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daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001//
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00002// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00003// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
8
9#include "common/debug.h"
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000013#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000014#include "libGLESv2/Program.h"
15#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000016#include "libGLESv2/Framebuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000017#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000018#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000019#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +000020#include "libGLESv2/renderer/ShaderExecutable11.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000021#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.coma8aac672012-12-20 21:08:00 +000022#include "libGLESv2/renderer/Image11.h"
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +000023#include "libGLESv2/renderer/VertexBuffer11.h"
daniel@transgaming.com11c2af52012-12-20 21:10:01 +000024#include "libGLESv2/renderer/IndexBuffer11.h"
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000025#include "libGLESv2/renderer/VertexDataManager.h"
26#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +000027#include "libGLESv2/renderer/TextureStorage11.h"
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +000028#include "libGLESv2/renderer/Query11.h"
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +000029#include "libGLESv2/renderer/Fence11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000030
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000031#include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h"
32#include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h"
33#include "libGLESv2/renderer/shaders/compiled/passthroughrgb11ps.h"
34#include "libGLESv2/renderer/shaders/compiled/passthroughlum11ps.h"
35#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha11ps.h"
36
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000037#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
38#include "libGLESv2/renderer/shaders/compiled/clear11ps.h"
39
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +000040#include <sstream>
41
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000042namespace rx
43{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000044static const DXGI_FORMAT RenderTargetFormats[] =
45 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000046 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000047 DXGI_FORMAT_R8G8B8A8_UNORM
48 };
49
50static const DXGI_FORMAT DepthStencilFormats[] =
51 {
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +000052 DXGI_FORMAT_UNKNOWN,
53 DXGI_FORMAT_D24_UNORM_S8_UINT,
54 DXGI_FORMAT_D16_UNORM
daniel@transgaming.com65e65372012-11-28 19:33:50 +000055 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000056
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000057enum
58{
59 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
60};
61
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000062Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
63{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000064 mVertexDataManager = NULL;
65 mIndexDataManager = NULL;
66
daniel@transgaming.comc5114302012-12-20 21:11:36 +000067 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000068 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000069
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000070 mCopyResourcesInitialized = false;
71 mCopyVB = NULL;
72 mCopySampler = NULL;
73 mCopyIL = NULL;
74 mCopyVS = NULL;
75 mCopyRGBAPS = NULL;
76 mCopyRGBPS = NULL;
77 mCopyLumPS = NULL;
78 mCopyLumAlphaPS = NULL;
79
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000080 mClearResourcesInitialized = false;
81 mClearVB = NULL;
82 mClearIL = NULL;
83 mClearVS = NULL;
84 mClearPS = NULL;
85 mClearScissorRS = NULL;
86 mClearNoScissorRS = NULL;
87
daniel@transgaming.combdf787f2013-02-01 03:20:36 +000088 mSyncQuery = NULL;
89
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000090 mD3d11Module = NULL;
91 mDxgiModule = NULL;
92
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000093 mDeviceLost = false;
94
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +000095 mMaxSupportedSamples = 0;
96
daniel@transgaming.com25072f62012-11-28 19:31:32 +000097 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000098 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000099 mDxgiAdapter = NULL;
100 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000101
102 mDriverConstantBufferVS = NULL;
103 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000104
105 mBGRATextureSupport = false;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +0000106
107 mIsGeometryShaderActive = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000108}
109
110Renderer11::~Renderer11()
111{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000112 release();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000113}
114
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000115Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
116{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000117 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000118 return static_cast<rx::Renderer11*>(renderer);
119}
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
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000147 D3D_FEATURE_LEVEL featureLevel[] =
148 {
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
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000154 HRESULT result = D3D11CreateDevice(NULL,
155 D3D_DRIVER_TYPE_HARDWARE,
156 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000157 #if defined(_DEBUG)
158 D3D11_CREATE_DEVICE_DEBUG,
159 #else
160 0,
161 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000162 featureLevel,
163 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000164 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000165 &mDevice,
166 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000167 &mDeviceContext);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000168
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000169 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000170 {
171 ERR("Could not create D3D11 device - aborting!\n");
172 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
173 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000174
175 IDXGIDevice *dxgiDevice = NULL;
176 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
177
178 if (FAILED(result))
179 {
180 ERR("Could not query DXGI device - aborting!\n");
181 return EGL_NOT_INITIALIZED;
182 }
183
184 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
185
186 if (FAILED(result))
187 {
188 ERR("Could not retrieve DXGI adapter - aborting!\n");
189 return EGL_NOT_INITIALIZED;
190 }
191
192 dxgiDevice->Release();
193
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000194 mDxgiAdapter->GetDesc(&mAdapterDescription);
195 memset(mDescription, 0, sizeof(mDescription));
196 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
197
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000198 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
199
200 if (!mDxgiFactory || FAILED(result))
201 {
202 ERR("Could not create DXGI factory - aborting!\n");
203 return EGL_NOT_INITIALIZED;
204 }
205
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000206 unsigned int maxSupportedSamples = 0;
207 unsigned int rtFormatCount = sizeof(RenderTargetFormats) / sizeof(DXGI_FORMAT);
208 unsigned int dsFormatCount = sizeof(DepthStencilFormats) / sizeof(DXGI_FORMAT);
209 for (unsigned int i = 0; i < rtFormatCount + dsFormatCount; ++i)
210 {
211 DXGI_FORMAT format = (i < rtFormatCount) ? RenderTargetFormats[i] : DepthStencilFormats[i - rtFormatCount];
212 if (format != DXGI_FORMAT_UNKNOWN)
213 {
214 UINT formatSupport;
215 result = mDevice->CheckFormatSupport(format, &formatSupport);
216 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
217 {
218 MultisampleSupportInfo supportInfo;
219
220 for (unsigned int j = 1; j <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; j++)
221 {
222 result = mDevice->CheckMultisampleQualityLevels(format, j, &supportInfo.qualityLevels[j - 1]);
223 if (SUCCEEDED(result) && supportInfo.qualityLevels[j - 1] > 0)
224 {
225 maxSupportedSamples = std::max(j, maxSupportedSamples);
226 }
227 else
228 {
229 supportInfo.qualityLevels[j - 1] = 0;
230 }
231 }
232
233 mMultisampleSupportMap.insert(std::make_pair(format, supportInfo));
234 }
235 }
236 }
237 mMaxSupportedSamples = maxSupportedSamples;
238
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000239 initializeDevice();
240
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000241 // BGRA texture support is optional in feature levels 10 and 10_1
242 UINT formatSupport;
243 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
244 if (FAILED(result))
245 {
246 ERR("Error checking BGRA format support: 0x%08X", result);
247 }
248 else
249 {
250 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
251 mBGRATextureSupport = (formatSupport & flags) == flags;
252 }
253
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000254 return EGL_SUCCESS;
255}
256
257// do any one-time device initialization
258// NOTE: this is also needed after a device lost/reset
259// to reset the scene status and ensure the default states are reset.
260void Renderer11::initializeDevice()
261{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000262 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000263 mInputLayoutCache.initialize(mDevice, mDeviceContext);
264
265 ASSERT(!mVertexDataManager && !mIndexDataManager);
266 mVertexDataManager = new VertexDataManager(this);
267 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000268
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000269 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000270}
271
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000272int Renderer11::generateConfigs(ConfigDesc **configDescList)
273{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000274 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
275 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000276 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
277 int numConfigs = 0;
278
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000279 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000280 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000281 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000282 {
283 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
284
285 UINT formatSupport = 0;
286 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000287
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000288 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
289 {
290 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
291
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000292 bool depthStencilFormatOK = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000293
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000294 if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
295 {
296 UINT formatSupport = 0;
297 result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
298 depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
299 }
300
301 if (depthStencilFormatOK)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000302 {
303 ConfigDesc newConfig;
304 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
305 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
306 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
307 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
308
309 (*configDescList)[numConfigs++] = newConfig;
310 }
311 }
312 }
313 }
314
315 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000316}
317
318void Renderer11::deleteConfigs(ConfigDesc *configDescList)
319{
320 delete [] (configDescList);
321}
322
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000323void Renderer11::sync(bool block)
324{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000325 if (block)
326 {
327 HRESULT result;
328
329 if (!mSyncQuery)
330 {
331 D3D11_QUERY_DESC queryDesc;
332 queryDesc.Query = D3D11_QUERY_EVENT;
333 queryDesc.MiscFlags = 0;
334
335 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
336 ASSERT(SUCCEEDED(result));
337 }
338
339 mDeviceContext->End(mSyncQuery);
340 mDeviceContext->Flush();
341
342 do
343 {
344 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
345
346 // Keep polling, but allow other threads to do something useful first
347 Sleep(0);
348
349 if (testDeviceLost(true))
350 {
351 return;
352 }
353 }
354 while (result == S_FALSE);
355 }
356 else
357 {
358 mDeviceContext->Flush();
359 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000360}
361
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000362SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
363{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000364 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000365}
366
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000367void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
368{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000369 if (type == gl::SAMPLER_PIXEL)
370 {
371 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
372 {
373 ERR("Pixel shader sampler index %i is not valid.", index);
374 return;
375 }
376
377 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
378 {
379 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
380
381 if (!dxSamplerState)
382 {
383 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
384 "sampler state for pixel shaders at slot %i.", index);
385 }
386
387 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
388
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000389 mCurPixelSamplerStates[index] = samplerState;
390 }
391
392 mForceSetPixelSamplerStates[index] = false;
393 }
394 else if (type == gl::SAMPLER_VERTEX)
395 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000396 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000397 {
398 ERR("Vertex shader sampler index %i is not valid.", index);
399 return;
400 }
401
402 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
403 {
404 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
405
406 if (!dxSamplerState)
407 {
408 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
409 "sampler state for vertex shaders at slot %i.", index);
410 }
411
412 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
413
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000414 mCurVertexSamplerStates[index] = samplerState;
415 }
416
417 mForceSetVertexSamplerStates[index] = false;
418 }
419 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000420}
421
422void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
423{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000424 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000425 unsigned int serial = 0;
426 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000427
428 if (texture)
429 {
430 TextureStorageInterface *texStorage = texture->getNativeTexture();
431 if (texStorage)
432 {
433 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
434 textureSRV = storage11->getSRV();
435 }
436
437 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
438 // missing the shader resource view
439 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000440
441 serial = texture->getTextureSerial();
442 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000443 }
444
445 if (type == gl::SAMPLER_PIXEL)
446 {
447 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
448 {
