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shannon.woods@transgaming.combdf2d802013-02-28 23:16:20 +00001#include "precompiled.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002//
Geoff Langeeba6e12014-02-03 13:12:30 -05003// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00004// Use of this source code is governed by a BSD-style license that can be
5// found in the LICENSE file.
6//
7
8// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
9
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
shannonwoods@chromium.orga2ecfcc2013-05-30 00:11:59 +000011#include "common/utilities.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000012#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000013#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000014#include "libGLESv2/Framebuffer.h"
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000015#include "libGLESv2/RenderBuffer.h"
Geoff Langd47e0fc2013-08-29 11:40:43 -040016#include "libGLESv2/renderer/d3d11/Renderer11.h"
17#include "libGLESv2/renderer/d3d11/RenderTarget11.h"
18#include "libGLESv2/renderer/d3d11/renderer11_utils.h"
19#include "libGLESv2/renderer/d3d11/formatutils11.h"
20#include "libGLESv2/renderer/d3d11/ShaderExecutable11.h"
21#include "libGLESv2/renderer/d3d11/SwapChain11.h"
22#include "libGLESv2/renderer/d3d11/Image11.h"
23#include "libGLESv2/renderer/d3d11/VertexBuffer11.h"
24#include "libGLESv2/renderer/d3d11/IndexBuffer11.h"
25#include "libGLESv2/renderer/d3d11/BufferStorage11.h"
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000026#include "libGLESv2/renderer/VertexDataManager.h"
27#include "libGLESv2/renderer/IndexDataManager.h"
Geoff Langd47e0fc2013-08-29 11:40:43 -040028#include "libGLESv2/renderer/d3d11/TextureStorage11.h"
29#include "libGLESv2/renderer/d3d11/Query11.h"
30#include "libGLESv2/renderer/d3d11/Fence11.h"
31#include "libGLESv2/renderer/d3d11/Blit11.h"
32#include "libGLESv2/renderer/d3d11/Clear11.h"
33#include "libGLESv2/renderer/d3d11/PixelTransfer11.h"
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000034#include "libEGL/Display.h"
35
Geoff Lang94a90892014-02-18 17:14:19 -050036// Enable ANGLE_SKIP_DXGI_1_2_CHECK if there is not a possibility of using cross-process
37// HWNDs or the Windows 7 Platform Update (KB2670838) is expected to be installed.
38#ifndef ANGLE_SKIP_DXGI_1_2_CHECK
39#define ANGLE_SKIP_DXGI_1_2_CHECK 0
40#endif
41
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +000042#ifdef _DEBUG
43// this flag enables suppressing some spurious warnings that pop up in certain WebGL samples
44// and conformance tests. to enable all warnings, remove this define.
45#define ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS 1
46#endif
47
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000048namespace rx
49{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000050static const DXGI_FORMAT RenderTargetFormats[] =
51 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000052 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000053 DXGI_FORMAT_R8G8B8A8_UNORM
54 };
55
56static const DXGI_FORMAT DepthStencilFormats[] =
57 {
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +000058 DXGI_FORMAT_UNKNOWN,
59 DXGI_FORMAT_D24_UNORM_S8_UINT,
60 DXGI_FORMAT_D16_UNORM
daniel@transgaming.com65e65372012-11-28 19:33:50 +000061 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000062
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000063enum
64{
65 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
66};
67
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000068Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
69{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000070 mVertexDataManager = NULL;
71 mIndexDataManager = NULL;
72
daniel@transgaming.comc5114302012-12-20 21:11:36 +000073 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000074 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000075
Geoff Langb86b9792013-06-04 16:32:05 -040076 mBlit = NULL;
Jamie Madilla21eea32013-09-18 14:36:25 -040077 mPixelTransfer = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000078
Geoff Langda507fe2013-08-20 12:01:42 -040079 mClear = NULL;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000080
daniel@transgaming.combdf787f2013-02-01 03:20:36 +000081 mSyncQuery = NULL;
82
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000083 mD3d11Module = NULL;
84 mDxgiModule = NULL;
85
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000086 mDeviceLost = false;
87
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +000088 mMaxSupportedSamples = 0;
89
daniel@transgaming.com25072f62012-11-28 19:31:32 +000090 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000091 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000092 mDxgiAdapter = NULL;
93 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +000094
95 mDriverConstantBufferVS = NULL;
96 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +000097
98 mBGRATextureSupport = false;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +000099
Jamie Madill6246dc82014-01-29 09:26:47 -0500100 mAppliedVertexShader = NULL;
101 mAppliedGeometryShader = NULL;
Geoff Lang4c5c6bb2014-02-05 16:32:46 -0500102 mCurPointGeometryShader = NULL;
Jamie Madill6246dc82014-01-29 09:26:47 -0500103 mAppliedPixelShader = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000104}
105
106Renderer11::~Renderer11()
107{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000108 release();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000109}
110
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000111Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
112{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000113 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000114 return static_cast<rx::Renderer11*>(renderer);
115}
116
shannon.woods%transgaming.com@gtempaccount.comf9686c22013-04-13 03:33:45 +0000117#ifndef __d3d11_1_h__
118#define D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET ((D3D11_MESSAGE_ID)3146081)
119#endif
120
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000121EGLint Renderer11::initialize()
122{
Geoff Langdad5ed32014-02-10 12:59:17 -0500123 if (!mCompiler.initialize())
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000124 {
125 return EGL_NOT_INITIALIZED;
126 }
127
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000128 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
129 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000130
131 if (mD3d11Module == NULL || mDxgiModule == NULL)
132 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000133 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000134 return EGL_NOT_INITIALIZED;
135 }
136
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000137 // create the D3D11 device
138 ASSERT(mDevice == NULL);
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000139 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000140
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000141 if (D3D11CreateDevice == NULL)
142 {
143 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
144 return EGL_NOT_INITIALIZED;
145 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000146
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000147 D3D_FEATURE_LEVEL featureLevels[] =
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000148 {
149 D3D_FEATURE_LEVEL_11_0,
150 D3D_FEATURE_LEVEL_10_1,
151 D3D_FEATURE_LEVEL_10_0,
152 };
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000153
shannonwoods@chromium.orgc3419c12013-05-30 00:02:01 +0000154 HRESULT result = S_OK;
155
156#ifdef _DEBUG
157 result = D3D11CreateDevice(NULL,
158 D3D_DRIVER_TYPE_HARDWARE,
159 NULL,
160 D3D11_CREATE_DEVICE_DEBUG,
161 featureLevels,
162 ArraySize(featureLevels),
163 D3D11_SDK_VERSION,
164 &mDevice,
165 &mFeatureLevel,
166 &mDeviceContext);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000167
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000168 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000169 {
shannonwoods@chromium.orgc3419c12013-05-30 00:02:01 +0000170 ERR("Failed creating Debug D3D11 device - falling back to release runtime.\n");
171 }
172
173 if (!mDevice || FAILED(result))
174#endif
175 {
176 result = D3D11CreateDevice(NULL,
177 D3D_DRIVER_TYPE_HARDWARE,
178 NULL,
179 0,
180 featureLevels,
181 ArraySize(featureLevels),
182 D3D11_SDK_VERSION,
183 &mDevice,
184 &mFeatureLevel,
185 &mDeviceContext);
186
187 if (!mDevice || FAILED(result))
188 {
189 ERR("Could not create D3D11 device - aborting!\n");
190 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
191 }
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000192 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000193
Geoff Lang94a90892014-02-18 17:14:19 -0500194#if !ANGLE_SKIP_DXGI_1_2_CHECK
195 // In order to create a swap chain for an HWND owned by another process, DXGI 1.2 is required.
196 // The easiest way to check is to query for a IDXGIDevice2.
