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daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001//
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00002// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00003// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
8
9#include "common/debug.h"
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000013#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000014#include "libGLESv2/Program.h"
15#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000016#include "libGLESv2/Framebuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000017#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000018#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000019#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +000020#include "libGLESv2/renderer/ShaderExecutable11.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000021#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.coma8aac672012-12-20 21:08:00 +000022#include "libGLESv2/renderer/Image11.h"
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +000023#include "libGLESv2/renderer/VertexBuffer11.h"
daniel@transgaming.com11c2af52012-12-20 21:10:01 +000024#include "libGLESv2/renderer/IndexBuffer11.h"
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000025#include "libGLESv2/renderer/VertexDataManager.h"
26#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +000027#include "libGLESv2/renderer/TextureStorage11.h"
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +000028#include "libGLESv2/renderer/Query11.h"
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +000029#include "libGLESv2/renderer/Fence11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000030
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000031#include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h"
32#include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h"
33#include "libGLESv2/renderer/shaders/compiled/passthroughrgb11ps.h"
34#include "libGLESv2/renderer/shaders/compiled/passthroughlum11ps.h"
35#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha11ps.h"
36
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000037#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
38#include "libGLESv2/renderer/shaders/compiled/clear11ps.h"
39
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +000040#include <sstream>
41
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000042namespace rx
43{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000044static const DXGI_FORMAT RenderTargetFormats[] =
45 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000046 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000047 DXGI_FORMAT_R8G8B8A8_UNORM
48 };
49
50static const DXGI_FORMAT DepthStencilFormats[] =
51 {
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +000052 DXGI_FORMAT_UNKNOWN,
53 DXGI_FORMAT_D24_UNORM_S8_UINT,
54 DXGI_FORMAT_D16_UNORM
daniel@transgaming.com65e65372012-11-28 19:33:50 +000055 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000056
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000057enum
58{
59 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
60};
61
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000062Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
63{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000064 mVertexDataManager = NULL;
65 mIndexDataManager = NULL;
66
daniel@transgaming.comc5114302012-12-20 21:11:36 +000067 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000068 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000069
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000070 mCopyResourcesInitialized = false;
71 mCopyVB = NULL;
72 mCopySampler = NULL;
73 mCopyIL = NULL;
74 mCopyVS = NULL;
75 mCopyRGBAPS = NULL;
76 mCopyRGBPS = NULL;
77 mCopyLumPS = NULL;
78 mCopyLumAlphaPS = NULL;
79
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000080 mClearResourcesInitialized = false;
81 mClearVB = NULL;
82 mClearIL = NULL;
83 mClearVS = NULL;
84 mClearPS = NULL;
85 mClearScissorRS = NULL;
86 mClearNoScissorRS = NULL;
87
daniel@transgaming.combdf787f2013-02-01 03:20:36 +000088 mSyncQuery = NULL;
89
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000090 mD3d11Module = NULL;
91 mDxgiModule = NULL;
92
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000093 mDeviceLost = false;
94
daniel@transgaming.com25072f62012-11-28 19:31:32 +000095 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000096 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000097 mDxgiAdapter = NULL;
98 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +000099
100 mDriverConstantBufferVS = NULL;
101 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000102
103 mBGRATextureSupport = false;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +0000104
105 mIsGeometryShaderActive = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000106}
107
108Renderer11::~Renderer11()
109{
110 releaseDeviceResources();
111
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000112 if (mDxgiFactory)
113 {
114 mDxgiFactory->Release();
115 mDxgiFactory = NULL;
116 }
117
118 if (mDxgiAdapter)
119 {
120 mDxgiAdapter->Release();
121 mDxgiAdapter = NULL;
122 }
123
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000124 if (mDeviceContext)
125 {
daniel@transgaming.comd5df4e82013-01-11 04:11:21 +0000126 mDeviceContext->ClearState();
127 mDeviceContext->Flush();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000128 mDeviceContext->Release();
129 mDeviceContext = NULL;
130 }
131
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000132 if (mDevice)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000133 {
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000134 mDevice->Release();
135 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000136 }
137
138 if (mD3d11Module)
139 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000140 FreeLibrary(mD3d11Module);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000141 mD3d11Module = NULL;
142 }
143
144 if (mDxgiModule)
145 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000146 FreeLibrary(mDxgiModule);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000147 mDxgiModule = NULL;
148 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000149}
150
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000151Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
152{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000153 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000154 return static_cast<rx::Renderer11*>(renderer);
155}
156
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000157EGLint Renderer11::initialize()
158{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000159 if (!initializeCompiler())
160 {
161 return EGL_NOT_INITIALIZED;
162 }
163
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000164 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
165 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000166
167 if (mD3d11Module == NULL || mDxgiModule == NULL)
168 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000169 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000170 return EGL_NOT_INITIALIZED;
171 }
172
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000173 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000174
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000175 if (D3D11CreateDevice == NULL)
176 {
177 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
178 return EGL_NOT_INITIALIZED;
179 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000180
181 D3D_FEATURE_LEVEL featureLevel[] =
182 {
183 D3D_FEATURE_LEVEL_11_0,
184 D3D_FEATURE_LEVEL_10_1,
185 D3D_FEATURE_LEVEL_10_0,
186 };
187
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000188 HRESULT result = D3D11CreateDevice(NULL,
189 D3D_DRIVER_TYPE_HARDWARE,
190 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000191 #if defined(_DEBUG)
192 D3D11_CREATE_DEVICE_DEBUG,
193 #else
194 0,
195 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000196 featureLevel,
197 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000198 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000199 &mDevice,
200 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000201 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000202
203 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000204 {
205 ERR("Could not create D3D11 device - aborting!\n");
206 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
207 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000208
209 IDXGIDevice *dxgiDevice = NULL;
210 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
211
212 if (FAILED(result))
213 {
214 ERR("Could not query DXGI device - aborting!\n");
215 return EGL_NOT_INITIALIZED;
216 }
217
218 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
219
220 if (FAILED(result))
221 {
222 ERR("Could not retrieve DXGI adapter - aborting!\n");
223 return EGL_NOT_INITIALIZED;
224 }
225
226 dxgiDevice->Release();
227
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000228 mDxgiAdapter->GetDesc(&mAdapterDescription);
229 memset(mDescription, 0, sizeof(mDescription));
230 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
231
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000232 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
233
234 if (!mDxgiFactory || FAILED(result))
235 {
236 ERR("Could not create DXGI factory - aborting!\n");
237 return EGL_NOT_INITIALIZED;
238 }
239
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000240 initializeDevice();
241
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000242 // BGRA texture support is optional in feature levels 10 and 10_1
243 UINT formatSupport;
244 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
245 if (FAILED(result))
246 {
247 ERR("Error checking BGRA format support: 0x%08X", result);
248 }
249 else
250 {
251 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
252 mBGRATextureSupport = (formatSupport & flags) == flags;
253 }
254
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000255 return EGL_SUCCESS;
256}
257
258// do any one-time device initialization
259// NOTE: this is also needed after a device lost/reset
260// to reset the scene status and ensure the default states are reset.