449 ERR("Pixel shader sampler index %i is not valid.", index);
450 return;
451 }
452
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000453 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
454 {
455 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
456 }
457
458 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000459 }
460 else if (type == gl::SAMPLER_VERTEX)
461 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000462 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000463 {
464 ERR("Vertex shader sampler index %i is not valid.", index);
465 return;
466 }
467
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000468 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
469 {
470 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
471 }
472
473 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000474 }
475 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000476}
477
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000478void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000479{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000480 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000481 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000482 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
483 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000484 if (!dxRasterState)
485 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000486 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000487 "rasterizer state.");
488 }
489
490 mDeviceContext->RSSetState(dxRasterState);
491
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000492 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000493 }
494
495 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000496}
497
498void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
499 unsigned int sampleMask)
500{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000501 if (mForceSetBlendState ||
502 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
503 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
504 sampleMask != mCurSampleMask)
505 {
506 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
507 if (!dxBlendState)
508 {
509 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
510 "blend state.");
511 }
512
513 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
514 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
515
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000516 mCurBlendState = blendState;
517 mCurBlendColor = blendColor;
518 mCurSampleMask = sampleMask;
519 }
520
521 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000522}
523
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000524void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000525 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000526{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000527 if (mForceSetDepthStencilState ||
528 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
529 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
530 {
531 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
532 stencilRef != stencilBackRef ||
533 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
534 {
535 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
536 "invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000537 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000538 }
539
540 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
541 if (!dxDepthStencilState)
542 {
543 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
544 "setting the default depth stencil state.");
545 }
546
547 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
548
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000549 mCurDepthStencilState = depthStencilState;
550 mCurStencilRef = stencilRef;
551 mCurStencilBackRef = stencilBackRef;
552 }
553
554 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000555}
556
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000557void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000558{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000559 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
560 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000561 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000562 if (enabled)
563 {
564 D3D11_RECT rect;
565 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
566 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
567 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
568 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000569
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000570 mDeviceContext->RSSetScissorRects(1, &rect);
571 }
572
573 if (enabled != mScissorEnabled)
574 {
575 mForceSetRasterState = true;
576 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000577
578 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000579 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000580 }
581
582 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000583}
584
daniel@transgaming.com12985182012-12-20 20:56:31 +0000585bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000586 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000587{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000588 gl::Rectangle actualViewport = viewport;
589 float actualZNear = gl::clamp01(zNear);
590 float actualZFar = gl::clamp01(zFar);
591 if (ignoreViewport)
592 {
593 actualViewport.x = 0;
594 actualViewport.y = 0;
595 actualViewport.width = mRenderTargetDesc.width;
596 actualViewport.height = mRenderTargetDesc.height;
597 actualZNear = 0.0f;
598 actualZFar = 1.0f;
599 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000600
601 D3D11_VIEWPORT dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000602 dxViewport.TopLeftX = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
603 dxViewport.TopLeftY = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
604 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.TopLeftX));
605 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.TopLeftY));
606 dxViewport.MinDepth = actualZNear;
607 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000608
609 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
610 {
611 return false; // Nothing to render
612 }
613
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000614 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
615 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000616
daniel@transgaming.com53670042012-11-28 20:55:51 +0000617 if (viewportChanged)
618 {
619 mDeviceContext->RSSetViewports(1, &dxViewport);
620
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000621 mCurViewport = actualViewport;
622 mCurNear = actualZNear;
623 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000624
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000625 mVertexConstants.halfPixelSize[0] = 0.0f;
626 mVertexConstants.halfPixelSize[1] = 0.0f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000627
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000628 mPixelConstants.coord[0] = actualViewport.width * 0.5f;
629 mPixelConstants.coord[1] = actualViewport.height * 0.5f;
630 mPixelConstants.coord[2] = actualViewport.x + (actualViewport.width * 0.5f);
631 mPixelConstants.coord[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000632
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000633 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
634 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
635 mPixelConstants.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000636
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000637 mVertexConstants.depthRange[0] = actualZNear;
638 mVertexConstants.depthRange[1] = actualZFar;
639 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000640
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000641 mPixelConstants.depthRange[0] = actualZNear;
642 mPixelConstants.depthRange[1] = actualZFar;
643 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000644 }
645
646 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000647 return true;
648}
649
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000650bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
651{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000652 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000653
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000654 switch (mode)
655 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000656 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
657 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000658 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000659 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
660 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
661 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000662 // emulate fans via rewriting index buffer
663 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000664 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000665 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000666 }
667
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000668 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000669
670 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000671}
672
673bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000674{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000675 // Get the color render buffer and serial
676 gl::Renderbuffer *renderbufferObject = NULL;
677 unsigned int renderTargetSerial = 0;
678 if (framebuffer->getColorbufferType() != GL_NONE)
679 {
680 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000681
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000682 if (!renderbufferObject)
683 {
684 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000685 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000686 }
687
688 renderTargetSerial = renderbufferObject->getSerial();
689 }
690
691 // Get the depth stencil render buffer and serials
692 gl::Renderbuffer *depthStencil = NULL;
693 unsigned int depthbufferSerial = 0;
694 unsigned int stencilbufferSerial = 0;
695 if (framebuffer->getDepthbufferType() != GL_NONE)
696 {
697 depthStencil = framebuffer->getDepthbuffer();
698 if (!depthStencil)
699 {
700 ERR("Depth stencil pointer unexpectedly null.");
701 return false;
702 }
703
704 depthbufferSerial = depthStencil->getSerial();
705 }
706 else if (framebuffer->getStencilbufferType() != GL_NONE)
707 {
708 depthStencil = framebuffer->getStencilbuffer();
709 if (!depthStencil)
710 {
711 ERR("Depth stencil pointer unexpectedly null.");
712 return false;
713 }
714
715 stencilbufferSerial = depthStencil->getSerial();
716 }
717
718 // Extract the render target dimensions and view
719 unsigned int renderTargetWidth = 0;
720 unsigned int renderTargetHeight = 0;
721 GLenum renderTargetFormat = 0;
722 ID3D11RenderTargetView* framebufferRTV = NULL;
723 if (renderbufferObject)
724 {
725 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
726 if (!renderTarget)
727 {
728 ERR("render target pointer unexpectedly null.");
729 return false;
730 }
731
732 framebufferRTV = renderTarget->getRenderTargetView();
733 if (!framebufferRTV)
734 {
735 ERR("render target view pointer unexpectedly null.");
736 return false;
737 }
738
739 renderTargetWidth = renderbufferObject->getWidth();
740 renderTargetHeight = renderbufferObject->getHeight();
741 renderTargetFormat = renderbufferObject->getActualFormat();
742 }
743
744 // Extract the depth stencil sizes and view
745 unsigned int depthSize = 0;
746 unsigned int stencilSize = 0;
747 ID3D11DepthStencilView* framebufferDSV = NULL;
748 if (depthStencil)
749 {
750 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
751 if (!depthStencilRenderTarget)
752 {
753 ERR("render target pointer unexpectedly null.");
754 if (framebufferRTV)
755 {
756 framebufferRTV->Release();
757 }
758 return false;
759 }
760
761 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
762 if (!framebufferDSV)
763 {
764 ERR("depth stencil view pointer unexpectedly null.");
765 if (framebufferRTV)
766 {
767 framebufferRTV->Release();
768 }
769 return false;
770 }
771
772 // If there is no render buffer, the width, height and format values come from
773 // the depth stencil
774 if (!renderbufferObject)
775 {
776 renderTargetWidth = depthStencil->getWidth();
777 renderTargetHeight = depthStencil->getHeight();
778 renderTargetFormat = depthStencil->getActualFormat();
779 }
780
781 depthSize = depthStencil->getDepthSize();
782 stencilSize = depthStencil->getStencilSize();
783 }
784
785 // Apply the render target and depth stencil
786 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
787 renderTargetSerial != mAppliedRenderTargetSerial ||
788 depthbufferSerial != mAppliedDepthbufferSerial ||
789 stencilbufferSerial != mAppliedStencilbufferSerial)
790 {
791 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
792
793 mRenderTargetDesc.width = renderTargetWidth;
794 mRenderTargetDesc.height = renderTargetHeight;
795 mRenderTargetDesc.format = renderTargetFormat;
796 mForceSetViewport = true; // TODO: It may not be required to clamp the viewport in D3D11
797 mForceSetScissor = true; // TODO: It may not be required to clamp the scissor in D3D11
798
799 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
800 {
801 mCurDepthSize = depthSize;
802 mForceSetRasterState = true;
803 }
804
805 mCurStencilSize = stencilSize;
806
807 mAppliedRenderTargetSerial = renderTargetSerial;
808 mAppliedDepthbufferSerial = depthbufferSerial;
809 mAppliedStencilbufferSerial = stencilbufferSerial;
810 mRenderTargetDescInitialized = true;
811 mDepthStencilInitialized = true;
812 }
813
814 if (framebufferRTV)
815 {
816 framebufferRTV->Release();
817 }
818 if (framebufferDSV)
819 {
820 framebufferDSV->Release();
821 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000822
823 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000824}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000825
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000826GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000827{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000828 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
829 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
830 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000831 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000832 return err;
833 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000834
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000835 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000836}
837
daniel@transgaming.com31240482012-11-28 21:06:41 +0000838GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000839{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000840 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000841
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000842 if (err == GL_NO_ERROR)
843 {
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000844 if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000845 {
846 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
847
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000848 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000849 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000850 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000851 }
852 }
853
854 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000855}
856
857void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
858{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000859 if (mode == GL_LINE_LOOP)
860 {
861 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
862 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000863 else if (mode == GL_TRIANGLE_FAN)
864 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000865 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000866 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000867 else if (instances > 0)