197 bool requireDXGI1_2 = false;
198 HWND hwnd = WindowFromDC(mDc);
199 if (hwnd)
200 {
201 DWORD currentProcessId = GetCurrentProcessId();
202 DWORD wndProcessId;
203 GetWindowThreadProcessId(hwnd, &wndProcessId);
204 requireDXGI1_2 = (currentProcessId != wndProcessId);
205 }
206 else
207 {
208 requireDXGI1_2 = true;
209 }
210
211 if (requireDXGI1_2)
212 {
213 IDXGIDevice2 *dxgiDevice2 = NULL;
214 result = mDevice->QueryInterface(__uuidof(IDXGIDevice2), (void**)&dxgiDevice2);
215 if (FAILED(result))
216 {
217 ERR("DXGI 1.2 required to present to HWNDs owned by another process.\n");
218 return EGL_NOT_INITIALIZED;
219 }
220 SafeRelease(dxgiDevice2);
221 }
222#endif
223
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000224 IDXGIDevice *dxgiDevice = NULL;
225 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
226
227 if (FAILED(result))
228 {
229 ERR("Could not query DXGI device - aborting!\n");
230 return EGL_NOT_INITIALIZED;
231 }
232
233 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
234
235 if (FAILED(result))
236 {
237 ERR("Could not retrieve DXGI adapter - aborting!\n");
238 return EGL_NOT_INITIALIZED;
239 }
240
Geoff Langea228632013-07-30 15:17:12 -0400241 SafeRelease(dxgiDevice);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000242
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000243 mDxgiAdapter->GetDesc(&mAdapterDescription);
244 memset(mDescription, 0, sizeof(mDescription));
245 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
246
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000247 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
248
249 if (!mDxgiFactory || FAILED(result))
250 {
251 ERR("Could not create DXGI factory - aborting!\n");
252 return EGL_NOT_INITIALIZED;
253 }
254
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000255 // Disable some spurious D3D11 debug warnings to prevent them from flooding the output log
256#if defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG)
257 ID3D11InfoQueue *infoQueue;
258 result = mDevice->QueryInterface(__uuidof(ID3D11InfoQueue), (void **)&infoQueue);
259
260 if (SUCCEEDED(result))
261 {
262 D3D11_MESSAGE_ID hideMessages[] =
263 {
shannon.woods%transgaming.com@gtempaccount.comf9686c22013-04-13 03:33:45 +0000264 D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000265 };
266
267 D3D11_INFO_QUEUE_FILTER filter = {0};
268 filter.DenyList.NumIDs = ArraySize(hideMessages);
269 filter.DenyList.pIDList = hideMessages;
270
271 infoQueue->AddStorageFilterEntries(&filter);
Geoff Langea228632013-07-30 15:17:12 -0400272 SafeRelease(infoQueue);
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000273 }
274#endif
275
Geoff Lang61e49a52013-05-29 10:22:58 -0400276 mMaxSupportedSamples = 0;
277
278 const d3d11::DXGIFormatSet &dxgiFormats = d3d11::GetAllUsedDXGIFormats();
279 for (d3d11::DXGIFormatSet::const_iterator i = dxgiFormats.begin(); i != dxgiFormats.end(); ++i)
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000280 {
Geoff Lang61e49a52013-05-29 10:22:58 -0400281 MultisampleSupportInfo support = getMultisampleSupportInfo(*i);
282 mMultisampleSupportMap.insert(std::make_pair(*i, support));
283 mMaxSupportedSamples = std::max(mMaxSupportedSamples, support.maxSupportedSamples);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000284 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000285
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000286 initializeDevice();
287
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000288 // BGRA texture support is optional in feature levels 10 and 10_1
289 UINT formatSupport;
290 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
291 if (FAILED(result))
292 {
293 ERR("Error checking BGRA format support: 0x%08X", result);
294 }
295 else
296 {
297 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
298 mBGRATextureSupport = (formatSupport & flags) == flags;
299 }
300
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +0000301 // Check floating point texture support
302 static const unsigned int requiredTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE;
303 static const unsigned int requiredRenderableFlags = D3D11_FORMAT_SUPPORT_RENDER_TARGET;
304 static const unsigned int requiredFilterFlags = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
305
306 DXGI_FORMAT float16Formats[] =
307 {
308 DXGI_FORMAT_R16_FLOAT,
309 DXGI_FORMAT_R16G16_FLOAT,
310 DXGI_FORMAT_R16G16B16A16_FLOAT,
311 };
312
313 DXGI_FORMAT float32Formats[] =
314 {
315 DXGI_FORMAT_R32_FLOAT,
316 DXGI_FORMAT_R32G32_FLOAT,
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +0000317 DXGI_FORMAT_R32G32B32A32_FLOAT,
318 };
319
320 mFloat16TextureSupport = true;
321 mFloat16FilterSupport = true;
322 mFloat16RenderSupport = true;
323 for (unsigned int i = 0; i < ArraySize(float16Formats); i++)
324 {
325 if (SUCCEEDED(mDevice->CheckFormatSupport(float16Formats[i], &formatSupport)))
326 {
327 mFloat16TextureSupport = mFloat16TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
328 mFloat16FilterSupport = mFloat16FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
329 mFloat16RenderSupport = mFloat16RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
330 }
331 else
332 {
333 mFloat16TextureSupport = false;
334 mFloat16RenderSupport = false;
335 mFloat16FilterSupport = false;
336 }
337 }
338
339 mFloat32TextureSupport = true;
340 mFloat32FilterSupport = true;
341 mFloat32RenderSupport = true;
342 for (unsigned int i = 0; i < ArraySize(float32Formats); i++)
343 {
344 if (SUCCEEDED(mDevice->CheckFormatSupport(float32Formats[i], &formatSupport)))
345 {
346 mFloat32TextureSupport = mFloat32TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
347 mFloat32FilterSupport = mFloat32FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
348 mFloat32RenderSupport = mFloat32RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
349 }
350 else
351 {
352 mFloat32TextureSupport = false;
353 mFloat32FilterSupport = false;
354 mFloat32RenderSupport = false;
355 }
356 }
357
Geoff Lang632192d2013-10-04 13:40:46 -0400358 DXGI_FORMAT rgTextureFormats[] =
359 {
360 DXGI_FORMAT_R8_UNORM,
361 DXGI_FORMAT_R8G8_UNORM,
362 DXGI_FORMAT_R16_FLOAT,
363 DXGI_FORMAT_R16G16_FLOAT,
364 DXGI_FORMAT_R32_FLOAT,
365 DXGI_FORMAT_R32G32_FLOAT,
366 };
367
368 mRGTextureSupport = true;
369 for (unsigned int i = 0; i < ArraySize(rgTextureFormats); i++)
370 {
371 if (SUCCEEDED(mDevice->CheckFormatSupport(rgTextureFormats[i], &formatSupport)))
372 {
373 mRGTextureSupport = mRGTextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
374 mRGTextureSupport = mRGTextureSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
375 mRGTextureSupport = mRGTextureSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
376 }
377 else
378 {
379 mRGTextureSupport = false;
380 }
381 }
382
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +0000383 // Check compressed texture support
384 const unsigned int requiredCompressedTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D;
385
386 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC1_UNORM, &formatSupport)))
387 {
388 mDXT1TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
389 }
390 else
391 {
392 mDXT1TextureSupport = false;
393 }
394
395 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC3_UNORM, &formatSupport)))
396 {
397 mDXT3TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
398 }
399 else
400 {
401 mDXT3TextureSupport = false;
402 }
403
404 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC5_UNORM, &formatSupport)))
405 {
406 mDXT5TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
407 }
408 else
409 {
410 mDXT5TextureSupport = false;
411 }
412
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +0000413 // Check depth texture support
414 DXGI_FORMAT depthTextureFormats[] =
415 {
416 DXGI_FORMAT_D16_UNORM,
417 DXGI_FORMAT_D24_UNORM_S8_UINT,
418 };
419
420 static const unsigned int requiredDepthTextureFlags = D3D11_FORMAT_SUPPORT_DEPTH_STENCIL |
421 D3D11_FORMAT_SUPPORT_TEXTURE2D;
422
423 mDepthTextureSupport = true;
424 for (unsigned int i = 0; i < ArraySize(depthTextureFormats); i++)
425 {
426 if (SUCCEEDED(mDevice->CheckFormatSupport(depthTextureFormats[i], &formatSupport)))
427 {
428 mDepthTextureSupport = mDepthTextureSupport && ((formatSupport & requiredDepthTextureFlags) == requiredDepthTextureFlags);
429 }
430 else
431 {
432 mDepthTextureSupport = false;
433 }
434 }
435
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000436 return EGL_SUCCESS;
437}
438
439// do any one-time device initialization
440// NOTE: this is also needed after a device lost/reset
441// to reset the scene status and ensure the default states are reset.