261void Renderer11::initializeDevice()
262{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000263 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000264 mInputLayoutCache.initialize(mDevice, mDeviceContext);
265
266 ASSERT(!mVertexDataManager && !mIndexDataManager);
267 mVertexDataManager = new VertexDataManager(this);
268 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000269
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000270 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000271}
272
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000273int Renderer11::generateConfigs(ConfigDesc **configDescList)
274{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000275 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
276 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000277 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
278 int numConfigs = 0;
279
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000280 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000281 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000282 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000283 {
284 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
285
286 UINT formatSupport = 0;
287 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
288
289 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
290 {
291 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
292
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000293 bool depthStencilFormatOK = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000294
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000295 if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
296 {
297 UINT formatSupport = 0;
298 result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
299 depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
300 }
301
302 if (depthStencilFormatOK)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000303 {
304 ConfigDesc newConfig;
305 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
306 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
307 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
308 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
309
310 (*configDescList)[numConfigs++] = newConfig;
311 }
312 }
313 }
314 }
315
316 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000317}
318
319void Renderer11::deleteConfigs(ConfigDesc *configDescList)
320{
321 delete [] (configDescList);
322}
323
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000324void Renderer11::sync(bool block)
325{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000326 if (block)
327 {
328 HRESULT result;
329
330 if (!mSyncQuery)
331 {
332 D3D11_QUERY_DESC queryDesc;
333 queryDesc.Query = D3D11_QUERY_EVENT;
334 queryDesc.MiscFlags = 0;
335
336 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
337 ASSERT(SUCCEEDED(result));
338 }
339
340 mDeviceContext->End(mSyncQuery);
341 mDeviceContext->Flush();
342
343 do
344 {
345 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
346
347 // Keep polling, but allow other threads to do something useful first
348 Sleep(0);
349
350 if (testDeviceLost(true))
351 {
352 return;
353 }
354 }
355 while (result == S_FALSE);
356 }
357 else
358 {
359 mDeviceContext->Flush();
360 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000361}
362
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000363SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
364{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000365 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000366}
367
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000368void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
369{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000370 if (type == gl::SAMPLER_PIXEL)
371 {
372 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
373 {
374 ERR("Pixel shader sampler index %i is not valid.", index);
375 return;
376 }
377
378 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
379 {
380 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
381
382 if (!dxSamplerState)
383 {
384 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
385 "sampler state for pixel shaders at slot %i.", index);
386 }
387
388 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
389
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000390 mCurPixelSamplerStates[index] = samplerState;
391 }
392
393 mForceSetPixelSamplerStates[index] = false;
394 }
395 else if (type == gl::SAMPLER_VERTEX)
396 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000397 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000398 {
399 ERR("Vertex shader sampler index %i is not valid.", index);
400 return;
401 }
402
403 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
404 {
405 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
406
407 if (!dxSamplerState)
408 {
409 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
410 "sampler state for vertex shaders at slot %i.", index);
411 }
412
413 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
414
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000415 mCurVertexSamplerStates[index] = samplerState;
416 }
417
418 mForceSetVertexSamplerStates[index] = false;
419 }
420 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000421}
422
423void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
424{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000425 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000426 unsigned int serial = 0;
427 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000428
429 if (texture)
430 {
431 TextureStorageInterface *texStorage = texture->getNativeTexture();
432 if (texStorage)
433 {
434 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
435 textureSRV = storage11->getSRV();
436 }
437
438 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
439 // missing the shader resource view
440 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000441
442 serial = texture->getTextureSerial();
443 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000444 }
445
446 if (type == gl::SAMPLER_PIXEL)
447 {
448 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
449 {
450 ERR("Pixel shader sampler index %i is not valid.", index);
451 return;
452 }
453
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000454 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
455 {
456 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
457 }
458
459 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000460 }
461 else if (type == gl::SAMPLER_VERTEX)
462 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000463 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000464 {
465 ERR("Vertex shader sampler index %i is not valid.", index);
466 return;
467 }
468
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000469 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
470 {
471 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
472 }
473
474 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000475 }
476 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000477}
478
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000479void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000480{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000481 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000482 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000483 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
484 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000485 if (!dxRasterState)
486 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000487 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000488 "rasterizer state.");
489 }
490
491 mDeviceContext->RSSetState(dxRasterState);
492
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000493 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000494 }
495
496 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000497}
498
499void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
500 unsigned int sampleMask)
501{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000502 if (mForceSetBlendState ||
503 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
504 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
505 sampleMask != mCurSampleMask)
506 {
507 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
508 if (!dxBlendState)
509 {
510 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
511 "blend state.");
512 }
513
514 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
515 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
516
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000517 mCurBlendState = blendState;
518 mCurBlendColor = blendColor;
519 mCurSampleMask = sampleMask;
520 }
521
522 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000523}
524
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000525void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000526 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000527{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000528 if (mForceSetDepthStencilState ||
529 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
530 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
531 {
532 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
533 stencilRef != stencilBackRef ||
534 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
535 {
536 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
537 "invalid under WebGL.");
538 return error(GL_INVALID_OPERATION);
539 }
540
541 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
542 if (!dxDepthStencilState)
543 {
544 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
545 "setting the default depth stencil state.");
546 }
547
548 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
549
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000550 mCurDepthStencilState = depthStencilState;
551 mCurStencilRef = stencilRef;
552 mCurStencilBackRef = stencilBackRef;
553 }
554
555 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000556}
557
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000558void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000559{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000560 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
561 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000562 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000563 if (enabled)
564 {
565 D3D11_RECT rect;
566 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
567 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
568 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
569 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000570
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000571 mDeviceContext->RSSetScissorRects(1, &rect);
572 }
573
574 if (enabled != mScissorEnabled)
575 {
576 mForceSetRasterState = true;
577 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000578
579 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000580 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000581 }
582
583 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000584}
585
daniel@transgaming.com12985182012-12-20 20:56:31 +0000586bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000587 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000588{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000589 gl::Rectangle actualViewport = viewport;
590 float actualZNear = gl::clamp01(zNear);
591 float actualZFar = gl::clamp01(zFar);
592 if (ignoreViewport)
593 {
594 actualViewport.x = 0;
595 actualViewport.y = 0;
596 actualViewport.width = mRenderTargetDesc.width;
597 actualViewport.height = mRenderTargetDesc.height;
598 actualZNear = 0.0f;
599 actualZFar = 1.0f;
600 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000601
602 D3D11_VIEWPORT dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000603 dxViewport.TopLeftX = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
604 dxViewport.TopLeftY = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
605 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.TopLeftX));
606 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.TopLeftY));
607 dxViewport.MinDepth = actualZNear;
608 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000609
610 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
611 {
612 return false; // Nothing to render
613 }
614
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000615 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
616 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000617
daniel@transgaming.com53670042012-11-28 20:55:51 +0000618 if (viewportChanged)
619 {
620 mDeviceContext->RSSetViewports(1, &dxViewport);
621
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000622 mCurViewport = actualViewport;
623 mCurNear = actualZNear;
624 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000625
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000626 mVertexConstants.halfPixelSize[0] = 0.0f;
627 mVertexConstants.halfPixelSize[1] = 0.0f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000628
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000629 mPixelConstants.coord[0] = actualViewport.width * 0.5f;
630 mPixelConstants.coord[1] = actualViewport.height * 0.5f;
631 mPixelConstants.coord[2] = actualViewport.x + (actualViewport.width * 0.5f);
632 mPixelConstants.coord[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000633
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000634 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
635 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
636 mPixelConstants.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000637
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000638 mVertexConstants.depthRange[0] = actualZNear;
639 mVertexConstants.depthRange[1] = actualZFar;
640 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000641
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000642 mPixelConstants.depthRange[0] = actualZNear;
643 mPixelConstants.depthRange[1] = actualZFar;
644 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000645 }
646
647 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000648 return true;
649}
650