868 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000869 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000870 }
871 else
872 {
873 mDeviceContext->Draw(count, 0);
874 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000875}
876
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000877void 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 +0000878{
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000879 if (mode == GL_LINE_LOOP)
880 {
881 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
882 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000883 else if (mode == GL_TRIANGLE_FAN)
884 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000885 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
886 }
887 else if (instances > 0)
888 {
889 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000890 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000891 else
892 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +0000893 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000894 }
895}
896
897void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
898{
899 // Get the raw indices for an indexed draw
900 if (type != GL_NONE && elementArrayBuffer)
901 {
902 gl::Buffer *indexBuffer = elementArrayBuffer;
903 intptr_t offset = reinterpret_cast<intptr_t>(indices);
904 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
905 }
906
907 if (!mLineLoopIB)
908 {
909 mLineLoopIB = new StreamingIndexBufferInterface(this);
910 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
911 {
912 delete mLineLoopIB;
913 mLineLoopIB = NULL;
914
915 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000916 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000917 }
918 }
919
920 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
921 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
922 {
923 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000924 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000925 }
926
927 void* mappedMemory = NULL;
928 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
929 if (offset == -1 || mappedMemory == NULL)
930 {
931 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000932 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000933 }
934
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000935 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000936 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000937
938 switch (type)
939 {
940 case GL_NONE: // Non-indexed draw
941 for (int i = 0; i < count; i++)
942 {
943 data[i] = i;
944 }
945 data[count] = 0;
946 break;
947 case GL_UNSIGNED_BYTE:
948 for (int i = 0; i < count; i++)
949 {
950 data[i] = static_cast<const GLubyte*>(indices)[i];
951 }
952 data[count] = static_cast<const GLubyte*>(indices)[0];
953 break;
954 case GL_UNSIGNED_SHORT:
955 for (int i = 0; i < count; i++)
956 {
957 data[i] = static_cast<const GLushort*>(indices)[i];
958 }
959 data[count] = static_cast<const GLushort*>(indices)[0];
960 break;
961 case GL_UNSIGNED_INT:
962 for (int i = 0; i < count; i++)
963 {
964 data[i] = static_cast<const GLuint*>(indices)[i];
965 }
966 data[count] = static_cast<const GLuint*>(indices)[0];
967 break;
968 default: UNREACHABLE();
969 }
970
971 if (!mLineLoopIB->unmapBuffer())
972 {
973 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000974 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000975 }
976
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000977 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000978 {
979 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
980
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000981 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000982 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000983 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000984 }
985
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000986 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000987}
988
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000989void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000990{
991 // Get the raw indices for an indexed draw
992 if (type != GL_NONE && elementArrayBuffer)
993 {
994 gl::Buffer *indexBuffer = elementArrayBuffer;
995 intptr_t offset = reinterpret_cast<intptr_t>(indices);
996 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
997 }
998
999 if (!mTriangleFanIB)
1000 {
1001 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1002 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1003 {
1004 delete mTriangleFanIB;
1005 mTriangleFanIB = NULL;
1006
1007 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001008 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001009 }
1010 }
1011
1012 const int numTris = count - 2;
1013 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
1014 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1015 {
1016 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001017 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001018 }
1019
1020 void* mappedMemory = NULL;
1021 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
1022 if (offset == -1 || mappedMemory == NULL)
1023 {
1024 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001025 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001026 }
1027
1028 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1029 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
1030
1031 switch (type)
1032 {
1033 case GL_NONE: // Non-indexed draw
1034 for (int i = 0; i < numTris; i++)
1035 {
1036 data[i*3 + 0] = 0;
1037 data[i*3 + 1] = i + 1;
1038 data[i*3 + 2] = i + 2;
1039 }
1040 break;
1041 case GL_UNSIGNED_BYTE:
1042 for (int i = 0; i < numTris; i++)
1043 {
1044 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1045 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1046 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1047 }
1048 break;
1049 case GL_UNSIGNED_SHORT:
1050 for (int i = 0; i < numTris; i++)
1051 {
1052 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1053 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1054 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1055 }
1056 break;
1057 case GL_UNSIGNED_INT:
1058 for (int i = 0; i < numTris; i++)
1059 {
1060 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1061 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1062 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1063 }
1064 break;
1065 default: UNREACHABLE();
1066 }
1067
1068 if (!mTriangleFanIB->unmapBuffer())
1069 {
1070 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001071 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001072 }
1073
1074 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1075 {
1076 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1077
1078 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1079 mAppliedIBSerial = mTriangleFanIB->getSerial();
1080 mAppliedIBOffset = indexBufferOffset;
1081 }
1082
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001083 if (instances > 0)
1084 {
1085 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1086 }
1087 else
1088 {
1089 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1090 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001091}
1092
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001093void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1094{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001095 unsigned int programBinarySerial = programBinary->getSerial();
1096 if (programBinarySerial != mAppliedProgramBinarySerial)
1097 {
1098 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1099 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001100
daniel@transgaming.come4991412012-12-20 20:55:34 +00001101 ID3D11VertexShader *vertexShader = NULL;
1102 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001103
daniel@transgaming.come4991412012-12-20 20:55:34 +00001104 ID3D11PixelShader *pixelShader = NULL;
1105 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001106
daniel@transgaming.come4991412012-12-20 20:55:34 +00001107 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1108 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001109
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001110 programBinary->dirtyAllUniforms();
1111
1112 mAppliedProgramBinarySerial = programBinarySerial;
1113 }
1114
1115 // Only use the geometry shader currently for point sprite drawing
1116 const bool usesGeometryShader = programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode;
1117
1118 if (programBinarySerial != mAppliedProgramBinarySerial || usesGeometryShader != mIsGeometryShaderActive)
1119 {
1120 if (usesGeometryShader)
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001121 {
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001122 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
1123 ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001124 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1125 }
1126 else
1127 {
1128 mDeviceContext->GSSetShader(NULL, NULL, 0);
1129 }
1130
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001131 mIsGeometryShaderActive = usesGeometryShader;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001132 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001133}
1134
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001135void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001136{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001137 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1138 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001139
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001140 unsigned int totalRegisterCountVS = 0;
1141 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001142
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001143 bool vertexUniformsDirty = false;
1144 bool pixelUniformsDirty = false;
1145
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001146 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1147 {
1148 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001149
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001150 if (uniform->vsRegisterIndex >= 0)
1151 {
1152 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001153 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001154 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001155
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001156 if (uniform->psRegisterIndex >= 0)
1157 {
1158 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001159 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001160 }
1161 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001162
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001163 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1164 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1165
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001166 void *mapVS = (totalRegisterCountVS > 0 && vertexUniformsDirty) ? new float[4 * totalRegisterCountVS] : NULL;
1167 void *mapPS = (totalRegisterCountPS > 0 && pixelUniformsDirty) ? new float[4 * totalRegisterCountPS] : NULL;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001168
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001169 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001170 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001171 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001172
1173 switch (uniform->type)
1174 {
daniel@transgaming.comda8d3802012-12-20 21:12:55 +00001175 case GL_SAMPLER_2D:
1176 case GL_SAMPLER_CUBE:
1177 break;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001178 case GL_FLOAT:
1179 case GL_FLOAT_VEC2:
1180 case GL_FLOAT_VEC3:
1181 case GL_FLOAT_VEC4:
1182 case GL_FLOAT_MAT2:
1183 case GL_FLOAT_MAT3:
1184 case GL_FLOAT_MAT4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001185 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001186 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001187 GLfloat (*c)[4] = (GLfloat(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001188 float (*f)[4] = (float(*)[4])uniform->data;
1189
1190 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001191 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001192 c[uniform->vsRegisterIndex + i][0] = f[i][0];
1193 c[uniform->vsRegisterIndex + i][1] = f[i][1];
1194 c[uniform->vsRegisterIndex + i][2] = f[i][2];
1195 c[uniform->vsRegisterIndex + i][3] = f[i][3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001196 }
1197 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001198 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001199 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001200 GLfloat (*c)[4] = (GLfloat(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001201 float (*f)[4] = (float(*)[4])uniform->data;
1202
1203 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001204 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001205 c[uniform->psRegisterIndex + i][0] = f[i][0];
1206 c[uniform->psRegisterIndex + i][1] = f[i][1];
1207 c[uniform->psRegisterIndex + i][2] = f[i][2];
1208 c[uniform->psRegisterIndex + i][3] = f[i][3];
1209 }
1210 }
1211 break;
1212 case GL_INT:
1213 case GL_INT_VEC2:
1214 case GL_INT_VEC3:
1215 case GL_INT_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001216 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001217 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001218 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001219 GLint *x = (GLint*)uniform->data;
1220 int count = gl::VariableColumnCount(uniform->type);
1221
1222 for (unsigned int i = 0; i < uniform->registerCount; i++)
1223 {
1224 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = x[i * count + 0];
1225 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = x[i * count + 1];
1226 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = x[i * count + 2];
1227 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = x[i * count + 3];
1228 }
1229 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001230 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001231 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001232 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001233 GLint *x = (GLint*)uniform->data;
1234 int count = gl::VariableColumnCount(uniform->type);
1235
1236 for (unsigned int i = 0; i < uniform->registerCount; i++)
1237 {
1238 if (count >= 1) c[uniform->psRegisterIndex + i][0] = x[i * count + 0];
1239 if (count >= 2) c[uniform->psRegisterIndex + i][1] = x[i * count + 1];
1240 if (count >= 3) c[uniform->psRegisterIndex + i][2] = x[i * count + 2];
1241 if (count >= 4) c[uniform->psRegisterIndex + i][3] = x[i * count + 3];
1242 }
1243 }
1244 break;
1245 case GL_BOOL:
1246 case GL_BOOL_VEC2:
1247 case GL_BOOL_VEC3:
1248 case GL_BOOL_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001249 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001250 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001251 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001252 GLboolean *b = (GLboolean*)uniform->data;
1253 int count = gl::VariableColumnCount(uniform->type);
1254
1255 for (unsigned int i = 0; i < uniform->registerCount; i++)
1256 {
1257 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = b[i * count + 0];
1258 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = b[i * count + 1];
1259 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = b[i * count + 2];
1260 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = b[i * count + 3];
1261 }
1262 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001263 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001264 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001265 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001266 GLboolean *b = (GLboolean*)uniform->data;