442void Renderer11::initializeDevice()
443{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000444 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000445 mInputLayoutCache.initialize(mDevice, mDeviceContext);
446
447 ASSERT(!mVertexDataManager && !mIndexDataManager);
448 mVertexDataManager = new VertexDataManager(this);
449 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000450
Geoff Langb86b9792013-06-04 16:32:05 -0400451 ASSERT(!mBlit);
452 mBlit = new Blit11(this);
453
Geoff Langda507fe2013-08-20 12:01:42 -0400454 ASSERT(!mClear);
455 mClear = new Clear11(this);
456
Jamie Madilla21eea32013-09-18 14:36:25 -0400457 ASSERT(!mPixelTransfer);
458 mPixelTransfer = new PixelTransfer11(this);
459
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000460 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000461}
462
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000463int Renderer11::generateConfigs(ConfigDesc **configDescList)
464{
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000465 unsigned int numRenderFormats = ArraySize(RenderTargetFormats);
466 unsigned int numDepthFormats = ArraySize(DepthStencilFormats);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000467 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
468 int numConfigs = 0;
469
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000470 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000471 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000472 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000473 {
474 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
475
476 UINT formatSupport = 0;
477 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000478
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000479 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
480 {
481 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
482
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000483 bool depthStencilFormatOK = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000484
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000485 if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
486 {
Geoff Lang5c9a29a2014-02-11 10:26:24 -0500487 UINT depthStencilSupport = 0;
488 result = mDevice->CheckFormatSupport(depthStencilFormat, &depthStencilSupport);
489 depthStencilFormatOK = SUCCEEDED(result) && (depthStencilSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000490 }
491
492 if (depthStencilFormatOK)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000493 {
Jamie Madilld6cb2442013-07-10 15:13:38 -0400494 // FIXME: parse types from context version
495 ASSERT(d3d11_gl::GetInternalFormat(renderTargetFormat, 2) == d3d11_gl::GetInternalFormat(renderTargetFormat, 3));
496 ASSERT(d3d11_gl::GetInternalFormat(depthStencilFormat, 2) == d3d11_gl::GetInternalFormat(depthStencilFormat, 3));
497
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000498 ConfigDesc newConfig;
Jamie Madilld6cb2442013-07-10 15:13:38 -0400499 newConfig.renderTargetFormat = d3d11_gl::GetInternalFormat(renderTargetFormat, getCurrentClientVersion());
500 newConfig.depthStencilFormat = d3d11_gl::GetInternalFormat(depthStencilFormat, getCurrentClientVersion());
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000501 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
502 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
shannon.woods%transgaming.com@gtempaccount.comdcf33d52013-04-13 03:33:11 +0000503 newConfig.es3Capable = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000504
505 (*configDescList)[numConfigs++] = newConfig;
506 }
507 }
508 }
509 }
510
511 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000512}
513
514void Renderer11::deleteConfigs(ConfigDesc *configDescList)
515{
516 delete [] (configDescList);
517}
518
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000519void Renderer11::sync(bool block)
520{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000521 if (block)
522 {
523 HRESULT result;
524
525 if (!mSyncQuery)
526 {
527 D3D11_QUERY_DESC queryDesc;
528 queryDesc.Query = D3D11_QUERY_EVENT;
529 queryDesc.MiscFlags = 0;
530
531 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
532 ASSERT(SUCCEEDED(result));
533 }
534
535 mDeviceContext->End(mSyncQuery);
536 mDeviceContext->Flush();
537
538 do
539 {
540 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
541
542 // Keep polling, but allow other threads to do something useful first
543 Sleep(0);
544
545 if (testDeviceLost(true))
546 {
547 return;
548 }
549 }
550 while (result == S_FALSE);
551 }
552 else
553 {
554 mDeviceContext->Flush();
555 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000556}
557
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000558SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
559{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000560 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000561}
562
Geoff Lange2e0ce02013-09-17 17:05:08 -0400563void Renderer11::generateSwizzle(gl::Texture *texture)
564{
Geoff Lang42477a42013-09-17 17:07:02 -0400565 if (texture)
566 {
567 TextureStorageInterface *texStorage = texture->getNativeTexture();
568 if (texStorage)
569 {
570 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
571
572 storage11->generateSwizzles(texture->getSwizzleRed(), texture->getSwizzleGreen(), texture->getSwizzleBlue(),
573 texture->getSwizzleAlpha());
574 }
575 }
Geoff Lange2e0ce02013-09-17 17:05:08 -0400576}
577
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000578void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
579{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000580 if (type == gl::SAMPLER_PIXEL)
581 {
582 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
583 {
584 ERR("Pixel shader sampler index %i is not valid.", index);
585 return;
586 }
587
588 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
589 {
590 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
591
592 if (!dxSamplerState)
593 {
594 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
595 "sampler state for pixel shaders at slot %i.", index);
596 }
597
598 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
599
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000600 mCurPixelSamplerStates[index] = samplerState;
601 }
602
603 mForceSetPixelSamplerStates[index] = false;
604 }
605 else if (type == gl::SAMPLER_VERTEX)
606 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000607 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000608 {
609 ERR("Vertex shader sampler index %i is not valid.", index);
610 return;
611 }
612
613 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
614 {
615 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
616
617 if (!dxSamplerState)
618 {
619 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
620 "sampler state for vertex shaders at slot %i.", index);
621 }
622
623 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
624
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000625 mCurVertexSamplerStates[index] = samplerState;
626 }
627
628 mForceSetVertexSamplerStates[index] = false;
629 }
630 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000631}
632
633void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
634{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000635 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000636 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000637
638 if (texture)
639 {
640 TextureStorageInterface *texStorage = texture->getNativeTexture();
641 if (texStorage)
642 {
643 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
Nicolas Capensa10c1c72014-03-27 11:20:52 -0400644 gl::SamplerState samplerState;
645 texture->getSamplerState(&samplerState);
646 textureSRV = storage11->getSRV(samplerState);
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000647 }
648
649 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
650 // missing the shader resource view
651 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000652
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000653 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000654 }
655
656 if (type == gl::SAMPLER_PIXEL)
657 {
658 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
659 {
660 ERR("Pixel shader sampler index %i is not valid.", index);
661 return;
662 }
663
Geoff Lang91382e52014-01-07 16:16:30 -0500664 if (forceSetTexture || mCurPixelSRVs[index] != textureSRV)
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000665 {
666 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
667 }
668
Geoff Lang91382e52014-01-07 16:16:30 -0500669 mCurPixelSRVs[index] = textureSRV;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000670 }
671 else if (type == gl::SAMPLER_VERTEX)
672 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000673 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000674 {
675 ERR("Vertex shader sampler index %i is not valid.", index);
676 return;
677 }
678
Geoff Lang91382e52014-01-07 16:16:30 -0500679 if (forceSetTexture || mCurVertexSRVs[index] != textureSRV)
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000680 {
681 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
682 }
683
Geoff Lang91382e52014-01-07 16:16:30 -0500684 mCurVertexSRVs[index] = textureSRV;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000685 }
686 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000687}
688
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000689bool Renderer11::setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], const gl::Buffer *fragmentUniformBuffers[])
690{
691 // convert buffers to ID3D11Buffer*
692 ID3D11Buffer *vertexConstantBuffers[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS] = { NULL };
693 ID3D11Buffer *pixelConstantBuffers[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS] = { NULL };
694
695 for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; uniformBufferIndex++)
696 {
697 const gl::Buffer *uniformBuffer = vertexUniformBuffers[uniformBufferIndex];
698 if (uniformBuffer)
699 {
700 BufferStorage11 *bufferStorage = BufferStorage11::makeBufferStorage11(uniformBuffer->getStorage());
Geoff Lang9c53f1e2014-01-08 13:41:47 -0500701 ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(BUFFER_USAGE_UNIFORM);
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000702
703 if (!constantBuffer)
704 {
705 return false;
706 }
707
Geoff Langc6354ee2013-07-22 10:40:07 -0400708 if (mCurrentConstantBufferVS[uniformBufferIndex] != bufferStorage->getSerial())
709 {
710 mDeviceContext->VSSetConstantBuffers(getReservedVertexUniformBuffers() + uniformBufferIndex,
711 1, &constantBuffer);
712 mCurrentConstantBufferVS[uniformBufferIndex] = bufferStorage->getSerial();
713 }
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000714 }
715 }
716
717 for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS; uniformBufferIndex++)
718 {
719 const gl::Buffer *uniformBuffer = fragmentUniformBuffers[uniformBufferIndex];
720 if (uniformBuffer)
721 {
722 BufferStorage11 *bufferStorage = BufferStorage11::makeBufferStorage11(uniformBuffer->getStorage());
Geoff Lang9c53f1e2014-01-08 13:41:47 -0500723 ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(BUFFER_USAGE_UNIFORM);
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000724
725 if (!constantBuffer)
726 {
727 return false;
728 }
729
Geoff Langc6354ee2013-07-22 10:40:07 -0400730 if (mCurrentConstantBufferPS[uniformBufferIndex] != bufferStorage->getSerial())
731 {
732 mDeviceContext->PSSetConstantBuffers(getReservedFragmentUniformBuffers() + uniformBufferIndex,
733 1, &constantBuffer);
734 mCurrentConstantBufferPS[uniformBufferIndex] = bufferStorage->getSerial();
735 }
736
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000737 pixelConstantBuffers[uniformBufferIndex] = constantBuffer;
738 }
739 }
740
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000741 return true;
742}
743
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000744void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000745{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000746 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000747 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000748 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
749 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000750 if (!dxRasterState)
751 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000752 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000753 "rasterizer state.");
754 }
755
756 mDeviceContext->RSSetState(dxRasterState);
757
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000758 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000759 }
760
761 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000762}
763