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000651bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
652{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000653 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000654
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000655 switch (mode)
656 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000657 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
658 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000659 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000660 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
661 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
662 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000663 // emulate fans via rewriting index buffer
664 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000665 default:
666 return error(GL_INVALID_ENUM, false);
667 }
668
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000669 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000670
671 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000672}
673
674bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000675{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000676 // Get the color render buffer and serial
677 gl::Renderbuffer *renderbufferObject = NULL;
678 unsigned int renderTargetSerial = 0;
679 if (framebuffer->getColorbufferType() != GL_NONE)
680 {
681 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000682
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000683 if (!renderbufferObject)
684 {
685 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000686 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000687 }
688
689 renderTargetSerial = renderbufferObject->getSerial();
690 }
691
692 // Get the depth stencil render buffer and serials
693 gl::Renderbuffer *depthStencil = NULL;
694 unsigned int depthbufferSerial = 0;
695 unsigned int stencilbufferSerial = 0;
696 if (framebuffer->getDepthbufferType() != GL_NONE)
697 {
698 depthStencil = framebuffer->getDepthbuffer();
699 if (!depthStencil)
700 {
701 ERR("Depth stencil pointer unexpectedly null.");
702 return false;
703 }
704
705 depthbufferSerial = depthStencil->getSerial();
706 }
707 else if (framebuffer->getStencilbufferType() != GL_NONE)
708 {
709 depthStencil = framebuffer->getStencilbuffer();
710 if (!depthStencil)
711 {
712 ERR("Depth stencil pointer unexpectedly null.");
713 return false;
714 }
715
716 stencilbufferSerial = depthStencil->getSerial();
717 }
718
719 // Extract the render target dimensions and view
720 unsigned int renderTargetWidth = 0;
721 unsigned int renderTargetHeight = 0;
722 GLenum renderTargetFormat = 0;
723 ID3D11RenderTargetView* framebufferRTV = NULL;
724 if (renderbufferObject)
725 {
726 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
727 if (!renderTarget)
728 {
729 ERR("render target pointer unexpectedly null.");
730 return false;
731 }
732
733 framebufferRTV = renderTarget->getRenderTargetView();
734 if (!framebufferRTV)
735 {
736 ERR("render target view pointer unexpectedly null.");
737 return false;
738 }
739
740 renderTargetWidth = renderbufferObject->getWidth();
741 renderTargetHeight = renderbufferObject->getHeight();
742 renderTargetFormat = renderbufferObject->getActualFormat();
743 }
744
745 // Extract the depth stencil sizes and view
746 unsigned int depthSize = 0;
747 unsigned int stencilSize = 0;
748 ID3D11DepthStencilView* framebufferDSV = NULL;
749 if (depthStencil)
750 {
751 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
752 if (!depthStencilRenderTarget)
753 {
754 ERR("render target pointer unexpectedly null.");
755 if (framebufferRTV)
756 {
757 framebufferRTV->Release();
758 }
759 return false;
760 }
761
762 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
763 if (!framebufferDSV)
764 {
765 ERR("depth stencil view pointer unexpectedly null.");
766 if (framebufferRTV)
767 {
768 framebufferRTV->Release();
769 }
770 return false;
771 }
772
773 // If there is no render buffer, the width, height and format values come from
774 // the depth stencil
775 if (!renderbufferObject)
776 {
777 renderTargetWidth = depthStencil->getWidth();
778 renderTargetHeight = depthStencil->getHeight();
779 renderTargetFormat = depthStencil->getActualFormat();
780 }
781
782 depthSize = depthStencil->getDepthSize();
783 stencilSize = depthStencil->getStencilSize();
784 }
785
786 // Apply the render target and depth stencil
787 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
788 renderTargetSerial != mAppliedRenderTargetSerial ||
789 depthbufferSerial != mAppliedDepthbufferSerial ||
790 stencilbufferSerial != mAppliedStencilbufferSerial)
791 {
792 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
793
794 mRenderTargetDesc.width = renderTargetWidth;
795 mRenderTargetDesc.height = renderTargetHeight;
796 mRenderTargetDesc.format = renderTargetFormat;
797 mForceSetViewport = true; // TODO: It may not be required to clamp the viewport in D3D11
798 mForceSetScissor = true; // TODO: It may not be required to clamp the scissor in D3D11
799
800 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
801 {
802 mCurDepthSize = depthSize;
803 mForceSetRasterState = true;
804 }
805
806 mCurStencilSize = stencilSize;
807
808 mAppliedRenderTargetSerial = renderTargetSerial;
809 mAppliedDepthbufferSerial = depthbufferSerial;
810 mAppliedStencilbufferSerial = stencilbufferSerial;
811 mRenderTargetDescInitialized = true;
812 mDepthStencilInitialized = true;
813 }
814
815 if (framebufferRTV)
816 {
817 framebufferRTV->Release();
818 }
819 if (framebufferDSV)
820 {
821 framebufferDSV->Release();
822 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000823
824 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000825}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000826
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000827GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000828{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000829 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
830 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
831 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000832 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000833 return err;
834 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000835
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000836 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000837}
838
daniel@transgaming.com31240482012-11-28 21:06:41 +0000839GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000840{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000841 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000842
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000843 if (err == GL_NO_ERROR)
844 {
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000845 if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000846 {
847 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
848
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000849 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000850 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000851 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000852 }
853 }
854
855 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000856}
857
858void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
859{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000860 if (mode == GL_LINE_LOOP)
861 {
862 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
863 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000864 else if (mode == GL_TRIANGLE_FAN)
865 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000866 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000867 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000868 else if (instances > 0)
869 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000870 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000871 }
872 else
873 {
874 mDeviceContext->Draw(count, 0);
875 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000876}
877
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000878void 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 +0000879{
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000880 if (mode == GL_LINE_LOOP)
881 {
882 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
883 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000884 else if (mode == GL_TRIANGLE_FAN)
885 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000886 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
887 }
888 else if (instances > 0)
889 {
890 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000891 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000892 else
893 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +0000894 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000895 }
896}
897
898void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
899{
900 // Get the raw indices for an indexed draw
901 if (type != GL_NONE && elementArrayBuffer)
902 {
903 gl::Buffer *indexBuffer = elementArrayBuffer;
904 intptr_t offset = reinterpret_cast<intptr_t>(indices);
905 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
906 }
907
908 if (!mLineLoopIB)
909 {
910 mLineLoopIB = new StreamingIndexBufferInterface(this);
911 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
912 {
913 delete mLineLoopIB;
914 mLineLoopIB = NULL;
915
916 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
917 return error(GL_OUT_OF_MEMORY);
918 }
919 }
920
921 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
922 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
923 {
924 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
925 return error(GL_OUT_OF_MEMORY);
926 }
927
928 void* mappedMemory = NULL;
929 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
930 if (offset == -1 || mappedMemory == NULL)
931 {
932 ERR("Could not map index buffer for GL_LINE_LOOP.");
933 return error(GL_OUT_OF_MEMORY);
934 }
935
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000936 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000937 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000938
939 switch (type)
940 {
941 case GL_NONE: // Non-indexed draw
942 for (int i = 0; i < count; i++)
943 {
944 data[i] = i;
945 }
946 data[count] = 0;
947 break;
948 case GL_UNSIGNED_BYTE:
949 for (int i = 0; i < count; i++)
950 {
951 data[i] = static_cast<const GLubyte*>(indices)[i];
952 }
953 data[count] = static_cast<const GLubyte*>(indices)[0];
954 break;
955 case GL_UNSIGNED_SHORT:
956 for (int i = 0; i < count; i++)
957 {
958 data[i] = static_cast<const GLushort*>(indices)[i];
959 }
960 data[count] = static_cast<const GLushort*>(indices)[0];
961 break;
962 case GL_UNSIGNED_INT:
963 for (int i = 0; i < count; i++)
964 {
965 data[i] = static_cast<const GLuint*>(indices)[i];
966 }
967 data[count] = static_cast<const GLuint*>(indices)[0];
968 break;
969 default: UNREACHABLE();
970 }
971
972 if (!mLineLoopIB->unmapBuffer())
973 {
974 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
975 return error(GL_OUT_OF_MEMORY);
976 }
977
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000978 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000979 {
980 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
981
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000982 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000983 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000984 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000985 }
986
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000987 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000988}
989
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000990void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000991{
992 // Get the raw indices for an indexed draw
993 if (type != GL_NONE && elementArrayBuffer)
994 {
995 gl::Buffer *indexBuffer = elementArrayBuffer;
996 intptr_t offset = reinterpret_cast<intptr_t>(indices);
997 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
998 }
999
1000 if (!mTriangleFanIB)
1001 {
1002 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1003 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1004 {
1005 delete mTriangleFanIB;
1006 mTriangleFanIB = NULL;
1007
1008 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
1009 return error(GL_OUT_OF_MEMORY);
1010 }
1011 }
1012
1013 const int numTris = count - 2;
1014 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
1015 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1016 {
1017 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
1018 return error(GL_OUT_OF_MEMORY);
1019 }
1020
1021 void* mappedMemory = NULL;
1022 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
1023 if (offset == -1 || mappedMemory == NULL)
1024 {
1025 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
1026 return error(GL_OUT_OF_MEMORY);
1027 }
1028
1029 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1030 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
1031
1032 switch (type)
1033 {
1034 case GL_NONE: // Non-indexed draw
1035 for (int i = 0; i < numTris; i++)
1036 {
1037 data[i*3 + 0] = 0;
1038 data[i*3 + 1] = i + 1;
1039 data[i*3 + 2] = i + 2;
1040 }
1041 break;
1042 case GL_UNSIGNED_BYTE:
1043 for (int i = 0; i < numTris; i++)
1044 {
1045 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1046 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1047 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1048 }
1049 break;
1050 case GL_UNSIGNED_SHORT:
1051 for (int i = 0; i < numTris; i++)
1052 {
1053 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1054 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1055 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1056 }
1057 break;
1058 case GL_UNSIGNED_INT:
1059 for (int i = 0; i < numTris; i++)
1060 {
1061 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1062 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1063 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1064 }
1065 break;
1066 default: UNREACHABLE();
1067 }
1068
1069 if (!mTriangleFanIB->unmapBuffer())
1070 {
1071 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
1072 return error(GL_OUT_OF_MEMORY);
1073 }
1074
1075 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1076 {