1267 int count = gl::VariableColumnCount(uniform->type);
1268
1269 for (unsigned int i = 0; i < uniform->registerCount; i++)
1270 {
1271 if (count >= 1) c[uniform->psRegisterIndex + i][0] = b[i * count + 0];
1272 if (count >= 2) c[uniform->psRegisterIndex + i][1] = b[i * count + 1];
1273 if (count >= 3) c[uniform->psRegisterIndex + i][2] = b[i * count + 2];
1274 if (count >= 4) c[uniform->psRegisterIndex + i][3] = b[i * count + 3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001275 }
1276 }
1277 break;
1278 default:
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001279 UNREACHABLE();
1280 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001281
1282 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001283 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001284
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001285 if (vertexConstantBuffer && mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001286 {
1287 mDeviceContext->UpdateSubresource(vertexConstantBuffer, 0, NULL, mapVS, 0, 0);
1288 }
1289
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001290 if (pixelConstantBuffer && mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001291 {
1292 mDeviceContext->UpdateSubresource(pixelConstantBuffer, 0, NULL, mapPS, 0, 0);
1293 }
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001294
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001295 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1296 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001297
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001298 delete[] mapVS;
1299 delete[] mapPS;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001300
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001301 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001302 if (!mDriverConstantBufferVS)
1303 {
1304 D3D11_BUFFER_DESC constantBufferDescription = {0};
1305 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1306 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1307 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1308 constantBufferDescription.CPUAccessFlags = 0;
1309 constantBufferDescription.MiscFlags = 0;
1310 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001311
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001312 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001313 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001314
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001315 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1316 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001317
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001318 if (!mDriverConstantBufferPS)
1319 {
1320 D3D11_BUFFER_DESC constantBufferDescription = {0};
1321 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1322 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1323 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1324 constantBufferDescription.CPUAccessFlags = 0;
1325 constantBufferDescription.MiscFlags = 0;
1326 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001327
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001328 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001329 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001330
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001331 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1332 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001333
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001334 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1335 {
1336 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1337 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1338 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001339
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001340 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1341 {
1342 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1343 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1344 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001345
1346 // needed for the point sprite geometry shader
1347 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001348}
1349
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001350void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001351{
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001352 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1353 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1354 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1355 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001356
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001357 unsigned int stencilUnmasked = 0x0;
1358 if (frameBuffer->hasStencil())
1359 {
1360 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1361 stencilUnmasked = (0x1 << stencilSize) - 1;
1362 }
1363 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1364 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001365
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001366 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1367 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1368 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001369
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001370 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1371 {
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001372 maskedClear(clearParams);
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001373 }
1374 else
1375 {
1376 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1377 {
1378 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
1379 if (renderbufferObject)
1380 {
1381 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1382 if (!renderTarget)
1383 {
1384 ERR("render target pointer unexpectedly null.");
1385 return;
1386 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001387
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001388 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1389 if (!framebufferRTV)
1390 {
1391 ERR("render target view pointer unexpectedly null.");
1392 return;
1393 }
1394
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001395 const float clearValues[4] = { clearParams.colorClearValue.red,
1396 clearParams.colorClearValue.green,
1397 clearParams.colorClearValue.blue,
1398 clearParams.colorClearValue.alpha };
1399 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001400
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001401 framebufferRTV->Release();
1402 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001403 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001404 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001405 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001406 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1407 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001408 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001409 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1410 if (!renderTarget)
1411 {
1412 ERR("render target pointer unexpectedly null.");
1413 return;
1414 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001415
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001416 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1417 if (!framebufferDSV)
1418 {
1419 ERR("depth stencil view pointer unexpectedly null.");
1420 return;
1421 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001422
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001423 UINT clearFlags = 0;
1424 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1425 {
1426 clearFlags |= D3D11_CLEAR_DEPTH;
1427 }
1428 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1429 {
1430 clearFlags |= D3D11_CLEAR_STENCIL;
1431 }
1432
1433 float depthClear = clearParams.depthClearValue;
1434 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1435
1436 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001437
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001438 framebufferDSV->Release();
1439 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001440 }
1441 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001442}
1443
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001444void Renderer11::maskedClear(const gl::ClearParameters &clearParams)
1445{
1446 HRESULT result;
1447
1448 if (!mClearResourcesInitialized)
1449 {
1450 ASSERT(!mClearVB && !mClearVS && !mClearPS && !mClearScissorRS && !mClearNoScissorRS);
1451
1452 D3D11_BUFFER_DESC vbDesc;
1453 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1454 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1455 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1456 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1457 vbDesc.MiscFlags = 0;
1458 vbDesc.StructureByteStride = 0;
1459
1460 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1461 ASSERT(SUCCEEDED(result));
1462 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1463
1464 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1465 {
1466 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1467 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1468 };
1469
1470 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1471 ASSERT(SUCCEEDED(result));
1472 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1473
1474 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1475 ASSERT(SUCCEEDED(result));
1476 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1477
1478 result = mDevice->CreatePixelShader(g_PS_Clear, sizeof(g_PS_Clear), NULL, &mClearPS);
1479 ASSERT(SUCCEEDED(result));
1480 d3d11::SetDebugName(mClearPS, "Renderer11 masked clear pixel shader");
1481
1482 D3D11_RASTERIZER_DESC rsScissorDesc;
1483 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1484 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1485 rsScissorDesc.FrontCounterClockwise = FALSE;
1486 rsScissorDesc.DepthBias = 0;
1487 rsScissorDesc.DepthBiasClamp = 0.0f;
1488 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1489 rsScissorDesc.DepthClipEnable = FALSE;
1490 rsScissorDesc.ScissorEnable = TRUE;
1491 rsScissorDesc.MultisampleEnable = FALSE;
1492 rsScissorDesc.AntialiasedLineEnable = FALSE;
1493
1494 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1495 ASSERT(SUCCEEDED(result));
1496 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1497
1498 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1499 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1500 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1501 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1502 rsNoScissorDesc.DepthBias = 0;
1503 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1504 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1505 rsNoScissorDesc.DepthClipEnable = FALSE;
1506 rsNoScissorDesc.ScissorEnable = FALSE;
1507 rsNoScissorDesc.MultisampleEnable = FALSE;
1508 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1509
1510 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1511 ASSERT(SUCCEEDED(result));
1512 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1513
1514 mClearResourcesInitialized = true;
1515 }
1516
1517 // Prepare the depth stencil state to write depth values if the depth should be cleared
1518 // and stencil values if the stencil should be cleared
1519 gl::DepthStencilState glDSState;
1520 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1521 glDSState.depthFunc = GL_ALWAYS;
1522 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1523 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1524 glDSState.stencilFunc = GL_ALWAYS;
1525 glDSState.stencilMask = 0;
1526 glDSState.stencilFail = GL_REPLACE;
1527 glDSState.stencilPassDepthFail = GL_REPLACE;
1528 glDSState.stencilPassDepthPass = GL_REPLACE;
1529 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1530 glDSState.stencilBackFunc = GL_ALWAYS;
1531 glDSState.stencilBackMask = 0;
1532 glDSState.stencilBackFail = GL_REPLACE;
1533 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1534 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1535 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1536
1537 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1538
1539 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1540
1541 // Prepare the blend state to use a write mask if the color buffer should be cleared
1542 gl::BlendState glBlendState;
1543 glBlendState.blend = false;
1544 glBlendState.sourceBlendRGB = GL_ONE;
1545 glBlendState.destBlendRGB = GL_ZERO;
1546 glBlendState.sourceBlendAlpha = GL_ONE;
1547 glBlendState.destBlendAlpha = GL_ZERO;
1548 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1549 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1550 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1551 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1552 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1553 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1554 glBlendState.sampleAlphaToCoverage = false;
1555 glBlendState.dither = false;
1556
1557 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1558 static const UINT sampleMask = 0xFFFFFFFF;
1559
1560 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1561
1562 // Set the vertices
1563 D3D11_MAPPED_SUBRESOURCE mappedResource;
1564 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1565 if (FAILED(result))
1566 {
1567 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1568 return;
1569 }
1570
1571 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1572
1573 float depthClear = gl::clamp01(clearParams.depthClearValue);
1574 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1575 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1576 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1577 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1578
1579 mDeviceContext->Unmap(mClearVB, 0);
1580
1581 // Apply state
1582 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1583 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1584 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1585
1586 // Apply shaders
1587 mDeviceContext->IASetInputLayout(mClearIL);
1588 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
1589 mDeviceContext->PSSetShader(mClearPS, NULL, 0);
1590
1591 // Apply vertex buffer
1592 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1593 static UINT startIdx = 0;
1594 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1595 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1596
1597 // Draw the clear quad
1598 mDeviceContext->Draw(4, 0);
1599
1600 // Clean up
1601 markAllStateDirty();
1602}
1603
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001604void Renderer11::markAllStateDirty()
1605{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001606 mAppliedRenderTargetSerial = 0;
1607 mAppliedDepthbufferSerial = 0;
1608 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001609 mDepthStencilInitialized = false;
1610 mRenderTargetDescInitialized = false;
1611
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001612 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001613 {
1614 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001615 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001616 }
1617 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1618 {
1619 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001620 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001621 }
1622
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001623 mForceSetBlendState = true;
1624 mForceSetRasterState = true;
1625 mForceSetDepthStencilState = true;
1626 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001627 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001628
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001629 mAppliedIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001630 mAppliedIBOffset = 0;