Geoff Langc142e9d2013-09-30 15:19:47 -0400764void Renderer11::setBlendState(gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000765 unsigned int sampleMask)
766{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000767 if (mForceSetBlendState ||
768 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
Geoff Lang2a64ee42013-05-31 11:22:40 -0400769 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::ColorF)) != 0 ||
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000770 sampleMask != mCurSampleMask)
771 {
Geoff Langc142e9d2013-09-30 15:19:47 -0400772 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(framebuffer, blendState);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000773 if (!dxBlendState)
774 {
775 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
776 "blend state.");
777 }
778
shannonwoods@chromium.org568c82e2013-05-30 00:13:15 +0000779 float blendColors[4] = {0.0f};
780 if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
781 blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
782 {
783 blendColors[0] = blendColor.red;
784 blendColors[1] = blendColor.green;
785 blendColors[2] = blendColor.blue;
786 blendColors[3] = blendColor.alpha;
787 }
788 else
789 {
790 blendColors[0] = blendColor.alpha;
791 blendColors[1] = blendColor.alpha;
792 blendColors[2] = blendColor.alpha;
793 blendColors[3] = blendColor.alpha;
794 }
795
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000796 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
797
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000798 mCurBlendState = blendState;
799 mCurBlendColor = blendColor;
800 mCurSampleMask = sampleMask;
801 }
802
803 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000804}
805
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000806void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000807 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000808{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000809 if (mForceSetDepthStencilState ||
810 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
811 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
812 {
813 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
814 stencilRef != stencilBackRef ||
815 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
816 {
817 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
818 "invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000819 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000820 }
821
822 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
823 if (!dxDepthStencilState)
824 {
825 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
826 "setting the default depth stencil state.");
827 }
828
Jamie Madillec91cd32014-01-21 16:38:12 -0500829 // Max D3D11 stencil reference value is 0xFF, corresponding to the max 8 bits in a stencil buffer
830 // GL specifies we should clamp the ref value to the nearest bit depth when doing stencil ops
831 META_ASSERT(D3D11_DEFAULT_STENCIL_READ_MASK == 0xFF);
832 META_ASSERT(D3D11_DEFAULT_STENCIL_WRITE_MASK == 0xFF);
Geoff Lang0bf3a982014-02-11 09:40:48 -0500833 UINT dxStencilRef = std::min<UINT>(stencilRef, 0xFFu);
Jamie Madillec91cd32014-01-21 16:38:12 -0500834
Geoff Lang0bf3a982014-02-11 09:40:48 -0500835 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, dxStencilRef);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000836
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000837 mCurDepthStencilState = depthStencilState;
838 mCurStencilRef = stencilRef;
839 mCurStencilBackRef = stencilBackRef;
840 }
841
842 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000843}
844
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000845void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000846{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000847 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
848 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000849 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000850 if (enabled)
851 {
852 D3D11_RECT rect;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000853 rect.left = std::max(0, scissor.x);
854 rect.top = std::max(0, scissor.y);
855 rect.right = scissor.x + std::max(0, scissor.width);
856 rect.bottom = scissor.y + std::max(0, scissor.height);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000857
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000858 mDeviceContext->RSSetScissorRects(1, &rect);
859 }
860
861 if (enabled != mScissorEnabled)
862 {
863 mForceSetRasterState = true;
864 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000865
866 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000867 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000868 }
869
870 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000871}
872
daniel@transgaming.com12985182012-12-20 20:56:31 +0000873bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000874 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000875{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000876 gl::Rectangle actualViewport = viewport;
877 float actualZNear = gl::clamp01(zNear);
878 float actualZFar = gl::clamp01(zFar);
879 if (ignoreViewport)
880 {
881 actualViewport.x = 0;
882 actualViewport.y = 0;
883 actualViewport.width = mRenderTargetDesc.width;
884 actualViewport.height = mRenderTargetDesc.height;
885 actualZNear = 0.0f;
886 actualZFar = 1.0f;
887 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000888
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000889 // Get D3D viewport bounds, which depends on the feature level
890 const Range& viewportBounds = getViewportBounds();
891
892 // Clamp width and height first to the gl maximum, then clamp further if we extend past the D3D maximum bounds
daniel@transgaming.com53670042012-11-28 20:55:51 +0000893 D3D11_VIEWPORT dxViewport;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000894 dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end);
895 dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end);
896 dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension());
897 dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension());
898 dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX));
899 dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY));
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000900 dxViewport.MinDepth = actualZNear;
901 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000902
903 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
904 {
905 return false; // Nothing to render
906 }
907
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000908 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
909 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000910
daniel@transgaming.com53670042012-11-28 20:55:51 +0000911 if (viewportChanged)
912 {
913 mDeviceContext->RSSetViewports(1, &dxViewport);
914
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000915 mCurViewport = actualViewport;
916 mCurNear = actualZNear;
917 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000918
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +0000919 mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f;
920 mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f;
921 mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
922 mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000923
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000924 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
925 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000926
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000927 mVertexConstants.depthRange[0] = actualZNear;
928 mVertexConstants.depthRange[1] = actualZFar;
929 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000930
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000931 mPixelConstants.depthRange[0] = actualZNear;
932 mPixelConstants.depthRange[1] = actualZFar;
933 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000934 }
935
936 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000937 return true;
938}
939
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000940bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
941{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000942 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000943
Geoff Lang57e713e2013-07-31 17:01:58 -0400944 GLsizei minCount = 0;
945
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000946 switch (mode)
947 {
Geoff Lang57e713e2013-07-31 17:01:58 -0400948 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; minCount = 1; break;
949 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; minCount = 2; break;
950 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break;
951 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break;
952 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break;
953 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; minCount = 3; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000954 // emulate fans via rewriting index buffer
Geoff Lang57e713e2013-07-31 17:01:58 -0400955 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000956 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000957 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000958 }
959
Geoff Lang4c095862013-07-22 10:43:36 -0400960 if (primitiveTopology != mCurrentPrimitiveTopology)
961 {
962 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
963 mCurrentPrimitiveTopology = primitiveTopology;
964 }
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000965
Geoff Lang57e713e2013-07-31 17:01:58 -0400966 return count >= minCount;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000967}
968
969bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000970{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000971 // Get the color render buffer and serial
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000972 // Also extract the render target dimensions and view
973 unsigned int renderTargetWidth = 0;
974 unsigned int renderTargetHeight = 0;
975 GLenum renderTargetFormat = 0;
976 unsigned int renderTargetSerials[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {0};
977 ID3D11RenderTargetView* framebufferRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
978 bool missingColorRenderTarget = true;
979
980 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000981 {
shannon.woods%transgaming.com@gtempaccount.com4059a382013-04-13 03:31:16 +0000982 const GLenum drawBufferState = framebuffer->getDrawBufferState(colorAttachment);
983
984 if (framebuffer->getColorbufferType(colorAttachment) != GL_NONE && drawBufferState != GL_NONE)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000985 {
shannon.woods%transgaming.com@gtempaccount.com4059a382013-04-13 03:31:16 +0000986 // the draw buffer must be either "none", "back" for the default buffer or the same index as this color (in order)
987 ASSERT(drawBufferState == GL_BACK || drawBufferState == (GL_COLOR_ATTACHMENT0_EXT + colorAttachment));
988
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000989 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(colorAttachment);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000990
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000991 if (!colorbuffer)
992 {
993 ERR("render target pointer unexpectedly null.");
994 return false;
995 }
shannon.woods@transgaming.com3e3da582013-02-28 23:09:03 +0000996
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000997 // check for zero-sized default framebuffer, which is a special case.
998 // in this case we do not wish to modify any state and just silently return false.
999 // this will not report any gl error but will cause the calling method to return.
1000 if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0)
1001 {
1002 return false;
1003 }
1004
1005 renderTargetSerials[colorAttachment] = colorbuffer->getSerial();
1006
1007 // Extract the render target dimensions and view
1008 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
1009 if (!renderTarget)
1010 {
1011 ERR("render target pointer unexpectedly null.");
1012 return false;
1013 }
1014
1015 framebufferRTVs[colorAttachment] = renderTarget->getRenderTargetView();
1016 if (!framebufferRTVs[colorAttachment])
1017 {
1018 ERR("render target view pointer unexpectedly null.");
1019 return false;
1020 }
1021
1022 if (missingColorRenderTarget)
1023 {
1024 renderTargetWidth = colorbuffer->getWidth();
1025 renderTargetHeight = colorbuffer->getHeight();
1026 renderTargetFormat = colorbuffer->getActualFormat();
1027 missingColorRenderTarget = false;
1028 }
Jamie Madillba597af2013-10-22 13:12:15 -04001029
Geoff Lang91382e52014-01-07 16:16:30 -05001030 // TODO: Detect if this color buffer is already bound as a texture and unbind it first to prevent
1031 // D3D11 warnings.