1077 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1078
1079 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1080 mAppliedIBSerial = mTriangleFanIB->getSerial();
1081 mAppliedIBOffset = indexBufferOffset;
1082 }
1083
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001084 if (instances > 0)
1085 {
1086 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1087 }
1088 else
1089 {
1090 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1091 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001092}
1093
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001094void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1095{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001096 unsigned int programBinarySerial = programBinary->getSerial();
1097 if (programBinarySerial != mAppliedProgramBinarySerial)
1098 {
1099 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1100 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001101
daniel@transgaming.come4991412012-12-20 20:55:34 +00001102 ID3D11VertexShader *vertexShader = NULL;
1103 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001104
daniel@transgaming.come4991412012-12-20 20:55:34 +00001105 ID3D11PixelShader *pixelShader = NULL;
1106 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001107
daniel@transgaming.come4991412012-12-20 20:55:34 +00001108 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1109 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001110
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001111 programBinary->dirtyAllUniforms();
1112
1113 mAppliedProgramBinarySerial = programBinarySerial;
1114 }
1115
1116 // Only use the geometry shader currently for point sprite drawing
1117 const bool usesGeometryShader = programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode;
1118
1119 if (programBinarySerial != mAppliedProgramBinarySerial || usesGeometryShader != mIsGeometryShaderActive)
1120 {
1121 if (usesGeometryShader)
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001122 {
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001123 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
1124 ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001125 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1126 }
1127 else
1128 {
1129 mDeviceContext->GSSetShader(NULL, NULL, 0);
1130 }
1131
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001132 mIsGeometryShaderActive = usesGeometryShader;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001133 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001134}
1135
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001136void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001137{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001138 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1139 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001140
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001141 unsigned int totalRegisterCountVS = 0;
1142 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001143
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001144 bool vertexUniformsDirty = false;
1145 bool pixelUniformsDirty = false;
1146
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001147 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1148 {
1149 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001150
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001151 if (uniform->vsRegisterIndex >= 0)
1152 {
1153 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001154 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001155 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001156
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001157 if (uniform->psRegisterIndex >= 0)
1158 {
1159 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001160 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001161 }
1162 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001163
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001164 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1165 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1166
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001167 void *mapVS = (totalRegisterCountVS > 0 && vertexUniformsDirty) ? new float[4 * totalRegisterCountVS] : NULL;
1168 void *mapPS = (totalRegisterCountPS > 0 && pixelUniformsDirty) ? new float[4 * totalRegisterCountPS] : NULL;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001169
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001170 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001171 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001172 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001173
1174 switch (uniform->type)
1175 {
daniel@transgaming.comda8d3802012-12-20 21:12:55 +00001176 case GL_SAMPLER_2D:
1177 case GL_SAMPLER_CUBE:
1178 break;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001179 case GL_FLOAT:
1180 case GL_FLOAT_VEC2:
1181 case GL_FLOAT_VEC3:
1182 case GL_FLOAT_VEC4:
1183 case GL_FLOAT_MAT2:
1184 case GL_FLOAT_MAT3:
1185 case GL_FLOAT_MAT4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001186 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001187 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001188 GLfloat (*c)[4] = (GLfloat(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001189 float (*f)[4] = (float(*)[4])uniform->data;
1190
1191 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001192 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001193 c[uniform->vsRegisterIndex + i][0] = f[i][0];
1194 c[uniform->vsRegisterIndex + i][1] = f[i][1];
1195 c[uniform->vsRegisterIndex + i][2] = f[i][2];
1196 c[uniform->vsRegisterIndex + i][3] = f[i][3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001197 }
1198 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001199 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001200 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001201 GLfloat (*c)[4] = (GLfloat(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001202 float (*f)[4] = (float(*)[4])uniform->data;
1203
1204 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001205 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001206 c[uniform->psRegisterIndex + i][0] = f[i][0];
1207 c[uniform->psRegisterIndex + i][1] = f[i][1];
1208 c[uniform->psRegisterIndex + i][2] = f[i][2];
1209 c[uniform->psRegisterIndex + i][3] = f[i][3];
1210 }
1211 }
1212 break;
1213 case GL_INT:
1214 case GL_INT_VEC2:
1215 case GL_INT_VEC3:
1216 case GL_INT_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001217 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001218 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001219 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001220 GLint *x = (GLint*)uniform->data;
1221 int count = gl::VariableColumnCount(uniform->type);
1222
1223 for (unsigned int i = 0; i < uniform->registerCount; i++)
1224 {
1225 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = x[i * count + 0];
1226 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = x[i * count + 1];
1227 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = x[i * count + 2];
1228 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = x[i * count + 3];
1229 }
1230 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001231 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001232 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001233 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001234 GLint *x = (GLint*)uniform->data;
1235 int count = gl::VariableColumnCount(uniform->type);
1236
1237 for (unsigned int i = 0; i < uniform->registerCount; i++)
1238 {
1239 if (count >= 1) c[uniform->psRegisterIndex + i][0] = x[i * count + 0];
1240 if (count >= 2) c[uniform->psRegisterIndex + i][1] = x[i * count + 1];
1241 if (count >= 3) c[uniform->psRegisterIndex + i][2] = x[i * count + 2];
1242 if (count >= 4) c[uniform->psRegisterIndex + i][3] = x[i * count + 3];
1243 }
1244 }
1245 break;
1246 case GL_BOOL:
1247 case GL_BOOL_VEC2:
1248 case GL_BOOL_VEC3:
1249 case GL_BOOL_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001250 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001251 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001252 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001253 GLboolean *b = (GLboolean*)uniform->data;
1254 int count = gl::VariableColumnCount(uniform->type);
1255
1256 for (unsigned int i = 0; i < uniform->registerCount; i++)
1257 {
1258 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = b[i * count + 0];
1259 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = b[i * count + 1];
1260 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = b[i * count + 2];
1261 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = b[i * count + 3];
1262 }
1263 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001264 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001265 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001266 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001267 GLboolean *b = (GLboolean*)uniform->data;
1268 int count = gl::VariableColumnCount(uniform->type);
1269
1270 for (unsigned int i = 0; i < uniform->registerCount; i++)
1271 {
1272 if (count >= 1) c[uniform->psRegisterIndex + i][0] = b[i * count + 0];
1273 if (count >= 2) c[uniform->psRegisterIndex + i][1] = b[i * count + 1];
1274 if (count >= 3) c[uniform->psRegisterIndex + i][2] = b[i * count + 2];
1275 if (count >= 4) c[uniform->psRegisterIndex + i][3] = b[i * count + 3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001276 }
1277 }
1278 break;
1279 default:
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001280 UNREACHABLE();
1281 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001282
1283 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001284 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001285
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001286 if (vertexConstantBuffer && mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001287 {
1288 mDeviceContext->UpdateSubresource(vertexConstantBuffer, 0, NULL, mapVS, 0, 0);
1289 }
1290
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001291 if (pixelConstantBuffer && mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001292 {
1293 mDeviceContext->UpdateSubresource(pixelConstantBuffer, 0, NULL, mapPS, 0, 0);
1294 }
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001295
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001296 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1297 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001298
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001299 delete[] mapVS;
1300 delete[] mapPS;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001301
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001302 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001303 if (!mDriverConstantBufferVS)
1304 {
1305 D3D11_BUFFER_DESC constantBufferDescription = {0};
1306 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1307 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1308 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1309 constantBufferDescription.CPUAccessFlags = 0;
1310 constantBufferDescription.MiscFlags = 0;
1311 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001312
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001313 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001314 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001315
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001316 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1317 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001318
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001319 if (!mDriverConstantBufferPS)
1320 {
1321 D3D11_BUFFER_DESC constantBufferDescription = {0};
1322 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1323 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1324 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1325 constantBufferDescription.CPUAccessFlags = 0;
1326 constantBufferDescription.MiscFlags = 0;
1327 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001328
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001329 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001330 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001331
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001332 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1333 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001334
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001335 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1336 {
1337 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1338 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1339 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001340
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001341 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1342 {
1343 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1344 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1345 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001346
1347 // needed for the point sprite geometry shader
1348 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001349}
1350
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001351void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001352{
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001353 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1354 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1355 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1356 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001357
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001358 unsigned int stencilUnmasked = 0x0;
1359 if (frameBuffer->hasStencil())
1360 {
1361 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1362 stencilUnmasked = (0x1 << stencilSize) - 1;
1363 }
1364 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1365 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001366
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001367 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1368 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1369 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001370