1631
daniel@transgaming.come4991412012-12-20 20:55:34 +00001632 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001633 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1634 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001635}
1636
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001637void Renderer11::releaseDeviceResources()
1638{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001639 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001640 mInputLayoutCache.clear();
1641
1642 delete mVertexDataManager;
1643 mVertexDataManager = NULL;
1644
1645 delete mIndexDataManager;
1646 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001647
1648 delete mLineLoopIB;
1649 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001650
1651 delete mTriangleFanIB;
1652 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001653
1654 if (mCopyVB)
1655 {
1656 mCopyVB->Release();
1657 mCopyVB = NULL;
1658 }
1659
1660 if (mCopySampler)
1661 {
1662 mCopySampler->Release();
1663 mCopySampler = NULL;
1664 }
1665
1666 if (mCopyIL)
1667 {
1668 mCopyIL->Release();
1669 mCopyIL = NULL;
1670 }
1671
1672 if (mCopyVS)
1673 {
1674 mCopyVS->Release();
1675 mCopyVS = NULL;
1676 }
1677
1678 if (mCopyRGBAPS)
1679 {
1680 mCopyRGBAPS->Release();
1681 mCopyRGBAPS = NULL;
1682 }
1683
1684 if (mCopyRGBPS)
1685 {
1686 mCopyRGBPS->Release();
1687 mCopyRGBPS = NULL;
1688 }
1689
1690 if (mCopyLumPS)
1691 {
1692 mCopyLumPS->Release();
1693 mCopyLumPS = NULL;
1694 }
1695
1696 if (mCopyLumAlphaPS)
1697 {
1698 mCopyLumAlphaPS->Release();
1699 mCopyLumAlphaPS = NULL;
1700 }
1701
1702 mCopyResourcesInitialized = false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001703
1704 if (mClearVB)
1705 {
1706 mClearVB->Release();
1707 mClearVB = NULL;
1708 }
1709
1710 if (mClearIL)
1711 {
1712 mClearIL->Release();
1713 mClearIL = NULL;
1714 }
1715
1716 if (mClearVS)
1717 {
1718 mClearVS->Release();
1719 mClearVS = NULL;
1720 }
1721
1722 if (mClearPS)
1723 {
1724 mClearPS->Release();
1725 mClearPS = NULL;
1726 }
1727
1728 if (mClearScissorRS)
1729 {
1730 mClearScissorRS->Release();
1731 mClearScissorRS = NULL;
1732 }
1733
1734 if (mClearNoScissorRS)
1735 {
1736 mClearNoScissorRS->Release();
1737 mClearNoScissorRS = NULL;
1738 }
1739
1740 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001741
1742 if (mDriverConstantBufferVS)
1743 {
1744 mDriverConstantBufferVS->Release();
1745 mDriverConstantBufferVS = NULL;
1746 }
1747
1748 if (mDriverConstantBufferPS)
1749 {
1750 mDriverConstantBufferPS->Release();
1751 mDriverConstantBufferPS = NULL;
1752 }
daniel@transgaming.combdf787f2013-02-01 03:20:36 +00001753
1754 if (mSyncQuery)
1755 {
1756 mSyncQuery->Release();
1757 mSyncQuery = NULL;
1758 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001759}
1760
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001761void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001762{
1763 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001764 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001765}
1766
1767bool Renderer11::isDeviceLost()
1768{
1769 return mDeviceLost;
1770}
1771
1772// set notify to true to broadcast a message to all contexts of the device loss
1773bool Renderer11::testDeviceLost(bool notify)
1774{
1775 bool isLost = false;
1776
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001777 // GetRemovedReason is used to test if the device is removed
1778 HRESULT result = mDevice->GetDeviceRemovedReason();
1779 isLost = d3d11::isDeviceLostError(result);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001780
1781 if (isLost)
1782 {
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001783 // Log error if this is a new device lost event
1784 if (mDeviceLost == false)
1785 {
1786 ERR("The D3D11 device was removed: 0x%08X", result);
1787 }
1788
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001789 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001790 // we'll probably get this done again by notifyDeviceLost
1791 // but best to remember it!
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001792 // Note that we don't want to clear the device loss status here
1793 // -- this needs to be done by resetDevice
1794 mDeviceLost = true;
1795 if (notify)
1796 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001797 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001798 }
1799 }
1800
1801 return isLost;
1802}
1803
1804bool Renderer11::testDeviceResettable()
1805{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001806 // determine if the device is resettable by creating a dummy device
1807 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001808
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001809 if (D3D11CreateDevice == NULL)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001810 {
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001811 return false;
1812 }
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001813
1814 D3D_FEATURE_LEVEL featureLevel[] =
1815 {
1816 D3D_FEATURE_LEVEL_11_0,
1817 D3D_FEATURE_LEVEL_10_1,
1818 D3D_FEATURE_LEVEL_10_0,
1819 };
1820
1821 ID3D11Device* dummyDevice;
1822 D3D_FEATURE_LEVEL dummyFeatureLevel;
1823 ID3D11DeviceContext* dummyContext;
1824
1825 HRESULT result = D3D11CreateDevice(NULL,
1826 D3D_DRIVER_TYPE_HARDWARE,
1827 NULL,
1828 #if defined(_DEBUG)
1829 D3D11_CREATE_DEVICE_DEBUG,
1830 #else
1831 0,
1832 #endif
1833 featureLevel,
1834 sizeof(featureLevel)/sizeof(featureLevel[0]),
1835 D3D11_SDK_VERSION,
1836 &dummyDevice,
1837 &dummyFeatureLevel,
1838 &dummyContext);
1839
1840 if (!mDevice || FAILED(result))
1841 {
1842 return false;
1843 }
1844
1845 dummyContext->Release();
1846 dummyDevice->Release();
1847
1848 return true;
1849}
1850
1851void Renderer11::release()
1852{
1853 releaseDeviceResources();
1854
1855 if (mDxgiFactory)
1856 {
1857 mDxgiFactory->Release();
1858 mDxgiFactory = NULL;
1859 }
1860
1861 if (mDxgiAdapter)
1862 {
1863 mDxgiAdapter->Release();
1864 mDxgiAdapter = NULL;
1865 }
1866
1867 if (mDeviceContext)
1868 {
1869 mDeviceContext->ClearState();
1870 mDeviceContext->Flush();
1871 mDeviceContext->Release();
1872 mDeviceContext = NULL;
1873 }
1874
1875 if (mDevice)
1876 {
1877 mDevice->Release();
1878 mDevice = NULL;
1879 }
1880
1881 if (mD3d11Module)
1882 {
1883 FreeLibrary(mD3d11Module);
1884 mD3d11Module = NULL;
1885 }
1886
1887 if (mDxgiModule)
1888 {
1889 FreeLibrary(mDxgiModule);
1890 mDxgiModule = NULL;
1891 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001892}
1893
1894bool Renderer11::resetDevice()
1895{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001896 // recreate everything
1897 release();
1898 EGLint result = initialize();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001899
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001900 if (result != EGL_SUCCESS)
1901 {
1902 ERR("Could not reinitialize D3D11 device: %08X", result);
1903 return false;
1904 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001905
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001906 mDeviceLost = false;
1907
1908 return true;
1909}
1910
1911DWORD Renderer11::getAdapterVendor() const
1912{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001913 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001914}
1915
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001916std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001917{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001918 std::ostringstream rendererString;
1919
1920 rendererString << mDescription;
1921 rendererString << " Direct3D11";
1922
1923 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1924 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1925
1926 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001927}
1928
1929GUID Renderer11::getAdapterIdentifier() const
1930{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00001931 // Use the adapter LUID as our adapter ID
1932 // This number is local to a machine is only guaranteed to be unique between restarts
1933 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
1934 GUID adapterId = {0};
1935 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
1936 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001937}
1938
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00001939bool Renderer11::getBGRATextureSupport() const
1940{
1941 return mBGRATextureSupport;
1942}
1943
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001944bool Renderer11::getDXT1TextureSupport()
1945{
1946 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001947 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001948 return false;
1949}
1950
1951bool Renderer11::getDXT3TextureSupport()
1952{
1953 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001954 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001955 return false;
1956}
1957
1958bool Renderer11::getDXT5TextureSupport()
1959{
1960 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001961 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001962 return false;
1963}
1964
1965bool Renderer11::getDepthTextureSupport() const
1966{
1967 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001968 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001969 return false;
1970}
1971
1972bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
1973{
1974 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001975 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001976
1977 *filtering = false;
1978 *renderable = false;
1979 return false;
1980}
1981
1982bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
1983{
1984 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001985 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001986
1987 *filtering = false;
1988 *renderable = false;
1989 return false;
1990}
1991
1992bool Renderer11::getLuminanceTextureSupport()
1993{
1994 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001995 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001996 return false;
1997}
1998
1999bool Renderer11::getLuminanceAlphaTextureSupport()
2000{
2001 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002002 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002003 return false;
2004}
2005
2006bool Renderer11::getTextureFilterAnisotropySupport() const
2007{
2008 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002009 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002010 return false;
2011}
2012
2013float Renderer11::getTextureMaxAnisotropy() const
2014{
2015 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002016 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002017 return 1.0f;
2018}
2019
2020bool Renderer11::getEventQuerySupport()
2021{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002022 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002023}
2024
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002025unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002026{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002027 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2028 switch (mFeatureLevel)
2029 {
2030 case D3D_FEATURE_LEVEL_11_0:
2031 case D3D_FEATURE_LEVEL_10_1:
2032 case D3D_FEATURE_LEVEL_10_0:
2033 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
2034 default: UNREACHABLE();
2035 return 0;
2036 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002037}
2038
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002039unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
2040{
2041 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2042}
2043
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002044int Renderer11::getMaxVertexUniformVectors() const
2045{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002046 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2047 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2048 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002049}
2050
2051int Renderer11::getMaxFragmentUniformVectors() const
2052{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002053 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2054 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2055 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002056}
2057
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002058int Renderer11::getMaxVaryingVectors() const
2059{
2060 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
2061 switch (mFeatureLevel)
2062 {
2063 case D3D_FEATURE_LEVEL_11_0:
2064 return D3D11_VS_OUTPUT_REGISTER_COUNT;
2065 case D3D_FEATURE_LEVEL_10_1:
2066 case D3D_FEATURE_LEVEL_10_0:
2067 return D3D10_VS_OUTPUT_REGISTER_COUNT;
2068 default: UNREACHABLE();
2069 return 0;
2070 }
2071}
2072
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002073bool Renderer11::getNonPower2TextureSupport() const
2074{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00002075 switch (mFeatureLevel)
2076 {
2077 case D3D_FEATURE_LEVEL_11_0:
2078 case D3D_FEATURE_LEVEL_10_1:
2079 case D3D_FEATURE_LEVEL_10_0:
2080 return true;
2081 default: UNREACHABLE();
2082 return false;
2083 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002084}
2085
2086bool Renderer11::getOcclusionQuerySupport() const
2087{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002088 switch (mFeatureLevel)
2089 {
2090 case D3D_FEATURE_LEVEL_11_0:
2091 case D3D_FEATURE_LEVEL_10_1:
2092 case D3D_FEATURE_LEVEL_10_0:
2093 return true;
2094 default: UNREACHABLE();
2095 return false;
2096 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002097}
2098
2099bool Renderer11::getInstancingSupport() const
2100{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002101 switch (mFeatureLevel)
2102 {
2103 case D3D_FEATURE_LEVEL_11_0:
2104 case D3D_FEATURE_LEVEL_10_1:
2105 case D3D_FEATURE_LEVEL_10_0:
2106 return true;
2107 default: UNREACHABLE();
2108 return false;
2109 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002110}
2111
2112bool Renderer11::getShareHandleSupport() const
2113{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002114 // We only currently support share handles with BGRA surfaces, because
2115 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002116 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002117 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002118}
2119
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002120bool Renderer11::getDerivativeInstructionSupport() const
2121{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002122 switch (mFeatureLevel)
2123 {
2124 case D3D_FEATURE_LEVEL_11_0:
2125 case D3D_FEATURE_LEVEL_10_1:
2126 case D3D_FEATURE_LEVEL_10_0:
2127 return true;
2128 default: UNREACHABLE();
2129 return false;
2130 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002131}
2132
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002133int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002134{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002135 switch (mFeatureLevel)
2136 {
2137 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002138 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002139 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2140 default: UNREACHABLE(); return 0;
2141 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002142}
2143
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002144int Renderer11::getMinorShaderModel() const
2145{
2146 switch (mFeatureLevel)
2147 {
2148 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2149 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2150 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2151 default: UNREACHABLE(); return 0;
2152 }
2153}
2154
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002155float Renderer11::getMaxPointSize() const
2156{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002157 // choose a reasonable maximum. we enforce this in the shader.