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001032 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001033 }
1034
1035 // Get the depth stencil render buffer and serials
1036 gl::Renderbuffer *depthStencil = NULL;
1037 unsigned int depthbufferSerial = 0;
1038 unsigned int stencilbufferSerial = 0;
1039 if (framebuffer->getDepthbufferType() != GL_NONE)
1040 {
1041 depthStencil = framebuffer->getDepthbuffer();
1042 if (!depthStencil)
1043 {
1044 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001045 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001046 return false;
1047 }
1048
1049 depthbufferSerial = depthStencil->getSerial();
1050 }
1051 else if (framebuffer->getStencilbufferType() != GL_NONE)
1052 {
1053 depthStencil = framebuffer->getStencilbuffer();
1054 if (!depthStencil)
1055 {
1056 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001057 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001058 return false;
1059 }
1060
1061 stencilbufferSerial = depthStencil->getSerial();
1062 }
1063
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001064 // Extract the depth stencil sizes and view
1065 unsigned int depthSize = 0;
1066 unsigned int stencilSize = 0;
1067 ID3D11DepthStencilView* framebufferDSV = NULL;
1068 if (depthStencil)
1069 {
1070 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
1071 if (!depthStencilRenderTarget)
1072 {
1073 ERR("render target pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001074 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001075 return false;
1076 }
1077
1078 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
1079 if (!framebufferDSV)
1080 {
1081 ERR("depth stencil view pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001082 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001083 return false;
1084 }
1085
1086 // If there is no render buffer, the width, height and format values come from
1087 // the depth stencil
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001088 if (missingColorRenderTarget)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001089 {
1090 renderTargetWidth = depthStencil->getWidth();
1091 renderTargetHeight = depthStencil->getHeight();
1092 renderTargetFormat = depthStencil->getActualFormat();
1093 }
1094
1095 depthSize = depthStencil->getDepthSize();
1096 stencilSize = depthStencil->getStencilSize();
1097 }
1098
1099 // Apply the render target and depth stencil
1100 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001101 memcmp(renderTargetSerials, mAppliedRenderTargetSerials, sizeof(renderTargetSerials)) != 0 ||
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001102 depthbufferSerial != mAppliedDepthbufferSerial ||
1103 stencilbufferSerial != mAppliedStencilbufferSerial)
1104 {
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001105 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), framebufferRTVs, framebufferDSV);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001106
1107 mRenderTargetDesc.width = renderTargetWidth;
1108 mRenderTargetDesc.height = renderTargetHeight;
1109 mRenderTargetDesc.format = renderTargetFormat;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00001110 mForceSetViewport = true;
1111 mForceSetScissor = true;
Geoff Langc142e9d2013-09-30 15:19:47 -04001112 mForceSetBlendState = true;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001113
1114 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
1115 {
1116 mCurDepthSize = depthSize;
1117 mForceSetRasterState = true;
1118 }
1119
1120 mCurStencilSize = stencilSize;
1121
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001122 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
1123 {
1124 mAppliedRenderTargetSerials[rtIndex] = renderTargetSerials[rtIndex];
1125 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001126 mAppliedDepthbufferSerial = depthbufferSerial;
1127 mAppliedStencilbufferSerial = stencilbufferSerial;
1128 mRenderTargetDescInitialized = true;
1129 mDepthStencilInitialized = true;
1130 }
1131
Geoff Lang42477a42013-09-17 17:07:02 -04001132 invalidateFramebufferSwizzles(framebuffer);
1133
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001134 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001135}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001136
Jamie Madill57a89722013-07-02 11:57:03 -04001137GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, const gl::VertexAttribute vertexAttributes[], gl::VertexAttribCurrentValueData currentValues[],
Jamie Madilla857c362013-07-02 11:57:02 -04001138 GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +00001139{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001140 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
Jamie Madilla857c362013-07-02 11:57:02 -04001141 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, currentValues, programBinary, first, count, attributes, instances);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001142 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +00001143 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001144 return err;
1145 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +00001146
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001147 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +00001148}
1149
daniel@transgaming.com31240482012-11-28 21:06:41 +00001150GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001151{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001152 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001153
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001154 if (err == GL_NO_ERROR)
1155 {
Geoff Lang7840b172014-03-13 11:20:44 -04001156 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1157
1158 ID3D11Buffer *buffer = NULL;
1159 DXGI_FORMAT bufferFormat = indexBuffer->getIndexFormat();
1160
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001161 if (indexInfo->storage)
1162 {
Geoff Lang7840b172014-03-13 11:20:44 -04001163 BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(indexInfo->storage);
1164 buffer = storage->getBuffer(BUFFER_USAGE_INDEX);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001165 }
Geoff Lang7840b172014-03-13 11:20:44 -04001166 else
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001167 {
Geoff Lang7840b172014-03-13 11:20:44 -04001168 buffer = indexBuffer->getBuffer();
1169 }
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001170
Geoff Lang7840b172014-03-13 11:20:44 -04001171 if (buffer != mAppliedIB || bufferFormat != mAppliedIBFormat || indexInfo->startOffset != mAppliedIBOffset)
1172 {
1173 mDeviceContext->IASetIndexBuffer(buffer, bufferFormat, indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001174
Geoff Lang7840b172014-03-13 11:20:44 -04001175 mAppliedIB = buffer;
1176 mAppliedIBFormat = bufferFormat;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001177 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001178 }
1179 }
1180
1181 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001182}
1183
Geoff Langeeba6e12014-02-03 13:12:30 -05001184void Renderer11::applyTransformFeedbackBuffers(gl::Buffer *transformFeedbackBuffers[], GLintptr offsets[])
1185{
1186 ID3D11Buffer* d3dBuffers[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS];
1187 UINT d3dOffsets[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS];
1188 bool requiresUpdate = false;
1189 for (size_t i = 0; i < gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
1190 {
1191 if (transformFeedbackBuffers[i])
1192 {
1193 BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(transformFeedbackBuffers[i]->getStorage());
1194 ID3D11Buffer *buffer = storage->getBuffer(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK);
1195
1196 d3dBuffers[i] = buffer;
1197 d3dOffsets[i] = (mAppliedTFBuffers[i] != buffer) ? static_cast<UINT>(offsets[i]) : -1;
1198 }
1199 else
1200 {
1201 d3dBuffers[i] = NULL;
1202 d3dOffsets[i] = 0;
1203 }
1204
1205 if (d3dBuffers[i] != mAppliedTFBuffers[i] || offsets[i] != mAppliedTFOffsets[i])
1206 {
1207 requiresUpdate = true;
1208 }
1209 }
1210
1211 if (requiresUpdate)
1212 {
1213 mDeviceContext->SOSetTargets(ArraySize(d3dBuffers), d3dBuffers, d3dOffsets);
1214 for (size_t i = 0; i < gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
1215 {
1216 mAppliedTFBuffers[i] = d3dBuffers[i];
1217 mAppliedTFOffsets[i] = offsets[i];
1218 }
1219 }
1220}
1221
Geoff Lang4c5c6bb2014-02-05 16:32:46 -05001222void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances, bool transformFeedbackActive)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001223{
Geoff Lang4c5c6bb2014-02-05 16:32:46 -05001224 if (mode == GL_POINTS && transformFeedbackActive)
1225 {
1226 // Since point sprites are generated with a geometry shader, too many vertices will
1227 // be written if transform feedback is active. To work around this, draw only the points
1228 // with the stream out shader and no pixel shader to feed the stream out buffers and then
1229 // draw again with the point sprite geometry shader to rasterize the point sprites.
1230
1231 mDeviceContext->PSSetShader(NULL, NULL, 0);
1232
1233 if (instances > 0)
1234 {
1235 mDeviceContext->DrawInstanced(count, instances, 0, 0);
1236 }
1237 else
1238 {
1239 mDeviceContext->Draw(count, 0);
1240 }
1241
1242 mDeviceContext->GSSetShader(mCurPointGeometryShader, NULL, 0);
1243 mDeviceContext->PSSetShader(mAppliedPixelShader, NULL, 0);
1244
1245 if (instances > 0)
1246 {
1247 mDeviceContext->DrawInstanced(count, instances, 0, 0);
1248 }
1249 else
1250 {
1251 mDeviceContext->Draw(count, 0);
1252 }
1253
1254 mDeviceContext->GSSetShader(mAppliedGeometryShader, NULL, 0);
1255 }
1256 else if (mode == GL_LINE_LOOP)
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001257 {
1258 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1259 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001260 else if (mode == GL_TRIANGLE_FAN)
1261 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001262 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001263 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001264 else if (instances > 0)
1265 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001266 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001267 }
1268 else
1269 {
1270 mDeviceContext->Draw(count, 0);
1271 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001272}
1273
Geoff Lang4c5c6bb2014-02-05 16:32:46 -05001274void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices,
1275 gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001276{
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001277 if (mode == GL_LINE_LOOP)
1278 {
1279 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
1280 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001281 else if (mode == GL_TRIANGLE_FAN)
1282 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001283 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
1284 }
1285 else if (instances > 0)
1286 {
1287 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001288 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001289 else
1290 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +00001291 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001292 }
1293}
1294
1295void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1296{
1297 // Get the raw indices for an indexed draw
1298 if (type != GL_NONE && elementArrayBuffer)
1299 {
1300 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001301 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001302 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001303 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001304 }
1305
1306 if (!mLineLoopIB)
1307 {
1308 mLineLoopIB = new StreamingIndexBufferInterface(this);
1309 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1310 {
1311 delete mLineLoopIB;
1312 mLineLoopIB = NULL;
1313
1314 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001315 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001316 }
1317 }
1318
Geoff Lang57e713e2013-07-31 17:01:58 -04001319 // Checked by Renderer11::applyPrimitiveType
1320 ASSERT(count >= 0);
1321
1322 if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int)))
Geoff Langeadfd572013-07-09 15:55:07 -04001323 {
1324 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP, too many indices required.");
1325 return gl::error(GL_OUT_OF_MEMORY);
1326 }
1327
Geoff Lang57e713e2013-07-31 17:01:58 -04001328 const unsigned int spaceNeeded = (static_cast<unsigned int>(count) + 1) * sizeof(unsigned int);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001329 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1330 {
1331 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001332 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001333 }
1334
1335 void* mappedMemory = NULL;
Geoff Langa36ead42013-08-02 11:54:08 -04001336 unsigned int offset;
1337 if (!mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset))
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001338 {
1339 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001340 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001341 }
1342
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001343 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
Geoff Langa36ead42013-08-02 11:54:08 -04001344 unsigned int indexBufferOffset = offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001345
1346 switch (type)
1347 {
1348 case GL_NONE: // Non-indexed draw
1349 for (int i = 0; i < count; i++)
1350 {
1351 data[i] = i;
1352 }
1353 data[count] = 0;
1354 break;
1355 case GL_UNSIGNED_BYTE:
1356 for (int i = 0; i < count; i++)
1357 {
1358 data[i] = static_cast<const GLubyte*>(indices)[i];
1359 }
1360 data[count] = static_cast<const GLubyte*>(indices)[0];
1361 break;
1362 case GL_UNSIGNED_SHORT:
1363 for (int i = 0; i < count; i++)
1364 {
1365 data[i] = static_cast<const GLushort*>(indices)[i];
1366 }
1367 data[count] = static_cast<const GLushort*>(indices)[0];
1368 break;
1369 case GL_UNSIGNED_INT:
1370 for (int i = 0; i < count; i++)
1371 {
1372 data[i] = static_cast<const GLuint*>(indices)[i];
1373 }
1374 data[count] = static_cast<const GLuint*>(indices)[0];
1375 break;
1376 default: UNREACHABLE();
1377 }
1378
1379 if (!mLineLoopIB->unmapBuffer())
1380 {
1381 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001382 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001383 }
1384
Geoff Lang7840b172014-03-13 11:20:44 -04001385 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
1386 ID3D11Buffer *d3dIndexBuffer = indexBuffer->getBuffer();
1387 DXGI_FORMAT indexFormat = indexBuffer->getIndexFormat();
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001388
Geoff Lang7840b172014-03-13 11:20:44 -04001389 if (mAppliedIB != d3dIndexBuffer || mAppliedIBFormat != indexFormat || mAppliedIBOffset != indexBufferOffset)
1390 {
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001391 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
Geoff Lang7840b172014-03-13 11:20:44 -04001392 mAppliedIB = d3dIndexBuffer;
1393 mAppliedIBFormat = indexFormat;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001394 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001395 }
1396
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001397 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001398}
1399
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001400void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001401{
1402 // Get the raw indices for an indexed draw
1403 if (type != GL_NONE && elementArrayBuffer)
1404 {
1405 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001406 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001407 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001408 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001409 }
1410
1411 if (!mTriangleFanIB)
1412 {
1413 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1414 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1415 {
1416 delete mTriangleFanIB;
1417 mTriangleFanIB = NULL;
1418
1419 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001420 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001421 }
1422 }
1423
Geoff Lang57e713e2013-07-31 17:01:58 -04001424 // Checked by Renderer11::applyPrimitiveType
1425 ASSERT(count >= 3);
1426
Geoff Langeadfd572013-07-09 15:55:07 -04001427 const unsigned int numTris = count - 2;
1428
Geoff Lang57e713e2013-07-31 17:01:58 -04001429 if (numTris > (std::numeric_limits<unsigned int>::max() / (sizeof(unsigned int) * 3)))
Geoff Langeadfd572013-07-09 15:55:07 -04001430 {
1431 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN, too many indices required.");
1432 return gl::error(GL_OUT_OF_MEMORY);
1433 }
1434
1435 const unsigned int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001436 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1437 {
1438 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001439 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001440 }
1441
1442 void* mappedMemory = NULL;
Geoff Langa36ead42013-08-02 11:54:08 -04001443 unsigned int offset;
1444 if (!mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory, &offset))
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001445 {
1446 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001447 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001448 }
1449
1450 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
Geoff Langa36ead42013-08-02 11:54:08 -04001451 unsigned int indexBufferOffset = offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001452
1453 switch (type)
1454 {
1455 case GL_NONE: // Non-indexed draw
Geoff Langeadfd572013-07-09 15:55:07 -04001456 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001457 {
1458 data[i*3 + 0] = 0;
1459 data[i*3 + 1] = i + 1;
1460 data[i*3 + 2] = i + 2;
1461 }
1462 break;
1463 case GL_UNSIGNED_BYTE:
Geoff Langeadfd572013-07-09 15:55:07 -04001464 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001465 {
1466 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1467 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1468 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1469 }
1470 break;
1471 case GL_UNSIGNED_SHORT:
Geoff Langeadfd572013-07-09 15:55:07 -04001472 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001473 {
1474 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1475 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1476 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1477 }
1478 break;
1479 case GL_UNSIGNED_INT:
Geoff Langeadfd572013-07-09 15:55:07 -04001480 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001481 {
1482 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1483 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1484 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1485 }
1486 break;
1487 default: UNREACHABLE();
1488 }
1489
1490 if (!mTriangleFanIB->unmapBuffer())
1491 {
1492 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001493 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001494 }
1495
Geoff Lang7840b172014-03-13 11:20:44 -04001496 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1497 ID3D11Buffer *d3dIndexBuffer = indexBuffer->getBuffer();
1498 DXGI_FORMAT indexFormat = indexBuffer->getIndexFormat();
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001499
Geoff Lang7840b172014-03-13 11:20:44 -04001500 if (mAppliedIB != d3dIndexBuffer || mAppliedIBFormat != indexFormat || mAppliedIBOffset != indexBufferOffset)
1501 {
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001502 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
Geoff Lang7840b172014-03-13 11:20:44 -04001503 mAppliedIB = d3dIndexBuffer;
1504 mAppliedIBFormat = indexFormat;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001505 mAppliedIBOffset = indexBufferOffset;
1506 }
1507
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001508 if (instances > 0)
1509 {
1510 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1511 }
1512 else
1513 {
1514 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1515 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001516}
1517
Geoff Lang4c5c6bb2014-02-05 16:32:46 -05001518void Renderer11::applyShaders(gl::ProgramBinary *programBinary, bool rasterizerDiscard, bool transformFeedbackActive, const gl::VertexFormat inputLayout[])
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001519{
Jamie Madillc5a83002014-02-14 16:41:25 -05001520 ShaderExecutable *vertexExe = programBinary->getVertexExecutableForInputLayout(inputLayout);
Jamie Madill6246dc82014-01-29 09:26:47 -05001521 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
1522 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001523
Jamie Madill6246dc82014-01-29 09:26:47 -05001524 ID3D11VertexShader *vertexShader = (vertexExe ? ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader() : NULL);
Jamie Madill6246dc82014-01-29 09:26:47 -05001525
Geoff Lang4c5c6bb2014-02-05 16:32:46 -05001526 ID3D11PixelShader *pixelShader = NULL;
1527 // Skip pixel shader if we're doing rasterizer discard.
1528 if (!rasterizerDiscard)
daniel@transgaming.come4991412012-12-20 20:55:34 +00001529 {
Geoff Lang4c5c6bb2014-02-05 16:32:46 -05001530 pixelShader = (pixelExe ? ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader() : NULL);
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001531 }
1532
Geoff Lang4c5c6bb2014-02-05 16:32:46 -05001533 ID3D11GeometryShader *geometryShader = NULL;
1534 if (transformFeedbackActive)
Geoff Lang0550d032014-01-30 11:29:07 -05001535 {
Geoff Lang4c5c6bb2014-02-05 16:32:46 -05001536 geometryShader = (vertexExe ? ShaderExecutable11::makeShaderExecutable11(vertexExe)->getStreamOutShader() : NULL);
1537 }
1538 else if (mCurRasterState.pointDrawMode)
1539 {
1540 geometryShader = (geometryExe ? ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader() : NULL);
Geoff Lang0550d032014-01-30 11:29:07 -05001541 }
1542
Jamie Madill6246dc82014-01-29 09:26:47 -05001543 bool dirtyUniforms = false;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001544
Jamie Madill6246dc82014-01-29 09:26:47 -05001545 if (vertexShader != mAppliedVertexShader)
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001546 {
Jamie Madill6246dc82014-01-29 09:26:47 -05001547 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
1548 mAppliedVertexShader = vertexShader;
1549 dirtyUniforms = true;
1550 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001551
Jamie Madill6246dc82014-01-29 09:26:47 -05001552 if (geometryShader != mAppliedGeometryShader)
1553 {
1554 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1555 mAppliedGeometryShader = geometryShader;
1556 dirtyUniforms = true;
1557 }
1558
Geoff Lang4c5c6bb2014-02-05 16:32:46 -05001559 if (geometryExe && mCurRasterState.pointDrawMode)
1560 {
1561 mCurPointGeometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
1562 }
1563 else
1564 {
1565 mCurPointGeometryShader = NULL;
1566 }
1567
Jamie Madill6246dc82014-01-29 09:26:47 -05001568 if (pixelShader != mAppliedPixelShader)
1569 {
1570 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1571 mAppliedPixelShader = pixelShader;
1572 dirtyUniforms = true;
1573 }
1574
1575 if (dirtyUniforms)
1576 {
1577 programBinary->dirtyAllUniforms();
daniel@transgaming.come4991412012-12-20 20:55:34 +00001578 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001579}
1580
Jamie Madill8ff21ae2014-02-04 16:04:05 -05001581void Renderer11::applyUniforms(const gl::ProgramBinary &programBinary)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001582{
Jamie Madill8ff21ae2014-02-04 16:04:05 -05001583 const gl::UniformArray &uniformArray = programBinary.getUniforms();
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001584
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001585 unsigned int totalRegisterCountVS = 0;
1586 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001587
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001588 bool vertexUniformsDirty = false;
1589 bool pixelUniformsDirty = false;
1590
Jamie Madill8ff21ae2014-02-04 16:04:05 -05001591 for (size_t uniformIndex = 0; uniformIndex < uniformArray.size(); uniformIndex++)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001592 {
Jamie Madill8ff21ae2014-02-04 16:04:05 -05001593 const gl::Uniform &uniform = *uniformArray[uniformIndex];
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001594
Jamie Madill8ff21ae2014-02-04 16:04:05 -05001595 if (uniform.isReferencedByVertexShader() && !uniform.isSampler())
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001596 {
Jamie Madill8ff21ae2014-02-04 16:04:05 -05001597 totalRegisterCountVS += uniform.registerCount;
1598 vertexUniformsDirty = (vertexUniformsDirty || uniform.dirty);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001599 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001600
Jamie Madill8ff21ae2014-02-04 16:04:05 -05001601 if (uniform.isReferencedByFragmentShader() && !uniform.isSampler())
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001602 {
Jamie Madill8ff21ae2014-02-04 16:04:05 -05001603 totalRegisterCountPS += uniform.registerCount;
1604 pixelUniformsDirty = (pixelUniformsDirty || uniform.dirty);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001605 }
1606 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001607
Jamie Madill8ff21ae2014-02-04 16:04:05 -05001608 const UniformStorage11 *vertexUniformStorage = UniformStorage11::makeUniformStorage11(&programBinary.getVertexUniformStorage());
1609 const UniformStorage11 *fragmentUniformStorage = UniformStorage11::makeUniformStorage11(&programBinary.getFragmentUniformStorage());
1610 ASSERT(vertexUniformStorage);
1611 ASSERT(fragmentUniformStorage);
1612
1613 ID3D11Buffer *vertexConstantBuffer = vertexUniformStorage->getConstantBuffer();
1614 ID3D11Buffer *pixelConstantBuffer = fragmentUniformStorage->getConstantBuffer();
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001615
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001616 float (*mapVS)[4] = NULL;
1617 float (*mapPS)[4] = NULL;
1618
Shannon Woods5ab33c82013-06-26 15:31:09 -04001619 if (totalRegisterCountVS > 0 && vertexUniformsDirty)
1620 {
1621 D3D11_MAPPED_SUBRESOURCE map = {0};
1622 HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1623 ASSERT(SUCCEEDED(result));
1624 mapVS = (float(*)[4])map.pData;
1625 }
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001626
Shannon Woods5ab33c82013-06-26 15:31:09 -04001627 if (totalRegisterCountPS > 0 && pixelUniformsDirty)
1628 {
1629 D3D11_MAPPED_SUBRESOURCE map = {0};
1630 HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1631 ASSERT(SUCCEEDED(result));
1632 mapPS = (float(*)[4])map.pData;
1633 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001634
Jamie Madill8ff21ae2014-02-04 16:04:05 -05001635 for (size_t uniformIndex = 0; uniformIndex < uniformArray.size(); uniformIndex++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001636 {
Jamie Madill8ff21ae2014-02-04 16:04:05 -05001637 gl::Uniform *uniform = uniformArray[uniformIndex];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001638
Jamie Madill8ff21ae2014-02-04 16:04:05 -05001639 if (!uniform->isSampler())
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001640 {
Jamie Madill5b085dc2013-08-30 13:21:11 -04001641 unsigned int componentCount = (4 - uniform->registerElement);
1642
Jamie Madill71cc91f2013-09-18 12:51:22 -04001643 // we assume that uniforms from structs are arranged in struct order in our uniforms list. otherwise we would
Jamie Madill5b085dc2013-08-30 13:21:11 -04001644 // overwrite previously written regions of memory.