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001371 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1372 {
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001373 maskedClear(clearParams);
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001374 }
1375 else
1376 {
1377 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1378 {
1379 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
1380 if (renderbufferObject)
1381 {
1382 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1383 if (!renderTarget)
1384 {
1385 ERR("render target pointer unexpectedly null.");
1386 return;
1387 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001388
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001389 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1390 if (!framebufferRTV)
1391 {
1392 ERR("render target view pointer unexpectedly null.");
1393 return;
1394 }
1395
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001396 const float clearValues[4] = { clearParams.colorClearValue.red,
1397 clearParams.colorClearValue.green,
1398 clearParams.colorClearValue.blue,
1399 clearParams.colorClearValue.alpha };
1400 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001401
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001402 framebufferRTV->Release();
1403 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001404 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001405 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001406 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001407 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1408 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001409 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001410 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1411 if (!renderTarget)
1412 {
1413 ERR("render target pointer unexpectedly null.");
1414 return;
1415 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001416
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001417 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1418 if (!framebufferDSV)
1419 {
1420 ERR("depth stencil view pointer unexpectedly null.");
1421 return;
1422 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001423
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001424 UINT clearFlags = 0;
1425 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1426 {
1427 clearFlags |= D3D11_CLEAR_DEPTH;
1428 }
1429 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1430 {
1431 clearFlags |= D3D11_CLEAR_STENCIL;
1432 }
1433
1434 float depthClear = clearParams.depthClearValue;
1435 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1436
1437 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001438
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001439 framebufferDSV->Release();
1440 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001441 }
1442 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001443}
1444
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001445void Renderer11::maskedClear(const gl::ClearParameters &clearParams)
1446{
1447 HRESULT result;
1448
1449 if (!mClearResourcesInitialized)
1450 {
1451 ASSERT(!mClearVB && !mClearVS && !mClearPS && !mClearScissorRS && !mClearNoScissorRS);
1452
1453 D3D11_BUFFER_DESC vbDesc;
1454 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1455 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1456 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1457 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1458 vbDesc.MiscFlags = 0;
1459 vbDesc.StructureByteStride = 0;
1460
1461 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1462 ASSERT(SUCCEEDED(result));
1463 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1464
1465 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1466 {
1467 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1468 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1469 };
1470
1471 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1472 ASSERT(SUCCEEDED(result));
1473 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1474
1475 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1476 ASSERT(SUCCEEDED(result));
1477 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1478
1479 result = mDevice->CreatePixelShader(g_PS_Clear, sizeof(g_PS_Clear), NULL, &mClearPS);
1480 ASSERT(SUCCEEDED(result));
1481 d3d11::SetDebugName(mClearPS, "Renderer11 masked clear pixel shader");
1482
1483 D3D11_RASTERIZER_DESC rsScissorDesc;
1484 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1485 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1486 rsScissorDesc.FrontCounterClockwise = FALSE;
1487 rsScissorDesc.DepthBias = 0;
1488 rsScissorDesc.DepthBiasClamp = 0.0f;
1489 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1490 rsScissorDesc.DepthClipEnable = FALSE;
1491 rsScissorDesc.ScissorEnable = TRUE;
1492 rsScissorDesc.MultisampleEnable = FALSE;
1493 rsScissorDesc.AntialiasedLineEnable = FALSE;
1494
1495 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1496 ASSERT(SUCCEEDED(result));
1497 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1498
1499 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1500 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1501 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1502 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1503 rsNoScissorDesc.DepthBias = 0;
1504 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1505 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1506 rsNoScissorDesc.DepthClipEnable = FALSE;
1507 rsNoScissorDesc.ScissorEnable = FALSE;
1508 rsNoScissorDesc.MultisampleEnable = FALSE;
1509 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1510
1511 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1512 ASSERT(SUCCEEDED(result));
1513 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1514
1515 mClearResourcesInitialized = true;
1516 }
1517
1518 // Prepare the depth stencil state to write depth values if the depth should be cleared
1519 // and stencil values if the stencil should be cleared
1520 gl::DepthStencilState glDSState;
1521 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1522 glDSState.depthFunc = GL_ALWAYS;
1523 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1524 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1525 glDSState.stencilFunc = GL_ALWAYS;
1526 glDSState.stencilMask = 0;
1527 glDSState.stencilFail = GL_REPLACE;
1528 glDSState.stencilPassDepthFail = GL_REPLACE;
1529 glDSState.stencilPassDepthPass = GL_REPLACE;
1530 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1531 glDSState.stencilBackFunc = GL_ALWAYS;
1532 glDSState.stencilBackMask = 0;
1533 glDSState.stencilBackFail = GL_REPLACE;
1534 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1535 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1536 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1537
1538 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1539
1540 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1541
1542 // Prepare the blend state to use a write mask if the color buffer should be cleared
1543 gl::BlendState glBlendState;
1544 glBlendState.blend = false;
1545 glBlendState.sourceBlendRGB = GL_ONE;
1546 glBlendState.destBlendRGB = GL_ZERO;
1547 glBlendState.sourceBlendAlpha = GL_ONE;
1548 glBlendState.destBlendAlpha = GL_ZERO;
1549 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1550 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1551 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1552 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1553 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1554 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1555 glBlendState.sampleAlphaToCoverage = false;
1556 glBlendState.dither = false;
1557
1558 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1559 static const UINT sampleMask = 0xFFFFFFFF;
1560
1561 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1562
1563 // Set the vertices
1564 D3D11_MAPPED_SUBRESOURCE mappedResource;
1565 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1566 if (FAILED(result))
1567 {
1568 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1569 return;
1570 }
1571
1572 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1573
1574 float depthClear = gl::clamp01(clearParams.depthClearValue);
1575 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1576 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1577 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1578 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1579
1580 mDeviceContext->Unmap(mClearVB, 0);
1581
1582 // Apply state
1583 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1584 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1585 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1586
1587 // Apply shaders
1588 mDeviceContext->IASetInputLayout(mClearIL);
1589 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
1590 mDeviceContext->PSSetShader(mClearPS, NULL, 0);
1591
1592 // Apply vertex buffer
1593 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1594 static UINT startIdx = 0;
1595 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1596 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1597
1598 // Draw the clear quad
1599 mDeviceContext->Draw(4, 0);
1600
1601 // Clean up
1602 markAllStateDirty();
1603}
1604
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001605void Renderer11::markAllStateDirty()
1606{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001607 mAppliedRenderTargetSerial = 0;
1608 mAppliedDepthbufferSerial = 0;
1609 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001610 mDepthStencilInitialized = false;
1611 mRenderTargetDescInitialized = false;
1612
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001613 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001614 {
1615 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001616 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001617 }
1618 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1619 {
1620 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001621 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001622 }
1623
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001624 mForceSetBlendState = true;
1625 mForceSetRasterState = true;
1626 mForceSetDepthStencilState = true;
1627 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001628 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001629
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001630 mAppliedIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001631 mAppliedIBOffset = 0;
1632
daniel@transgaming.come4991412012-12-20 20:55:34 +00001633 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001634 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1635 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001636}
1637
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001638void Renderer11::releaseDeviceResources()
1639{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001640 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001641 mInputLayoutCache.clear();
1642
1643 delete mVertexDataManager;
1644 mVertexDataManager = NULL;
1645
1646 delete mIndexDataManager;
1647 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001648
1649 delete mLineLoopIB;
1650 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001651
1652 delete mTriangleFanIB;
1653 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001654
1655 if (mCopyVB)
1656 {
1657 mCopyVB->Release();
1658 mCopyVB = NULL;
1659 }
1660
1661 if (mCopySampler)
1662 {
1663 mCopySampler->Release();
1664 mCopySampler = NULL;
1665 }
1666
1667 if (mCopyIL)
1668 {
1669 mCopyIL->Release();
1670 mCopyIL = NULL;
1671 }
1672
1673 if (mCopyVS)
1674 {
1675 mCopyVS->Release();
1676 mCopyVS = NULL;
1677 }
1678
1679 if (mCopyRGBAPS)
1680 {
1681 mCopyRGBAPS->Release();
1682 mCopyRGBAPS = NULL;
1683 }
1684
1685 if (mCopyRGBPS)
1686 {
1687 mCopyRGBPS->Release();
1688 mCopyRGBPS = NULL;
1689 }
1690
1691 if (mCopyLumPS)
1692 {
1693 mCopyLumPS->Release();
1694 mCopyLumPS = NULL;
1695 }
1696
1697 if (mCopyLumAlphaPS)
1698 {
1699 mCopyLumAlphaPS->Release();
1700 mCopyLumAlphaPS = NULL;
1701 }
1702
1703 mCopyResourcesInitialized = false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001704
1705 if (mClearVB)
1706 {
1707 mClearVB->Release();
1708 mClearVB = NULL;
1709 }
1710
1711 if (mClearIL)
1712 {
1713 mClearIL->Release();
1714 mClearIL = NULL;
1715 }
1716
1717 if (mClearVS)
1718 {
1719 mClearVS->Release();
1720 mClearVS = NULL;
1721 }
1722
1723 if (mClearPS)
1724 {
1725 mClearPS->Release();
1726 mClearPS = NULL;
1727 }
1728
1729 if (mClearScissorRS)
1730 {
1731 mClearScissorRS->Release();
1732 mClearScissorRS = NULL;
1733 }
1734
1735 if (mClearNoScissorRS)
1736 {
1737 mClearNoScissorRS->Release();
1738 mClearNoScissorRS = NULL;
1739 }
1740
1741 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001742
1743 if (mDriverConstantBufferVS)
1744 {
1745 mDriverConstantBufferVS->Release();
1746 mDriverConstantBufferVS = NULL;
1747 }
1748
1749 if (mDriverConstantBufferPS)
1750 {
1751 mDriverConstantBufferPS->Release();
1752 mDriverConstantBufferPS = NULL;
1753 }
daniel@transgaming.combdf787f2013-02-01 03:20:36 +00001754
1755 if (mSyncQuery)
1756 {
1757 mSyncQuery->Release();
1758 mSyncQuery = NULL;
1759 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001760}
1761
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001762void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001763{
1764 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001765 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001766}
1767
1768bool Renderer11::isDeviceLost()
1769{
1770 return mDeviceLost;
1771}
1772
1773// set notify to true to broadcast a message to all contexts of the device loss
1774bool Renderer11::testDeviceLost(bool notify)
1775{
1776 bool isLost = false;
1777
1778 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +00001779 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001780
1781 if (isLost)
1782 {
1783 // ensure we note the device loss --
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001784 // Note that we don't want to clear the device loss status here