2158 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2159 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002160}
2161
2162int Renderer11::getMaxTextureWidth() const
2163{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002164 switch (mFeatureLevel)
2165 {
2166 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2167 case D3D_FEATURE_LEVEL_10_1:
2168 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2169 default: UNREACHABLE(); return 0;
2170 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002171}
2172
2173int Renderer11::getMaxTextureHeight() const
2174{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002175 switch (mFeatureLevel)
2176 {
2177 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2178 case D3D_FEATURE_LEVEL_10_1:
2179 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2180 default: UNREACHABLE(); return 0;
2181 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002182}
2183
2184bool Renderer11::get32BitIndexSupport() const
2185{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002186 switch (mFeatureLevel)
2187 {
2188 case D3D_FEATURE_LEVEL_11_0:
2189 case D3D_FEATURE_LEVEL_10_1:
2190 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2191 default: UNREACHABLE(); return false;
2192 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002193}
2194
2195int Renderer11::getMinSwapInterval() const
2196{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002197 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002198}
2199
2200int Renderer11::getMaxSwapInterval() const
2201{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002202 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002203}
2204
2205int Renderer11::getMaxSupportedSamples() const
2206{
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +00002207 return mMaxSupportedSamples;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002208}
2209
shannon.woods@transgaming.com88fbd0f2013-02-28 23:05:46 +00002210int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
2211{
2212 if (requested == 0)
2213 {
2214 return 0;
2215 }
2216
2217 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2218 if (iter != mMultisampleSupportMap.end())
2219 {
2220 const MultisampleSupportInfo& info = iter->second;
2221 for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2222 {
2223 if (info.qualityLevels[i] > 0)
2224 {
2225 return i + 1;
2226 }
2227 }
2228 }
2229
2230 return -1;
2231}
2232
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002233bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002234{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002235 if (source && dest)
2236 {
2237 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2238 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2239
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002240 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002241 return true;
2242 }
2243
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002244 return false;
2245}
2246
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002247bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002248{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002249 if (source && dest)
2250 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002251 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2252 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002253
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002254 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002255 return true;
2256 }
2257
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002258 return false;
2259}
2260
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002261bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002262 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002263{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002264 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2265 if (!colorbuffer)
2266 {
2267 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002268 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002269 }
2270
2271 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2272 if (!sourceRenderTarget)
2273 {
2274 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002275 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002276 }
2277
2278 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2279 if (!source)
2280 {
2281 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002282 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002283 }
2284
2285 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2286 if (!storage11)
2287 {
2288 source->Release();
2289 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002290 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002291 }
2292
2293 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2294 if (!destRenderTarget)
2295 {
2296 source->Release();
2297 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002298 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002299 }
2300
2301 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2302 if (!dest)
2303 {
2304 source->Release();
2305 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002306 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002307 }
2308
2309 gl::Rectangle destRect;
2310 destRect.x = xoffset;
2311 destRect.y = yoffset;
2312 destRect.width = sourceRect.width;
2313 destRect.height = sourceRect.height;
2314
2315 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2316 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2317
2318 source->Release();
2319 dest->Release();
2320
2321 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002322}
2323
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002324bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002325 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002326{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002327 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2328 if (!colorbuffer)
2329 {
2330 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002331 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002332 }
2333
2334 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2335 if (!sourceRenderTarget)
2336 {
2337 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002338 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002339 }
2340
2341 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2342 if (!source)
2343 {
2344 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002345 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002346 }
2347
2348 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2349 if (!storage11)
2350 {
2351 source->Release();
2352 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002353 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002354 }
2355
2356 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
2357 if (!destRenderTarget)
2358 {
2359 source->Release();
2360 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002361 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002362 }
2363
2364 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2365 if (!dest)
2366 {
2367 source->Release();
2368 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002369 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002370 }
2371
2372 gl::Rectangle destRect;
2373 destRect.x = xoffset;
2374 destRect.y = yoffset;
2375 destRect.width = sourceRect.width;
2376 destRect.height = sourceRect.height;
2377
2378 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2379 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2380
2381 source->Release();
2382 dest->Release();
2383
2384 return ret;
2385}
2386
2387bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight,
2388 ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat)
2389{
2390 HRESULT result;
2391
2392 if (!mCopyResourcesInitialized)
2393 {
2394 ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS);
2395
2396 D3D11_BUFFER_DESC vbDesc;
2397 vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
2398 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
2399 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
2400 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2401 vbDesc.MiscFlags = 0;
2402 vbDesc.StructureByteStride = 0;
2403
2404 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
2405 ASSERT(SUCCEEDED(result));
2406 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
2407
2408 D3D11_SAMPLER_DESC samplerDesc;
2409 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
2410 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
2411 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
2412 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
2413 samplerDesc.MipLODBias = 0.0f;
2414 samplerDesc.MaxAnisotropy = 0;
2415 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
2416 samplerDesc.BorderColor[0] = 0.0f;
2417 samplerDesc.BorderColor[1] = 0.0f;
2418 samplerDesc.BorderColor[2] = 0.0f;
2419 samplerDesc.BorderColor[3] = 0.0f;
2420 samplerDesc.MinLOD = 0.0f;
2421 samplerDesc.MaxLOD = 0.0f;
2422
2423 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
2424 ASSERT(SUCCEEDED(result));
2425 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
2426
2427 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
2428 {
2429 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2430 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2431 };
2432
2433 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL);
2434 ASSERT(SUCCEEDED(result));
2435 d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout");
2436
2437 result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS);
2438 ASSERT(SUCCEEDED(result));
2439 d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader");
2440
2441 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS);
2442 ASSERT(SUCCEEDED(result));
2443 d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader");
2444
2445 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS);
2446 ASSERT(SUCCEEDED(result));
2447 d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader");
2448
2449 result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS);
2450 ASSERT(SUCCEEDED(result));
2451 d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader");
2452
2453 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS);
2454 ASSERT(SUCCEEDED(result));
2455 d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader");
2456
2457 mCopyResourcesInitialized = true;
2458 }
2459
2460 // Verify the source and destination area sizes
2461 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
2462 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
2463 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
2464 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight))
2465 {
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002466 return gl::error(GL_INVALID_VALUE, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002467 }
2468
2469 // Set vertices
2470 D3D11_MAPPED_SUBRESOURCE mappedResource;
2471 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
2472 if (FAILED(result))
2473 {
2474 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002475 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002476 }
2477
2478 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
2479
2480 // Create a quad in homogeneous coordinates
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002481 float x1 = (destArea.x / float(destWidth)) * 2.0f - 1.0f;
2482 float y1 = (destArea.y / float(destHeight)) * 2.0f - 1.0f;
2483 float x2 = ((destArea.x + destArea.width) / float(destWidth)) * 2.0f - 1.0f;
2484 float y2 = ((destArea.y + destArea.height) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002485
2486 float u1 = sourceArea.x / float(sourceWidth);
2487 float v1 = sourceArea.y / float(sourceHeight);
2488 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
2489 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
2490
2491 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
2492 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
2493 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
2494 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
2495
2496 mDeviceContext->Unmap(mCopyVB, 0);
2497
2498 static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
2499 static UINT startIdx = 0;
2500 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
2501
2502 // Apply state
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002503 mDeviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002504 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
2505 mDeviceContext->RSSetState(NULL);
2506
2507 // Apply shaders
2508 mDeviceContext->IASetInputLayout(mCopyIL);
2509 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
2510 mDeviceContext->VSSetShader(mCopyVS, NULL, 0);
2511
2512 ID3D11PixelShader *ps = NULL;
2513 switch(destFormat)
2514 {
2515 case GL_RGBA: ps = mCopyRGBAPS; break;
2516 case GL_RGB: ps = mCopyRGBPS; break;
2517 case GL_ALPHA: ps = mCopyRGBAPS; break;
2518 case GL_BGRA_EXT: ps = mCopyRGBAPS; break;
2519 case GL_LUMINANCE: ps = mCopyLumPS; break;
2520 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break;