Jamie Madill5b085dc2013-08-30 13:21:11 -04001645
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001646 if (uniform->isReferencedByVertexShader() && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001647 {
Jamie Madill5b085dc2013-08-30 13:21:11 -04001648 memcpy(&mapVS[uniform->vsRegisterIndex][uniform->registerElement], uniform->data, uniform->registerCount * sizeof(float) * componentCount);
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001649 }
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001650
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001651 if (uniform->isReferencedByFragmentShader() && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001652 {
Jamie Madill5b085dc2013-08-30 13:21:11 -04001653 memcpy(&mapPS[uniform->psRegisterIndex][uniform->registerElement], uniform->data, uniform->registerCount * sizeof(float) * componentCount);
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001654 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001655 }
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001656 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001657
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001658 if (mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001659 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001660 mDeviceContext->Unmap(vertexConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001661 }
1662
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001663 if (mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001664 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001665 mDeviceContext->Unmap(pixelConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001666 }
Geoff Langc6354ee2013-07-22 10:40:07 -04001667
1668 if (mCurrentVertexConstantBuffer != vertexConstantBuffer)
1669 {
1670 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1671 mCurrentVertexConstantBuffer = vertexConstantBuffer;
1672 }
1673
1674 if (mCurrentPixelConstantBuffer != pixelConstantBuffer)
1675 {
1676 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
1677 mCurrentPixelConstantBuffer = pixelConstantBuffer;
1678 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001679
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001680 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001681 if (!mDriverConstantBufferVS)
1682 {
1683 D3D11_BUFFER_DESC constantBufferDescription = {0};
1684 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1685 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1686 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1687 constantBufferDescription.CPUAccessFlags = 0;
1688 constantBufferDescription.MiscFlags = 0;
1689 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001690
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001691 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001692 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001693
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001694 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1695 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001696
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001697 if (!mDriverConstantBufferPS)
1698 {
1699 D3D11_BUFFER_DESC constantBufferDescription = {0};
1700 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1701 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1702 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1703 constantBufferDescription.CPUAccessFlags = 0;
1704 constantBufferDescription.MiscFlags = 0;
1705 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001706
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001707 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001708 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001709
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001710 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1711 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001712
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001713 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1714 {
1715 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1716 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1717 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001718
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001719 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1720 {
1721 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1722 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1723 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001724
1725 // needed for the point sprite geometry shader
Geoff Langc6354ee2013-07-22 10:40:07 -04001726 if (mCurrentGeometryConstantBuffer != mDriverConstantBufferPS)
1727 {
1728 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
1729 mCurrentGeometryConstantBuffer = mDriverConstantBufferPS;
1730 }
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001731}
1732
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001733void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001734{
Geoff Langda507fe2013-08-20 12:01:42 -04001735 mClear->clearFramebuffer(clearParams, frameBuffer);
Geoff Lang42477a42013-09-17 17:07:02 -04001736 invalidateFramebufferSwizzles(frameBuffer);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001737}
1738
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001739void Renderer11::markAllStateDirty()
1740{
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001741 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
1742 {
1743 mAppliedRenderTargetSerials[rtIndex] = 0;
1744 }
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001745 mAppliedDepthbufferSerial = 0;
1746 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001747 mDepthStencilInitialized = false;
1748 mRenderTargetDescInitialized = false;
1749
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001750 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001751 {
1752 mForceSetVertexSamplerStates[i] = true;
Geoff Lang91382e52014-01-07 16:16:30 -05001753 mCurVertexSRVs[i] = NULL;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001754 }
1755 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1756 {
1757 mForceSetPixelSamplerStates[i] = true;
Geoff Lang91382e52014-01-07 16:16:30 -05001758 mCurPixelSRVs[i] = NULL;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001759 }
1760
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001761 mForceSetBlendState = true;
1762 mForceSetRasterState = true;
1763 mForceSetDepthStencilState = true;
1764 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001765 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001766
Geoff Lang7840b172014-03-13 11:20:44 -04001767 mAppliedIB = NULL;
1768 mAppliedIBFormat = DXGI_FORMAT_UNKNOWN;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001769 mAppliedIBOffset = 0;
1770
Jamie Madill6246dc82014-01-29 09:26:47 -05001771 mAppliedVertexShader = NULL;
1772 mAppliedGeometryShader = NULL;
Geoff Lang4c5c6bb2014-02-05 16:32:46 -05001773 mCurPointGeometryShader = NULL;
Jamie Madill6246dc82014-01-29 09:26:47 -05001774 mAppliedPixelShader = NULL;
Geoff Langeeba6e12014-02-03 13:12:30 -05001775
1776 for (size_t i = 0; i < gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
1777 {
1778 mAppliedTFBuffers[i] = NULL;
1779 mAppliedTFOffsets[i] = 0;
1780 }
1781
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001782 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1783 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
Geoff Lang1f53cab2013-07-22 10:37:22 -04001784
1785 mInputLayoutCache.markDirty();
Geoff Langc6354ee2013-07-22 10:40:07 -04001786
1787 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; i++)
1788 {
1789 mCurrentConstantBufferVS[i] = -1;
1790 mCurrentConstantBufferPS[i] = -1;
1791 }
1792
1793 mCurrentVertexConstantBuffer = NULL;
1794 mCurrentPixelConstantBuffer = NULL;
1795 mCurrentGeometryConstantBuffer = NULL;
Geoff Lang4c095862013-07-22 10:43:36 -04001796
1797 mCurrentPrimitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001798}
1799
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001800void Renderer11::releaseDeviceResources()
1801{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001802 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001803 mInputLayoutCache.clear();
1804
Geoff Langea228632013-07-30 15:17:12 -04001805 SafeDelete(mVertexDataManager);
1806 SafeDelete(mIndexDataManager);
1807 SafeDelete(mLineLoopIB);
1808 SafeDelete(mTriangleFanIB);
1809 SafeDelete(mBlit);
Geoff Langda507fe2013-08-20 12:01:42 -04001810 SafeDelete(mClear);
Jamie Madilla21eea32013-09-18 14:36:25 -04001811 SafeDelete(mPixelTransfer);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001812
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001813 SafeRelease(mDriverConstantBufferVS);
1814 SafeRelease(mDriverConstantBufferPS);
1815 SafeRelease(mSyncQuery);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001816}
1817
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001818void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001819{
1820 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001821 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001822}
1823
1824bool Renderer11::isDeviceLost()
1825{
1826 return mDeviceLost;
1827}
1828
1829// set notify to true to broadcast a message to all contexts of the device loss
1830bool Renderer11::testDeviceLost(bool notify)
1831{
1832 bool isLost = false;
1833
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001834 // GetRemovedReason is used to test if the device is removed
1835 HRESULT result = mDevice->GetDeviceRemovedReason();
1836 isLost = d3d11::isDeviceLostError(result);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001837
1838 if (isLost)
1839 {
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001840 // Log error if this is a new device lost event
1841 if (mDeviceLost == false)
1842 {
1843 ERR("The D3D11 device was removed: 0x%08X", result);
1844 }
1845
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001846 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001847 // we'll probably get this done again by notifyDeviceLost
1848 // but best to remember it!