1785 // -- this needs to be done by resetDevice
1786 mDeviceLost = true;
1787 if (notify)
1788 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001789 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001790 }
1791 }
1792
1793 return isLost;
1794}
1795
1796bool Renderer11::testDeviceResettable()
1797{
1798 HRESULT status = D3D_OK;
1799
1800 // TODO
1801 UNIMPLEMENTED();
1802
1803 switch (status)
1804 {
1805 case D3DERR_DEVICENOTRESET:
1806 case D3DERR_DEVICEHUNG:
1807 return true;
1808 default:
1809 return false;
1810 }
1811}
1812
1813bool Renderer11::resetDevice()
1814{
1815 releaseDeviceResources();
1816
1817 // TODO
1818 UNIMPLEMENTED();
1819
1820 // reset device defaults
1821 initializeDevice();
1822 mDeviceLost = false;
1823
1824 return true;
1825}
1826
1827DWORD Renderer11::getAdapterVendor() const
1828{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001829 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001830}
1831
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001832std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001833{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001834 std::ostringstream rendererString;
1835
1836 rendererString << mDescription;
1837 rendererString << " Direct3D11";
1838
1839 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1840 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1841
1842 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001843}
1844
1845GUID Renderer11::getAdapterIdentifier() const
1846{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00001847 // Use the adapter LUID as our adapter ID
1848 // This number is local to a machine is only guaranteed to be unique between restarts
1849 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
1850 GUID adapterId = {0};
1851 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
1852 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001853}
1854
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00001855bool Renderer11::getBGRATextureSupport() const
1856{
1857 return mBGRATextureSupport;
1858}
1859
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001860bool Renderer11::getDXT1TextureSupport()
1861{
1862 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001863 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001864 return false;
1865}
1866
1867bool Renderer11::getDXT3TextureSupport()
1868{
1869 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001870 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001871 return false;
1872}
1873
1874bool Renderer11::getDXT5TextureSupport()
1875{
1876 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001877 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001878 return false;
1879}
1880
1881bool Renderer11::getDepthTextureSupport() const
1882{
1883 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001884 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001885 return false;
1886}
1887
1888bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
1889{
1890 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001891 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001892
1893 *filtering = false;
1894 *renderable = false;
1895 return false;
1896}
1897
1898bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
1899{
1900 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001901 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001902
1903 *filtering = false;
1904 *renderable = false;
1905 return false;
1906}
1907
1908bool Renderer11::getLuminanceTextureSupport()
1909{
1910 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001911 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001912 return false;
1913}
1914
1915bool Renderer11::getLuminanceAlphaTextureSupport()
1916{
1917 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001918 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001919 return false;
1920}
1921
1922bool Renderer11::getTextureFilterAnisotropySupport() const
1923{
1924 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001925 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001926 return false;
1927}
1928
1929float Renderer11::getTextureMaxAnisotropy() const
1930{
1931 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001932 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001933 return 1.0f;
1934}
1935
1936bool Renderer11::getEventQuerySupport()
1937{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00001938 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001939}
1940
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001941unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001942{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001943 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
1944 switch (mFeatureLevel)
1945 {
1946 case D3D_FEATURE_LEVEL_11_0:
1947 case D3D_FEATURE_LEVEL_10_1:
1948 case D3D_FEATURE_LEVEL_10_0:
1949 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
1950 default: UNREACHABLE();
1951 return 0;
1952 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001953}
1954
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00001955unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
1956{
1957 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
1958}
1959
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00001960int Renderer11::getMaxVertexUniformVectors() const
1961{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00001962 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
1963 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
1964 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00001965}
1966
1967int Renderer11::getMaxFragmentUniformVectors() const
1968{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00001969 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
1970 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
1971 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00001972}
1973
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00001974int Renderer11::getMaxVaryingVectors() const
1975{
1976 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
1977 switch (mFeatureLevel)
1978 {
1979 case D3D_FEATURE_LEVEL_11_0:
1980 return D3D11_VS_OUTPUT_REGISTER_COUNT;
1981 case D3D_FEATURE_LEVEL_10_1:
1982 case D3D_FEATURE_LEVEL_10_0:
1983 return D3D10_VS_OUTPUT_REGISTER_COUNT;
1984 default: UNREACHABLE();
1985 return 0;
1986 }
1987}
1988
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001989bool Renderer11::getNonPower2TextureSupport() const
1990{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00001991 switch (mFeatureLevel)
1992 {
1993 case D3D_FEATURE_LEVEL_11_0:
1994 case D3D_FEATURE_LEVEL_10_1:
1995 case D3D_FEATURE_LEVEL_10_0:
1996 return true;
1997 default: UNREACHABLE();
1998 return false;
1999 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002000}
2001
2002bool Renderer11::getOcclusionQuerySupport() const
2003{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002004 switch (mFeatureLevel)
2005 {
2006 case D3D_FEATURE_LEVEL_11_0:
2007 case D3D_FEATURE_LEVEL_10_1:
2008 case D3D_FEATURE_LEVEL_10_0:
2009 return true;
2010 default: UNREACHABLE();
2011 return false;
2012 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002013}
2014
2015bool Renderer11::getInstancingSupport() const
2016{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002017 switch (mFeatureLevel)
2018 {
2019 case D3D_FEATURE_LEVEL_11_0:
2020 case D3D_FEATURE_LEVEL_10_1:
2021 case D3D_FEATURE_LEVEL_10_0:
2022 return true;
2023 default: UNREACHABLE();
2024 return false;
2025 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002026}
2027
2028bool Renderer11::getShareHandleSupport() const
2029{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002030 // We only currently support share handles with BGRA surfaces, because
2031 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002032 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002033 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002034}
2035
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002036bool Renderer11::getDerivativeInstructionSupport() const
2037{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002038 switch (mFeatureLevel)
2039 {
2040 case D3D_FEATURE_LEVEL_11_0:
2041 case D3D_FEATURE_LEVEL_10_1:
2042 case D3D_FEATURE_LEVEL_10_0:
2043 return true;
2044 default: UNREACHABLE();
2045 return false;
2046 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002047}
2048
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002049int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002050{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002051 switch (mFeatureLevel)
2052 {
2053 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002054 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002055 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2056 default: UNREACHABLE(); return 0;
2057 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002058}
2059
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002060int Renderer11::getMinorShaderModel() const
2061{
2062 switch (mFeatureLevel)
2063 {
2064 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2065 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2066 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2067 default: UNREACHABLE(); return 0;
2068 }
2069}
2070
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002071float Renderer11::getMaxPointSize() const
2072{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002073 // choose a reasonable maximum. we enforce this in the shader.
2074 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2075 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002076}
2077
2078int Renderer11::getMaxTextureWidth() const
2079{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002080 switch (mFeatureLevel)
2081 {
2082 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2083 case D3D_FEATURE_LEVEL_10_1:
2084 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2085 default: UNREACHABLE(); return 0;
2086 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002087}
2088
2089int Renderer11::getMaxTextureHeight() const
2090{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002091 switch (mFeatureLevel)
2092 {
2093 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2094 case D3D_FEATURE_LEVEL_10_1:
2095 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2096 default: UNREACHABLE(); return 0;
2097 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002098}
2099
2100bool Renderer11::get32BitIndexSupport() const
2101{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002102 switch (mFeatureLevel)
2103 {
2104 case D3D_FEATURE_LEVEL_11_0:
2105 case D3D_FEATURE_LEVEL_10_1:
2106 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2107 default: UNREACHABLE(); return false;
2108 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002109}
2110
2111int Renderer11::getMinSwapInterval() const
2112{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002113 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002114}
2115
2116int Renderer11::getMaxSwapInterval() const
2117{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002118 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002119}
2120
2121int Renderer11::getMaxSupportedSamples() const
2122{
2123 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002124 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002125 return 1;
2126}
2127
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002128bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002129{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002130 if (source && dest)
2131 {
2132 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2133 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2134
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002135 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002136 return true;
2137 }
2138
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002139 return false;
2140}
2141
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002142bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002143{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002144 if (source && dest)
2145 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002146 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2147 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002148
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002149 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002150 return true;
2151 }
2152
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002153 return false;
2154}
2155
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002156bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002157 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002158{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002159 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2160 if (!colorbuffer)
2161 {
2162 ERR("Failed to retrieve the color buffer from the frame buffer.");
2163 return error(GL_OUT_OF_MEMORY, false);
2164 }
2165
2166 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2167 if (!sourceRenderTarget)
2168 {
2169 ERR("Failed to retrieve the render target from the frame buffer.");
2170 return error(GL_OUT_OF_MEMORY, false);
2171 }
2172
2173 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2174 if (!source)
2175 {
2176 ERR("Failed to retrieve the render target view from the render target.");
2177 return error(GL_OUT_OF_MEMORY, false);
2178 }
2179
2180 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2181 if (!storage11)
2182 {
2183 source->Release();
2184 ERR("Failed to retrieve the texture storage from the destination.");
2185 return error(GL_OUT_OF_MEMORY, false);
2186 }
2187
2188 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2189 if (!destRenderTarget)
2190 {
2191 source->Release();
2192 ERR("Failed to retrieve the render target from the destination storage.");
2193 return error(GL_OUT_OF_MEMORY, false);
2194 }
2195
2196 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2197 if (!dest)
2198 {
2199 source->Release();
2200 ERR("Failed to retrieve the render target view from the destination render target.");
2201 return error(GL_OUT_OF_MEMORY, false);