2521 default: UNREACHABLE(); ps = NULL; break;
2522 }
2523
2524 mDeviceContext->PSSetShader(ps, NULL, 0);
2525
2526 // Unset the currently bound shader resource to avoid conflicts
2527 static ID3D11ShaderResourceView *const nullSRV = NULL;
2528 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2529
2530 // Apply render targets
2531 mDeviceContext->OMSetRenderTargets(1, &dest, NULL);
2532
2533 // Set the viewport
2534 D3D11_VIEWPORT viewport;
2535 viewport.TopLeftX = 0;
2536 viewport.TopLeftY = 0;
2537 viewport.Width = destWidth;
2538 viewport.Height = destHeight;
2539 viewport.MinDepth = 0.0f;
2540 viewport.MaxDepth = 1.0f;
2541 mDeviceContext->RSSetViewports(1, &viewport);
2542
2543 // Apply textures
2544 mDeviceContext->PSSetShaderResources(0, 1, &source);
2545 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
2546
2547 // Draw the quad
2548 mDeviceContext->Draw(4, 0);
2549
2550 // Unbind textures and render targets and vertex buffer
2551 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2552
2553 static ID3D11RenderTargetView *const nullRTV = NULL;
2554 mDeviceContext->OMSetRenderTargets(1, &nullRTV, NULL);
2555
2556 static UINT zero = 0;
2557 static ID3D11Buffer *const nullBuffer = NULL;
2558 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
2559
2560 markAllStateDirty();
2561
2562 return true;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002563}
2564
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002565RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2566{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002567 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002568 RenderTarget11 *renderTarget = NULL;
2569 if (depth)
2570 {
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002571 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
2572 swapChain11->getDepthStencilTexture(), NULL,
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002573 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002574 }
2575 else
2576 {
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002577 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002578 swapChain11->getOffscreenTexture(),
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002579 swapChain11->getRenderTargetShaderResource(),
2580 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002581 }
2582 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002583}
2584
2585RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2586{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002587 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
2588 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002589}
2590
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002591ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002592{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002593 ShaderExecutable11 *executable = NULL;
2594
2595 switch (type)
2596 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002597 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002598 {
2599 ID3D11VertexShader *vshader = NULL;
2600 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2601 ASSERT(SUCCEEDED(result));
2602
2603 if (vshader)
2604 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002605 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002606 }
2607 }
2608 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002609 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002610 {
2611 ID3D11PixelShader *pshader = NULL;
2612 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2613 ASSERT(SUCCEEDED(result));
2614
2615 if (pshader)
2616 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002617 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002618 }
2619 }
2620 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002621 case rx::SHADER_GEOMETRY:
2622 {
2623 ID3D11GeometryShader *gshader = NULL;
2624 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
2625 ASSERT(SUCCEEDED(result));
2626
2627 if (gshader)
2628 {
2629 executable = new ShaderExecutable11(function, length, gshader);
2630 }
2631 }
2632 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002633 default:
2634 UNREACHABLE();
2635 break;
2636 }
2637
2638 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002639}
2640
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002641ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002642{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002643 const char *profile = NULL;
2644
2645 switch (type)
2646 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002647 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002648 profile = "vs_4_0";
2649 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002650 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002651 profile = "ps_4_0";
2652 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002653 case rx::SHADER_GEOMETRY:
2654 profile = "gs_4_0";
2655 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002656 default:
2657 UNREACHABLE();
2658 return NULL;
2659 }
2660
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00002661 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002662 if (!binary)
2663 return NULL;
2664
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002665 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002666 binary->Release();
2667
2668 return executable;
2669}
2670
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002671VertexBuffer *Renderer11::createVertexBuffer()
2672{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00002673 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002674}
2675
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002676IndexBuffer *Renderer11::createIndexBuffer()
2677{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00002678 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002679}
2680
2681QueryImpl *Renderer11::createQuery(GLenum type)
2682{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002683 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002684}
2685
2686FenceImpl *Renderer11::createFence()
2687{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002688 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002689}
2690
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002691bool Renderer11::getRenderTargetResource(gl::Framebuffer *framebuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
2692{
2693 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2694 if (colorbuffer)
2695 {
2696 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2697 if (renderTarget)
2698 {
2699 *subresourceIndex = renderTarget->getSubresourceIndex();
2700
2701 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
2702 if (colorBufferRTV)
2703 {
2704 ID3D11Resource *textureResource = NULL;
2705 colorBufferRTV->GetResource(&textureResource);
2706 colorBufferRTV->Release();
2707
2708 if (textureResource)
2709 {
2710 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
2711 textureResource->Release();
2712
2713 if (SUCCEEDED(result))
2714 {
2715 return true;
2716 }
2717 else
2718 {
2719 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
2720 "HRESULT: 0x%X.", result);
2721 }
2722 }
2723 }
2724 }
2725 }
2726
2727 return false;
2728}
2729
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002730bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002731 bool blitRenderTarget, bool blitDepthStencil)
2732{
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002733 if (blitRenderTarget && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_RENDERTARGET))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002734 {
2735 return false;
2736 }
2737
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002738 if (blitDepthStencil && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_DEPTHSTENCIL))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002739 {
2740 return false;
2741 }
2742
2743 return true;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002744}
2745
2746void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2747 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2748{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002749 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002750 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002751
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002752 if (getRenderTargetResource(framebuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002753 {
2754 gl::Rectangle area;
2755 area.x = x;
2756 area.y = y;
2757 area.width = width;
2758 area.height = height;
2759
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002760 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
2761 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002762
2763 colorBufferTexture->Release();
2764 colorBufferTexture = NULL;
2765 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002766}
2767
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002768Image *Renderer11::createImage()
2769{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00002770 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002771}
2772
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002773void Renderer11::generateMipmap(Image *dest, Image *src)
2774{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00002775 Image11 *dest11 = Image11::makeImage11(dest);
2776 Image11 *src11 = Image11::makeImage11(src);
2777 Image11::generateMipmap(dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002778}
2779
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002780TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
2781{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002782 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
2783 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002784}
2785
2786TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
2787{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002788 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002789}
2790
2791TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
2792{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002793 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002794}
2795
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002796static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
2797{
2798 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
2799 destFormat == GL_ALPHA &&
2800 destType == GL_UNSIGNED_BYTE)
2801 {
2802 return 1;
2803 }
2804 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
2805 destFormat == GL_RGBA &&
2806 destType == GL_UNSIGNED_BYTE)
2807 {
2808 return 4;
2809 }
2810 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
2811 destFormat == GL_BGRA_EXT &&
2812 destType == GL_UNSIGNED_BYTE)
2813 {
2814 return 4;
2815 }
2816 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
2817 destFormat == GL_RGBA &&
2818 destType == GL_HALF_FLOAT_OES)
2819 {
2820 return 8;
2821 }
2822 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
2823 destFormat == GL_RGB &&
2824 destType == GL_FLOAT)
2825 {
2826 return 12;
2827 }
2828 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
2829 destFormat == GL_RGBA &&
2830 destType == GL_FLOAT)
2831 {
2832 return 16;
2833 }
2834 else
2835 {
2836 return 0;
2837 }
2838}
2839
2840static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
2841 unsigned int y, int inputPitch, gl::Color *outColor)
2842{
2843 switch (format)
2844 {
2845 case DXGI_FORMAT_R8G8B8A8_UNORM:
2846 {
2847 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00002848 outColor->red = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
2849 outColor->green = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
2850 outColor->blue = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
2851 outColor->alpha = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002852 }
2853 break;
2854
2855 case DXGI_FORMAT_A8_UNORM:
2856 {
2857 outColor->red = 0.0f;
2858 outColor->green = 0.0f;
2859 outColor->blue = 0.0f;
2860 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
2861 }
2862 break;
2863
2864 case DXGI_FORMAT_R32G32B32A32_FLOAT:
2865 {
2866 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
2867 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
2868 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
2869 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
2870 }
2871 break;
2872
2873 case DXGI_FORMAT_R32G32B32_FLOAT:
2874 {
2875 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
2876 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
2877 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
2878 outColor->alpha = 1.0f;
2879 }
2880 break;
2881
2882 case DXGI_FORMAT_R16G16B16A16_FLOAT:
2883 {
2884 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
2885 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
2886 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
2887 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
2888 }
2889 break;
2890
2891 case DXGI_FORMAT_B8G8R8A8_UNORM:
2892 {
2893 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00002894 outColor->red = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
2895 outColor->blue = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
