeRelease(readTexture);
3419 SafeRelease(readSRV);
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003420 ERR("Failed to retrieve the read render target view from the read render target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003421 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003422 }
3423
Geoff Langc1f51be2013-06-11 11:49:14 -04003424 bool wholeBufferCopy = readRect.x == 0 && readRect.width == readRenderTarget11->getWidth() &&
3425 readRect.y == 0 && readRect.height == readRenderTarget11->getHeight() &&
3426 drawRect.x == 0 && drawRect.width == drawRenderTarget->getWidth() &&
3427 drawRect.y == 0 && drawRect.height == drawRenderTarget->getHeight();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003428
Geoff Langc1f51be2013-06-11 11:49:14 -04003429 bool stretchRequired = readRect.width != drawRect.width || readRect.height != drawRect.height;
Geoff Lang758d5b22013-06-11 11:42:50 -04003430
Geoff Langc1f51be2013-06-11 11:49:14 -04003431 if (readRenderTarget11->getActualFormat() == drawRenderTarget->getActualFormat() &&
Geoff Lang685806d2013-06-12 11:16:36 -04003432 !stretchRequired && (!(depthBlit || stencilBlit) || wholeBufferCopy))
Geoff Langc1f51be2013-06-11 11:49:14 -04003433 {
3434 D3D11_BOX readBox;
3435 readBox.left = readRect.x;
3436 readBox.right = readRect.x + readRect.width;
3437 readBox.top = readRect.y;
3438 readBox.bottom = readRect.y + readRect.height;
3439 readBox.front = 0;
3440 readBox.back = 1;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003441
Geoff Langc1f51be2013-06-11 11:49:14 -04003442 // D3D11 needs depth-stencil CopySubresourceRegions to have a NULL pSrcBox
3443 // We also require complete framebuffer copies for depth-stencil blit.
3444 D3D11_BOX *pSrcBox = wholeBufferCopy ? NULL : &readBox;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003445
Geoff Langc1f51be2013-06-11 11:49:14 -04003446 mDeviceContext->CopySubresourceRegion(drawTexture, drawSubresource, drawRect.x, drawRect.y, 0,
3447 readTexture, readSubresource, pSrcBox);
3448 result = true;
3449 }
3450 else
3451 {
3452 gl::Box readArea(readRect.x, readRect.y, 0, readRect.width, readRect.height, 1);
3453 gl::Extents readSize(readRenderTarget->getWidth(), readRenderTarget->getHeight(), 1);
3454
3455 gl::Box drawArea(drawRect.x, drawRect.y, 0, drawRect.width, drawRect.height, 1);
3456 gl::Extents drawSize(drawRenderTarget->getWidth(), drawRenderTarget->getHeight(), 1);
3457
Geoff Lang975af372013-06-12 11:19:22 -04003458 if (depthBlit && stencilBlit)
Geoff Langc1f51be2013-06-11 11:49:14 -04003459 {
Geoff Lang975af372013-06-12 11:19:22 -04003460 result = mBlit->copyDepthStencil(readTexture, readSubresource, readArea, readSize,
3461 drawTexture, drawSubresource, drawArea, drawSize);
3462 }
3463 else if (depthBlit)
3464 {
3465 result = mBlit->copyDepth(readSRV, readArea, readSize, drawDSV, drawArea, drawSize);
3466 }
3467 else if (stencilBlit)
3468 {
3469 result = mBlit->copyStencil(readTexture, readSubresource, readArea, readSize,
3470 drawTexture, drawSubresource, drawArea, drawSize);
Geoff Langc1f51be2013-06-11 11:49:14 -04003471 }
3472 else
3473 {
Geoff Lang685806d2013-06-12 11:16:36 -04003474 GLenum format = gl::GetFormat(drawRenderTarget->getInternalFormat(), getCurrentClientVersion());
Geoff Langc1f51be2013-06-11 11:49:14 -04003475 result = mBlit->copyTexture(readSRV, readArea, readSize, drawRTV, drawArea, drawSize, format, filter);
3476 }
3477 }
3478
3479 SafeRelease(readTexture);
3480 SafeRelease(readSRV);
Geoff Langc1f51be2013-06-11 11:49:14 -04003481
3482 return result;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003483}
3484
shannon.woods@transgaming.comd67f9ce2013-02-28 23:06:09 +00003485ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
3486{
3487 D3D11_TEXTURE2D_DESC textureDesc;
3488 source->GetDesc(&textureDesc);
3489
3490 if (textureDesc.SampleDesc.Count > 1)
3491 {
3492 D3D11_TEXTURE2D_DESC resolveDesc;
3493 resolveDesc.Width = textureDesc.Width;
3494 resolveDesc.Height = textureDesc.Height;
3495 resolveDesc.MipLevels = 1;
3496 resolveDesc.ArraySize = 1;
3497 resolveDesc.Format = textureDesc.Format;
3498 resolveDesc.SampleDesc.Count = 1;
3499 resolveDesc.SampleDesc.Quality = 0;
3500 resolveDesc.Usage = textureDesc.Usage;
3501 resolveDesc.BindFlags = textureDesc.BindFlags;
3502 resolveDesc.CPUAccessFlags = 0;
3503 resolveDesc.MiscFlags = 0;
3504
3505 ID3D11Texture2D *resolveTexture = NULL;
3506 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
3507 if (FAILED(result))
3508 {
3509 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
3510 return NULL;
3511 }
3512
3513 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
3514 return resolveTexture;
3515 }
3516 else
3517 {
3518 source->AddRef();
3519 return source;
3520 }
3521}
3522
shannonwoods@chromium.org6e4f2a62013-05-30 00:15:19 +00003523bool Renderer11::getLUID(LUID *adapterLuid) const
3524{
3525 adapterLuid->HighPart = 0;
3526 adapterLuid->LowPart = 0;
3527
3528 if (!mDxgiAdapter)
3529 {
3530 return false;
3531 }
3532
3533 DXGI_ADAPTER_DESC adapterDesc;
3534 if (FAILED(mDxgiAdapter->GetDesc(&adapterDesc)))
3535 {
3536 return false;
3537 }
3538
3539 *adapterLuid = adapterDesc.AdapterLuid;
3540 return true;
3541}
3542
Geoff Lang61e49a52013-05-29 10:22:58 -04003543Renderer11::MultisampleSupportInfo Renderer11::getMultisampleSupportInfo(DXGI_FORMAT format)
3544{
3545 MultisampleSupportInfo supportInfo = { 0 };
3546
3547 UINT formatSupport;
3548 HRESULT result;
3549
3550 result = mDevice->CheckFormatSupport(format, &formatSupport);
3551 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
3552 {
3553 for (unsigned int i = 1; i <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
3554 {
3555 result = mDevice->CheckMultisampleQualityLevels(format, i, &supportInfo.qualityLevels[i - 1]);
3556 if (SUCCEEDED(result) && supportInfo.qualityLevels[i - 1] > 0)
3557 {
3558 supportInfo.maxSupportedSamples = std::max(supportInfo.maxSupportedSamples, i);
3559 }
3560 else
3561 {
3562 supportInfo.qualityLevels[i - 1] = 0;
3563 }
3564 }
3565 }
3566
3567 return supportInfo;
3568}
3569
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003570}