2202 }
2203
2204 gl::Rectangle destRect;
2205 destRect.x = xoffset;
2206 destRect.y = yoffset;
2207 destRect.width = sourceRect.width;
2208 destRect.height = sourceRect.height;
2209
2210 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2211 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2212
2213 source->Release();
2214 dest->Release();
2215
2216 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002217}
2218
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002219bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002220 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002221{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002222 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2223 if (!colorbuffer)
2224 {
2225 ERR("Failed to retrieve the color buffer from the frame buffer.");
2226 return error(GL_OUT_OF_MEMORY, false);
2227 }
2228
2229 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2230 if (!sourceRenderTarget)
2231 {
2232 ERR("Failed to retrieve the render target from the frame buffer.");
2233 return error(GL_OUT_OF_MEMORY, false);
2234 }
2235
2236 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2237 if (!source)
2238 {
2239 ERR("Failed to retrieve the render target view from the render target.");
2240 return error(GL_OUT_OF_MEMORY, false);
2241 }
2242
2243 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2244 if (!storage11)
2245 {
2246 source->Release();
2247 ERR("Failed to retrieve the texture storage from the destination.");
2248 return error(GL_OUT_OF_MEMORY, false);
2249 }
2250
2251 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
2252 if (!destRenderTarget)
2253 {
2254 source->Release();
2255 ERR("Failed to retrieve the render target from the destination storage.");
2256 return error(GL_OUT_OF_MEMORY, false);
2257 }
2258
2259 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2260 if (!dest)
2261 {
2262 source->Release();
2263 ERR("Failed to retrieve the render target view from the destination render target.");
2264 return error(GL_OUT_OF_MEMORY, false);
2265 }
2266
2267 gl::Rectangle destRect;
2268 destRect.x = xoffset;
2269 destRect.y = yoffset;
2270 destRect.width = sourceRect.width;
2271 destRect.height = sourceRect.height;
2272
2273 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2274 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2275
2276 source->Release();
2277 dest->Release();
2278
2279 return ret;
2280}
2281
2282bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight,
2283 ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat)
2284{
2285 HRESULT result;
2286
2287 if (!mCopyResourcesInitialized)
2288 {
2289 ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS);
2290
2291 D3D11_BUFFER_DESC vbDesc;
2292 vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
2293 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
2294 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
2295 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2296 vbDesc.MiscFlags = 0;
2297 vbDesc.StructureByteStride = 0;
2298
2299 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
2300 ASSERT(SUCCEEDED(result));
2301 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
2302
2303 D3D11_SAMPLER_DESC samplerDesc;
2304 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
2305 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
2306 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
2307 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
2308 samplerDesc.MipLODBias = 0.0f;
2309 samplerDesc.MaxAnisotropy = 0;
2310 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
2311 samplerDesc.BorderColor[0] = 0.0f;
2312 samplerDesc.BorderColor[1] = 0.0f;
2313 samplerDesc.BorderColor[2] = 0.0f;
2314 samplerDesc.BorderColor[3] = 0.0f;
2315 samplerDesc.MinLOD = 0.0f;
2316 samplerDesc.MaxLOD = 0.0f;
2317
2318 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
2319 ASSERT(SUCCEEDED(result));
2320 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
2321
2322 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
2323 {
2324 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2325 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2326 };
2327
2328 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL);
2329 ASSERT(SUCCEEDED(result));
2330 d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout");
2331
2332 result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS);
2333 ASSERT(SUCCEEDED(result));
2334 d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader");
2335
2336 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS);
2337 ASSERT(SUCCEEDED(result));
2338 d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader");
2339
2340 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS);
2341 ASSERT(SUCCEEDED(result));
2342 d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader");
2343
2344 result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS);
2345 ASSERT(SUCCEEDED(result));
2346 d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader");
2347
2348 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS);
2349 ASSERT(SUCCEEDED(result));
2350 d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader");
2351
2352 mCopyResourcesInitialized = true;
2353 }
2354
2355 // Verify the source and destination area sizes
2356 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
2357 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
2358 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
2359 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight))
2360 {
2361 return error(GL_INVALID_VALUE, false);
2362 }
2363
2364 // Set vertices
2365 D3D11_MAPPED_SUBRESOURCE mappedResource;
2366 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
2367 if (FAILED(result))
2368 {
2369 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
2370 return error(GL_OUT_OF_MEMORY, false);
2371 }
2372
2373 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
2374
2375 // Create a quad in homogeneous coordinates
2376 float x1 = (destArea.x / destWidth) * 2.0f - 1.0f;
2377 float y1 = (destArea.y / destHeight) * 2.0f - 1.0f;
2378 float x2 = ((destArea.x + destArea.width) / destWidth) * 2.0f - 1.0f;
2379 float y2 = ((destArea.y + destArea.height) / destHeight) * 2.0f - 1.0f;
2380
2381 float u1 = sourceArea.x / float(sourceWidth);
2382 float v1 = sourceArea.y / float(sourceHeight);
2383 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
2384 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
2385
2386 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
2387 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
2388 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
2389 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
2390
2391 mDeviceContext->Unmap(mCopyVB, 0);
2392
2393 static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
2394 static UINT startIdx = 0;
2395 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
2396
2397 // Apply state
2398 static const float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
2399 mDeviceContext->OMSetBlendState(NULL, blendFactor, 0xFFFFFFF);
2400 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
2401 mDeviceContext->RSSetState(NULL);
2402
2403 // Apply shaders
2404 mDeviceContext->IASetInputLayout(mCopyIL);
2405 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
2406 mDeviceContext->VSSetShader(mCopyVS, NULL, 0);
2407
2408 ID3D11PixelShader *ps = NULL;
2409 switch(destFormat)
2410 {
2411 case GL_RGBA: ps = mCopyRGBAPS; break;
2412 case GL_RGB: ps = mCopyRGBPS; break;
2413 case GL_ALPHA: ps = mCopyRGBAPS; break;
2414 case GL_BGRA_EXT: ps = mCopyRGBAPS; break;
2415 case GL_LUMINANCE: ps = mCopyLumPS; break;
2416 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break;
2417 default: UNREACHABLE(); ps = NULL; break;
2418 }
2419
2420 mDeviceContext->PSSetShader(ps, NULL, 0);
2421
2422 // Unset the currently bound shader resource to avoid conflicts
2423 static ID3D11ShaderResourceView *const nullSRV = NULL;
2424 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2425
2426 // Apply render targets
2427 mDeviceContext->OMSetRenderTargets(1, &dest, NULL);
2428
2429 // Set the viewport
2430 D3D11_VIEWPORT viewport;
2431 viewport.TopLeftX = 0;
2432 viewport.TopLeftY = 0;
2433 viewport.Width = destWidth;
2434 viewport.Height = destHeight;
2435 viewport.MinDepth = 0.0f;
2436 viewport.MaxDepth = 1.0f;
2437 mDeviceContext->RSSetViewports(1, &viewport);
2438
2439 // Apply textures
2440 mDeviceContext->PSSetShaderResources(0, 1, &source);
2441 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
2442
2443 // Draw the quad
2444 mDeviceContext->Draw(4, 0);
2445
2446 // Unbind textures and render targets and vertex buffer
2447 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2448
2449 static ID3D11RenderTargetView *const nullRTV = NULL;
2450 mDeviceContext->OMSetRenderTargets(1, &nullRTV, NULL);
2451
2452 static UINT zero = 0;
2453 static ID3D11Buffer *const nullBuffer = NULL;
2454 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
2455
2456 markAllStateDirty();
2457
2458 return true;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002459}
2460
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002461RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2462{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002463 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002464 RenderTarget11 *renderTarget = NULL;
2465 if (depth)
2466 {
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002467 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), NULL,
2468 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002469 }
2470 else
2471 {
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002472 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
2473 swapChain11->getRenderTargetShaderResource(),
2474 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002475 }
2476 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002477}
2478
2479RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2480{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002481 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
2482 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002483}
2484
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002485ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002486{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002487 ShaderExecutable11 *executable = NULL;
2488
2489 switch (type)
2490 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002491 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002492 {
2493 ID3D11VertexShader *vshader = NULL;
2494 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2495 ASSERT(SUCCEEDED(result));
2496
2497 if (vshader)
2498 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002499 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002500 }
2501 }
2502 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002503 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002504 {
2505 ID3D11PixelShader *pshader = NULL;
2506 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2507 ASSERT(SUCCEEDED(result));
2508
2509 if (pshader)
2510 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002511 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002512 }
2513 }
2514 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002515 case rx::SHADER_GEOMETRY:
2516 {
2517 ID3D11GeometryShader *gshader = NULL;
2518 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
2519 ASSERT(SUCCEEDED(result));
2520
2521 if (gshader)
2522 {
2523 executable = new ShaderExecutable11(function, length, gshader);
2524 }
2525 }
2526 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002527 default:
2528 UNREACHABLE();
2529 break;
2530 }
2531
2532 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002533}
2534
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002535ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002536{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002537 const char *profile = NULL;
2538
2539 switch (type)
2540 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002541 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002542 profile = "vs_4_0";
2543 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002544 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002545 profile = "ps_4_0";
2546 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002547 case rx::SHADER_GEOMETRY:
2548 profile = "gs_4_0";
2549 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002550 default:
2551 UNREACHABLE();
2552 return NULL;
2553 }
2554
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00002555 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002556 if (!binary)
2557 return NULL;
2558
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002559 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002560 binary->Release();
2561
2562 return executable;
2563}
2564
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002565VertexBuffer *Renderer11::createVertexBuffer()
2566{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00002567 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002568}
2569
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002570IndexBuffer *Renderer11::createIndexBuffer()
2571{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00002572 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002573}
2574
2575QueryImpl *Renderer11::createQuery(GLenum type)
2576{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002577 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002578}
2579
2580FenceImpl *Renderer11::createFence()
2581{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002582 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002583}
2584
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002585bool Renderer11::getRenderTargetResource(gl::Framebuffer *framebuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
2586{
2587 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2588 if (colorbuffer)
2589 {
2590 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2591 if (renderTarget)
2592 {
2593 *subresourceIndex = renderTarget->getSubresourceIndex();
2594
2595 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
2596 if (colorBufferRTV)