2896 outColor->green = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
2897 outColor->alpha = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002898 }
2899 break;
2900
2901 case DXGI_FORMAT_R8_UNORM:
2902 {
2903 outColor->red = *(data + x + y * inputPitch) / 255.0f;
2904 outColor->green = 0.0f;
2905 outColor->blue = 0.0f;
2906 outColor->alpha = 1.0f;
2907 }
2908 break;
2909
2910 case DXGI_FORMAT_R8G8_UNORM:
2911 {
2912 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
2913
2914 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
2915 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
2916 outColor->blue = 0.0f;
2917 outColor->alpha = 1.0f;
2918 }
2919 break;
2920
2921 case DXGI_FORMAT_R16_FLOAT:
2922 {
2923 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
2924 outColor->green = 0.0f;
2925 outColor->blue = 0.0f;
2926 outColor->alpha = 1.0f;
2927 }
2928 break;
2929
2930 case DXGI_FORMAT_R16G16_FLOAT:
2931 {
2932 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
2933 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
2934 outColor->blue = 0.0f;
2935 outColor->alpha = 1.0f;
2936 }
2937 break;
2938
2939 default:
2940 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
2941 UNIMPLEMENTED();
2942 break;
2943 }
2944}
2945
2946static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
2947 unsigned int y, int outputPitch, void *outData)
2948{
2949 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
2950 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
2951
2952 switch (format)
2953 {
2954 case GL_RGBA:
2955 switch (type)
2956 {
2957 case GL_UNSIGNED_BYTE:
2958 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
2959 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2960 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2961 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
2962 break;
2963
2964 default:
2965 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
2966 UNIMPLEMENTED();
2967 break;
2968 }
2969 break;
2970
2971 case GL_BGRA_EXT:
2972 switch (type)
2973 {
2974 case GL_UNSIGNED_BYTE:
2975 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2976 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2977 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
2978 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
2979 break;
2980
2981 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
2982 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2983 // this type is packed as follows:
2984 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2985 // --------------------------------------------------------------------------------
2986 // | 4th | 3rd | 2nd | 1st component |
2987 // --------------------------------------------------------------------------------
2988 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2989 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2990 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
2991 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
2992 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
2993 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
2994 break;
2995
2996 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
2997 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2998 // this type is packed as follows:
2999 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3000 // --------------------------------------------------------------------------------
3001 // | 4th | 3rd | 2nd | 1st component |
3002 // --------------------------------------------------------------------------------
3003 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3004 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3005 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
3006 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
3007 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
3008 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
3009 break;
3010
3011 default:
3012 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
3013 UNIMPLEMENTED();
3014 break;
3015 }
3016 break;
3017
3018 case GL_RGB:
3019 switch (type)
3020 {
3021 case GL_UNSIGNED_SHORT_5_6_5:
3022 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3023 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
3024 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
3025 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
3026 break;
3027
3028 case GL_UNSIGNED_BYTE:
3029 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3030 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3031 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3032 break;
3033
3034 default:
3035 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
3036 UNIMPLEMENTED();
3037 break;
3038 }
3039 break;
3040
3041 default:
3042 ERR("WritePixelColor not implemented for format 0x%X.", format);
3043 UNIMPLEMENTED();
3044 break;
3045 }
3046}
3047
3048void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
3049 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
3050 GLint packAlignment, void *pixels)
3051{
3052 D3D11_TEXTURE2D_DESC textureDesc;
3053 texture->GetDesc(&textureDesc);
3054
3055 D3D11_TEXTURE2D_DESC stagingDesc;
3056 stagingDesc.Width = area.width;
3057 stagingDesc.Height = area.height;
3058 stagingDesc.MipLevels = 1;
3059 stagingDesc.ArraySize = 1;
3060 stagingDesc.Format = textureDesc.Format;
3061 stagingDesc.SampleDesc.Count = 1;
3062 stagingDesc.SampleDesc.Quality = 0;
3063 stagingDesc.Usage = D3D11_USAGE_STAGING;
3064 stagingDesc.BindFlags = 0;
3065 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
3066 stagingDesc.MiscFlags = 0;
3067
3068 ID3D11Texture2D* stagingTex = NULL;
3069 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
3070 if (FAILED(result))
3071 {
3072 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
3073 return;
3074 }
3075
3076 ID3D11Texture2D* srcTex = NULL;
3077 if (textureDesc.SampleDesc.Count > 1)
3078 {
3079 D3D11_TEXTURE2D_DESC resolveDesc;
3080 resolveDesc.Width = textureDesc.Width;
3081 resolveDesc.Height = textureDesc.Height;
3082 resolveDesc.MipLevels = 1;
3083 resolveDesc.ArraySize = 1;
3084 resolveDesc.Format = textureDesc.Format;
3085 resolveDesc.SampleDesc.Count = 1;
3086 resolveDesc.SampleDesc.Quality = 0;
3087 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
3088 resolveDesc.BindFlags = 0;
3089 resolveDesc.CPUAccessFlags = 0;
3090 resolveDesc.MiscFlags = 0;
3091
3092 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
3093 if (FAILED(result))
3094 {
3095 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
3096 stagingTex->Release();
3097 return;
3098 }
3099
3100 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
3101 subResource = 0;
3102 }
3103 else
3104 {
3105 srcTex = texture;
3106 srcTex->AddRef();
3107 }
3108
3109 D3D11_BOX srcBox;
3110 srcBox.left = area.x;
3111 srcBox.right = area.x + area.width;
3112 srcBox.top = area.y;
3113 srcBox.bottom = area.y + area.height;
3114 srcBox.front = 0;
3115 srcBox.back = 1;
3116
3117 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
3118
3119 srcTex->Release();
3120 srcTex = NULL;
3121
3122 D3D11_MAPPED_SUBRESOURCE mapping;
3123 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
3124
3125 unsigned char *source;
3126 int inputPitch;
3127 if (packReverseRowOrder)
3128 {
3129 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
3130 inputPitch = -static_cast<int>(mapping.RowPitch);
3131 }
3132 else
3133 {
3134 source = static_cast<unsigned char*>(mapping.pData);
3135 inputPitch = static_cast<int>(mapping.RowPitch);
3136 }
3137
3138 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
3139 if (fastPixelSize != 0)
3140 {
3141 unsigned char *dest = static_cast<unsigned char*>(pixels);
3142 for (int j = 0; j < area.height; j++)
3143 {
3144 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
3145 }
3146 }
3147 else
3148 {
3149 gl::Color pixelColor;
3150 for (int j = 0; j < area.height; j++)
3151 {
3152 for (int i = 0; i < area.width; i++)
3153 {
3154 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
3155 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
3156 }
3157 }
3158 }
3159
3160 mDeviceContext->Unmap(stagingTex, 0);
3161
3162 stagingTex->Release();
3163 stagingTex = NULL;
3164}
3165
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003166bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget,
3167 const gl::Rectangle &drawRect, BlitTarget target)
3168{
3169 ASSERT(readRect.width == drawRect.width && readRect.height == drawRect.height);
3170
3171 gl::Renderbuffer *readBuffer = NULL;
3172 switch (target)
3173 {
3174 case BLIT_RENDERTARGET:
3175 readBuffer = readTarget->getColorbuffer();
3176 break;
3177 case BLIT_DEPTHSTENCIL:
3178 readBuffer = readTarget->getDepthOrStencilbuffer();
3179 break;
3180 default: UNREACHABLE();
3181 }
3182 if (!readBuffer)
3183 {
3184 ERR("Failed to retrieve the color buffer from the read target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003185 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003186 }
3187
3188 RenderTarget11 *sourceRenderTarget = NULL;
3189 switch (target)
3190 {
3191 case BLIT_RENDERTARGET:
3192 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getRenderTarget());
3193 break;
3194 case BLIT_DEPTHSTENCIL:
3195 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getDepthStencil());
3196 break;
3197 default: UNREACHABLE();
3198 }
3199 if (!sourceRenderTarget)
3200 {
3201 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003202 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003203 }
3204
3205 ID3D11Texture2D *source = NULL;
3206 unsigned int sourceSubresource = 0;
3207 if (sourceRenderTarget->getSamples() > 0)
3208 {
3209 ID3D11Texture2D *unresolvedTexture = sourceRenderTarget->getTexture();
3210
3211 source = resolveMultisampledTexture(unresolvedTexture, sourceRenderTarget->getSubresourceIndex());
3212 sourceSubresource = 0;
3213
3214 unresolvedTexture->Release();
3215 }
3216 else
3217 {
3218 source = sourceRenderTarget->getTexture();
3219 sourceSubresource = sourceRenderTarget->getSubresourceIndex();
3220 }
3221
3222 if (!source)
3223 {
3224 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003225 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003226 }
3227
3228
3229 gl::Renderbuffer *drawBuffer = NULL;
3230 switch (target)
3231 {
3232 case BLIT_RENDERTARGET:
3233 drawBuffer = drawTarget->getColorbuffer();
3234 break;
3235 case BLIT_DEPTHSTENCIL:
3236 drawBuffer = drawTarget->getDepthOrStencilbuffer();
3237 break;
3238 default: UNREACHABLE();
3239 }
3240 if (!drawBuffer)
3241 {
3242 source->Release();
3243 ERR("Failed to retrieve the color buffer from the draw buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003244 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003245 }
3246
3247 RenderTarget11 *drawRenderTarget = NULL;
3248 switch (target)
3249 {
3250 case BLIT_RENDERTARGET:
3251 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getRenderTarget());
3252 break;
3253 case BLIT_DEPTHSTENCIL:
3254 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getDepthStencil());
3255 break;
3256 default: UNREACHABLE();
3257 }
3258 if (!drawRenderTarget)
3259 {
3260 source->Release();
3261 ERR("Failed to retrieve the render target from the render buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003262 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003263 }
3264
3265 ID3D11Texture2D *dest = drawRenderTarget->getTexture();
3266 unsigned int destSubresource = drawRenderTarget->getSubresourceIndex();
3267
3268 D3D11_BOX srcBox;
3269 srcBox.left = readRect.x;
3270 srcBox.right = readRect.x + readRect.width;
3271 srcBox.top = readRect.y;
3272 srcBox.bottom = readRect.y + readRect.height;
3273 srcBox.front = 0;
3274 srcBox.back = 1;
3275
3276 mDeviceContext->CopySubresourceRegion(dest, destSubresource, drawRect.x, drawRect.y, 0,
3277 source, sourceSubresource, &srcBox);
3278
3279 source->Release();
3280 dest->Release();
3281
3282 return true;
3283}
3284
shannon.woods@transgaming.comd67f9ce2013-02-28 23:06:09 +00003285ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
3286{
3287 D3D11_TEXTURE2D_DESC textureDesc;
3288 source->GetDesc(&textureDesc);
3289
3290 if (textureDesc.SampleDesc.Count > 1)
3291 {
3292 D3D11_TEXTURE2D_DESC resolveDesc;
3293 resolveDesc.Width = textureDesc.Width;
3294 resolveDesc.Height = textureDesc.Height;
3295 resolveDesc.MipLevels = 1;
3296 resolveDesc.ArraySize = 1;
3297 resolveDesc.Format = textureDesc.Format;
3298 resolveDesc.SampleDesc.Count = 1;
3299 resolveDesc.SampleDesc.Quality = 0;
3300 resolveDesc.Usage = textureDesc.Usage;
3301 resolveDesc.BindFlags = textureDesc.BindFlags;
3302 resolveDesc.CPUAccessFlags = 0;
3303 resolveDesc.MiscFlags = 0;
3304
3305 ID3D11Texture2D *resolveTexture = NULL;
3306 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
3307 if (FAILED(result))
3308 {
3309 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
3310 return NULL;
3311 }
3312
3313 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
3314 return resolveTexture;
3315 }
3316 else
3317 {
3318 source->AddRef();
3319 return source;
3320 }
3321}
3322
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003323}