2597 {
2598 ID3D11Resource *textureResource = NULL;
2599 colorBufferRTV->GetResource(&textureResource);
2600 colorBufferRTV->Release();
2601
2602 if (textureResource)
2603 {
2604 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
2605 textureResource->Release();
2606
2607 if (SUCCEEDED(result))
2608 {
2609 return true;
2610 }
2611 else
2612 {
2613 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
2614 "HRESULT: 0x%X.", result);
2615 }
2616 }
2617 }
2618 }
2619 }
2620
2621 return false;
2622}
2623
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002624bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
2625 bool blitRenderTarget, bool blitDepthStencil)
2626{
2627 // TODO
2628 UNIMPLEMENTED();
2629 return false;
2630}
2631
2632void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2633 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2634{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002635 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002636 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002637
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002638 if (getRenderTargetResource(framebuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002639 {
2640 gl::Rectangle area;
2641 area.x = x;
2642 area.y = y;
2643 area.width = width;
2644 area.height = height;
2645
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002646 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
2647 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002648
2649 colorBufferTexture->Release();
2650 colorBufferTexture = NULL;
2651 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002652}
2653
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002654Image *Renderer11::createImage()
2655{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00002656 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002657}
2658
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002659void Renderer11::generateMipmap(Image *dest, Image *src)
2660{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00002661 Image11 *dest11 = Image11::makeImage11(dest);
2662 Image11 *src11 = Image11::makeImage11(src);
2663 Image11::generateMipmap(dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002664}
2665
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002666TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
2667{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002668 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
2669 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002670}
2671
2672TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
2673{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002674 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002675}
2676
2677TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
2678{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002679 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002680}
2681
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002682static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
2683{
2684 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
2685 destFormat == GL_ALPHA &&
2686 destType == GL_UNSIGNED_BYTE)
2687 {
2688 return 1;
2689 }
2690 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
2691 destFormat == GL_RGBA &&
2692 destType == GL_UNSIGNED_BYTE)
2693 {
2694 return 4;
2695 }
2696 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
2697 destFormat == GL_BGRA_EXT &&
2698 destType == GL_UNSIGNED_BYTE)
2699 {
2700 return 4;
2701 }
2702 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
2703 destFormat == GL_RGBA &&
2704 destType == GL_HALF_FLOAT_OES)
2705 {
2706 return 8;
2707 }
2708 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
2709 destFormat == GL_RGB &&
2710 destType == GL_FLOAT)
2711 {
2712 return 12;
2713 }
2714 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
2715 destFormat == GL_RGBA &&
2716 destType == GL_FLOAT)
2717 {
2718 return 16;
2719 }
2720 else
2721 {
2722 return 0;
2723 }
2724}
2725
2726static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
2727 unsigned int y, int inputPitch, gl::Color *outColor)
2728{
2729 switch (format)
2730 {
2731 case DXGI_FORMAT_R8G8B8A8_UNORM:
2732 {
2733 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00002734 outColor->red = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
2735 outColor->green = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
2736 outColor->blue = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
2737 outColor->alpha = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002738 }
2739 break;
2740
2741 case DXGI_FORMAT_A8_UNORM:
2742 {
2743 outColor->red = 0.0f;
2744 outColor->green = 0.0f;
2745 outColor->blue = 0.0f;
2746 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
2747 }
2748 break;
2749
2750 case DXGI_FORMAT_R32G32B32A32_FLOAT:
2751 {
2752 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
2753 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
2754 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
2755 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
2756 }
2757 break;
2758
2759 case DXGI_FORMAT_R32G32B32_FLOAT:
2760 {
2761 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
2762 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
2763 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
2764 outColor->alpha = 1.0f;
2765 }
2766 break;
2767
2768 case DXGI_FORMAT_R16G16B16A16_FLOAT:
2769 {
2770 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
2771 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
2772 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
2773 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
2774 }
2775 break;
2776
2777 case DXGI_FORMAT_B8G8R8A8_UNORM:
2778 {
2779 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00002780 outColor->red = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
2781 outColor->blue = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
2782 outColor->green = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
2783 outColor->alpha = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002784 }
2785 break;
2786
2787 case DXGI_FORMAT_R8_UNORM:
2788 {
2789 outColor->red = *(data + x + y * inputPitch) / 255.0f;
2790 outColor->green = 0.0f;
2791 outColor->blue = 0.0f;
2792 outColor->alpha = 1.0f;
2793 }
2794 break;
2795
2796 case DXGI_FORMAT_R8G8_UNORM:
2797 {
2798 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
2799
2800 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
2801 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
2802 outColor->blue = 0.0f;
2803 outColor->alpha = 1.0f;
2804 }
2805 break;
2806
2807 case DXGI_FORMAT_R16_FLOAT:
2808 {
2809 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
2810 outColor->green = 0.0f;
2811 outColor->blue = 0.0f;
2812 outColor->alpha = 1.0f;
2813 }
2814 break;
2815
2816 case DXGI_FORMAT_R16G16_FLOAT:
2817 {
2818 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
2819 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
2820 outColor->blue = 0.0f;
2821 outColor->alpha = 1.0f;
2822 }
2823 break;
2824
2825 default:
2826 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
2827 UNIMPLEMENTED();
2828 break;
2829 }
2830}
2831
2832static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
2833 unsigned int y, int outputPitch, void *outData)
2834{
2835 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
2836 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
2837
2838 switch (format)
2839 {
2840 case GL_RGBA:
2841 switch (type)
2842 {
2843 case GL_UNSIGNED_BYTE:
2844 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
2845 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2846 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2847 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
2848 break;
2849
2850 default:
2851 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
2852 UNIMPLEMENTED();
2853 break;
2854 }
2855 break;
2856
2857 case GL_BGRA_EXT:
2858 switch (type)
2859 {
2860 case GL_UNSIGNED_BYTE:
2861 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2862 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2863 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
2864 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
2865 break;
2866
2867 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
2868 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2869 // this type is packed as follows:
2870 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2871 // --------------------------------------------------------------------------------
2872 // | 4th | 3rd | 2nd | 1st component |
2873 // --------------------------------------------------------------------------------
2874 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2875 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2876 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
2877 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
2878 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
2879 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
2880 break;
2881
2882 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
2883 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2884 // this type is packed as follows:
2885 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2886 // --------------------------------------------------------------------------------
2887 // | 4th | 3rd | 2nd | 1st component |
2888 // --------------------------------------------------------------------------------
2889 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2890 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2891 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
2892 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
2893 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
2894 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
2895 break;
2896
2897 default:
2898 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
2899 UNIMPLEMENTED();
2900 break;
2901 }
2902 break;
2903
2904 case GL_RGB:
2905 switch (type)
2906 {
2907 case GL_UNSIGNED_SHORT_5_6_5:
2908 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2909 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
2910 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
2911 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
2912 break;
2913
2914 case GL_UNSIGNED_BYTE:
2915 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
2916 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2917 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2918 break;
2919
2920 default:
2921 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
2922 UNIMPLEMENTED();
2923 break;
2924 }
2925 break;
2926
2927 default:
2928 ERR("WritePixelColor not implemented for format 0x%X.", format);
2929 UNIMPLEMENTED();
2930 break;
2931 }
2932}
2933
2934void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
2935 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
2936 GLint packAlignment, void *pixels)
2937{
2938 D3D11_TEXTURE2D_DESC textureDesc;
2939 texture->GetDesc(&textureDesc);
2940
2941 D3D11_TEXTURE2D_DESC stagingDesc;
2942 stagingDesc.Width = area.width;
2943 stagingDesc.Height = area.height;
2944 stagingDesc.MipLevels = 1;
2945 stagingDesc.ArraySize = 1;
2946 stagingDesc.Format = textureDesc.Format;
2947 stagingDesc.SampleDesc.Count = 1;
2948 stagingDesc.SampleDesc.Quality = 0;
2949 stagingDesc.Usage = D3D11_USAGE_STAGING;
2950 stagingDesc.BindFlags = 0;
2951 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
2952 stagingDesc.MiscFlags = 0;
2953
2954 ID3D11Texture2D* stagingTex = NULL;
2955 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
2956 if (FAILED(result))
2957 {
2958 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
2959 return;
2960 }
2961
2962 ID3D11Texture2D* srcTex = NULL;
2963 if (textureDesc.SampleDesc.Count > 1)
2964 {
2965 D3D11_TEXTURE2D_DESC resolveDesc;
2966 resolveDesc.Width = textureDesc.Width;
2967 resolveDesc.Height = textureDesc.Height;
2968 resolveDesc.MipLevels = 1;
2969 resolveDesc.ArraySize = 1;
2970 resolveDesc.Format = textureDesc.Format;
2971 resolveDesc.SampleDesc.Count = 1;
2972 resolveDesc.SampleDesc.Quality = 0;
2973 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
2974 resolveDesc.BindFlags = 0;
2975 resolveDesc.CPUAccessFlags = 0;
2976 resolveDesc.MiscFlags = 0;
2977
2978 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
2979 if (FAILED(result))
2980 {
2981 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
2982 stagingTex->Release();
2983 return;
2984 }
2985
2986 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
2987 subResource = 0;
2988 }
2989 else
2990 {
2991 srcTex = texture;
2992 srcTex->AddRef();
2993 }
2994
2995 D3D11_BOX srcBox;
2996 srcBox.left = area.x;
2997 srcBox.right = area.x + area.width;
2998 srcBox.top = area.y;
2999 srcBox.bottom = area.y + area.height;
3000 srcBox.front = 0;
3001 srcBox.back = 1;
3002
3003 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
3004
3005 srcTex->Release();
3006 srcTex = NULL;
3007
3008 D3D11_MAPPED_SUBRESOURCE mapping;
3009 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
3010
3011 unsigned char *source;
3012 int inputPitch;
3013 if (packReverseRowOrder)
3014 {
3015 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
3016 inputPitch = -static_cast<int>(mapping.RowPitch);
3017 }
3018 else
3019 {
3020 source = static_cast<unsigned char*>(mapping.pData);
3021 inputPitch = static_cast<int>(mapping.RowPitch);
3022 }
3023
3024 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
3025 if (fastPixelSize != 0)
3026 {
3027 unsigned char *dest = static_cast<unsigned char*>(pixels);
3028 for (int j = 0; j < area.height; j++)
3029 {
3030 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
3031 }
3032 }
3033 else
3034 {
3035 gl::Color pixelColor;
3036 for (int j = 0; j < area.height; j++)
3037 {
3038 for (int i = 0; i < area.width; i++)
3039 {
3040 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
3041 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
3042 }
3043 }
3044 }
3045
3046 mDeviceContext->Unmap(stagingTex, 0);
3047
3048 stagingTex->Release();
3049 stagingTex = NULL;
3050}
3051
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003052}