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001849 // Note that we don't want to clear the device loss status here
1850 // -- this needs to be done by resetDevice
1851 mDeviceLost = true;
1852 if (notify)
1853 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001854 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001855 }
1856 }
1857
1858 return isLost;
1859}
1860
1861bool Renderer11::testDeviceResettable()
1862{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001863 // determine if the device is resettable by creating a dummy device
1864 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001865
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001866 if (D3D11CreateDevice == NULL)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001867 {
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001868 return false;
1869 }
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001870
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001871 D3D_FEATURE_LEVEL featureLevels[] =
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001872 {
1873 D3D_FEATURE_LEVEL_11_0,
1874 D3D_FEATURE_LEVEL_10_1,
1875 D3D_FEATURE_LEVEL_10_0,
1876 };
1877
1878 ID3D11Device* dummyDevice;
1879 D3D_FEATURE_LEVEL dummyFeatureLevel;
1880 ID3D11DeviceContext* dummyContext;
1881
1882 HRESULT result = D3D11CreateDevice(NULL,
1883 D3D_DRIVER_TYPE_HARDWARE,
1884 NULL,
1885 #if defined(_DEBUG)
1886 D3D11_CREATE_DEVICE_DEBUG,
1887 #else
1888 0,
1889 #endif
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001890 featureLevels,
1891 ArraySize(featureLevels),
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001892 D3D11_SDK_VERSION,
1893 &dummyDevice,
1894 &dummyFeatureLevel,
1895 &dummyContext);
1896
1897 if (!mDevice || FAILED(result))
1898 {
1899 return false;
1900 }
1901
Geoff Langea228632013-07-30 15:17:12 -04001902 SafeRelease(dummyContext);
1903 SafeRelease(dummyDevice);
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001904
1905 return true;
1906}
1907
1908void Renderer11::release()
1909{
1910 releaseDeviceResources();
1911
Geoff Langea228632013-07-30 15:17:12 -04001912 SafeRelease(mDxgiFactory);
1913 SafeRelease(mDxgiAdapter);
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001914
1915 if (mDeviceContext)
1916 {
1917 mDeviceContext->ClearState();
1918 mDeviceContext->Flush();
Geoff Langea228632013-07-30 15:17:12 -04001919 SafeRelease(mDeviceContext);
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001920 }
1921
Geoff Langea228632013-07-30 15:17:12 -04001922 SafeRelease(mDevice);
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001923
1924 if (mD3d11Module)
1925 {
1926 FreeLibrary(mD3d11Module);
1927 mD3d11Module = NULL;
1928 }
1929
1930 if (mDxgiModule)
1931 {
1932 FreeLibrary(mDxgiModule);
1933 mDxgiModule = NULL;
1934 }
Geoff Langdad5ed32014-02-10 12:59:17 -05001935
1936 mCompiler.release();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001937}
1938
1939bool Renderer11::resetDevice()
1940{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001941 // recreate everything
1942 release();
1943 EGLint result = initialize();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001944
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001945 if (result != EGL_SUCCESS)
1946 {
1947 ERR("Could not reinitialize D3D11 device: %08X", result);
1948 return false;
1949 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001950
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001951 mDeviceLost = false;
1952
1953 return true;
1954}
1955
1956DWORD Renderer11::getAdapterVendor() const
1957{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001958 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001959}
1960
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001961std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001962{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001963 std::ostringstream rendererString;
1964
1965 rendererString << mDescription;
1966 rendererString << " Direct3D11";
1967
1968 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1969 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1970
1971 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001972}
1973
1974GUID Renderer11::getAdapterIdentifier() const
1975{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00001976 // Use the adapter LUID as our adapter ID
1977 // This number is local to a machine is only guaranteed to be unique between restarts
1978 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
1979 GUID adapterId = {0};
1980 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
1981 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001982}
1983
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00001984bool Renderer11::getBGRATextureSupport() const
1985{
1986 return mBGRATextureSupport;
1987}
1988
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001989bool Renderer11::getDXT1TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001990{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00001991 return mDXT1TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001992}
1993
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001994bool Renderer11::getDXT3TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001995{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00001996 return mDXT3TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001997}
1998
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001999bool Renderer11::getDXT5TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002000{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002001 return mDXT5TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002002}
2003
2004bool Renderer11::getDepthTextureSupport() const
2005{
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +00002006 return mDepthTextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002007}
2008
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002009bool Renderer11::getFloat32TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002010{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002011 return mFloat32TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002012}
2013
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002014bool Renderer11::getFloat32TextureFilteringSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002015{
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002016 return mFloat32FilterSupport;
2017}
2018
2019bool Renderer11::getFloat32TextureRenderingSupport() const
2020{
2021 return mFloat32RenderSupport;
2022}
2023
2024bool Renderer11::getFloat16TextureSupport() const
2025{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002026 return mFloat16TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002027}
2028
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002029bool Renderer11::getFloat16TextureFilteringSupport() const
2030{
2031 return mFloat16FilterSupport;
2032}
2033
2034bool Renderer11::getFloat16TextureRenderingSupport() const
2035{
2036 return mFloat16RenderSupport;
2037}
2038
Geoff Langd42cf4e2013-06-05 16:09:17 -04002039bool Renderer11::getRGB565TextureSupport() const
2040{
2041 return false;
2042}
2043
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002044bool Renderer11::getLuminanceTextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002045{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002046 return false;
2047}
2048
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002049bool Renderer11::getLuminanceAlphaTextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002050{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002051 return false;
2052}
2053
Geoff Lang632192d2013-10-04 13:40:46 -04002054bool Renderer11::getRGTextureSupport() const
2055{
2056 return mRGTextureSupport;
2057}
2058
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002059bool Renderer11::getTextureFilterAnisotropySupport() const
2060{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002061 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002062}
2063
Shannon Woodsb3801742014-03-27 14:59:19 -04002064bool Renderer11::getPBOSupport() const
2065{
2066 return true;
2067}
2068
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002069float Renderer11::getTextureMaxAnisotropy() const
2070{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002071 switch (mFeatureLevel)
2072 {
2073 case D3D_FEATURE_LEVEL_11_0:
2074 return D3D11_MAX_MAXANISOTROPY;
2075 case D3D_FEATURE_LEVEL_10_1:
2076 case D3D_FEATURE_LEVEL_10_0:
2077 return D3D10_MAX_MAXANISOTROPY;
2078 default: UNREACHABLE();
2079 return 0;
2080 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002081}
2082
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002083bool Renderer11::getEventQuerySupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002084{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002085 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002086}
2087
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002088Range Renderer11::getViewportBounds() const
2089{
2090 switch (mFeatureLevel)
2091 {
2092 case D3D_FEATURE_LEVEL_11_0:
2093 return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
2094 case D3D_FEATURE_LEVEL_10_1:
2095 case D3D_FEATURE_LEVEL_10_0:
2096 return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
2097 default: UNREACHABLE();
2098 return Range(0, 0);
2099 }
2100}
2101
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002102unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002103{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002104 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2105 switch (mFeatureLevel)
2106 {
2107 case D3D_FEATURE_LEVEL_11_0:
2108 case D3D_FEATURE_LEVEL_10_1:
2109 case D3D_FEATURE_LEVEL_10_0:
2110 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
2111 default: UNREACHABLE();
2112 return 0;
2113 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002114}
2115
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002116unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
2117{
2118 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2119}
2120
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002121unsigned int Renderer11::getReservedVertexUniformVectors() const
2122{
Shannon Woods5ab33c82013-06-26 15:31:09 -04002123 return 0; // Driver uniforms are stored in a separate constant buffer
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002124}
2125
2126unsigned int Renderer11::getReservedFragmentUniformVectors() const
2127{
Shannon Woods5ab33c82013-06-26 15:31:09 -04002128 return 0; // Driver uniforms are stored in a separate constant buffer
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002129}
2130
2131unsigned int Renderer11::getMaxVertexUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002132{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002133 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2134 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2135 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002136}
2137
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002138unsigned int Renderer11::getMaxFragmentUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002139{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002140 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2141 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2142 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002143}
2144
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002145unsigned int Renderer11::getMaxVaryingVectors() const
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002146{
2147 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
shannonwoods@chromium.org74b86cf2013-05-30 00:02:58 +00002148 META_ASSERT(D3D11_VS_OUTPUT_REGISTER_COUNT <= D3D11_PS_INPUT_REGISTER_COUNT);
2149 META_ASSERT(D3D10_VS_OUTPUT_REGISTER_COUNT <= D3D10_PS_INPUT_REGISTER_COUNT);
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002150 switch (mFeatureLevel)
2151 {
2152 case D3D_FEATURE_LEVEL_11_0:
Geoff Lang1b6edcb2014-02-03 14:27:56 -05002153 return D3D11_VS_OUTPUT_REGISTER_COUNT - getReservedVaryings();
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002154 case D3D_FEATURE_LEVEL_10_1:
Geoff Lang1b6edcb2014-02-03 14:27:56 -05002155 return D3D10_1_VS_OUTPUT_REGISTER_COUNT - getReservedVaryings();
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002156 case D3D_FEATURE_LEVEL_10_0:
Geoff Lang1b6edcb2014-02-03 14:27:56 -05002157 return D3D10_VS_OUTPUT_REGISTER_COUNT - getReservedVaryings();
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002158 default: UNREACHABLE();
2159 return 0;
2160 }
2161}
2162
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002163unsigned int Renderer11::getMaxVertexShaderUniformBuffers() const
2164{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002165 META_ASSERT(gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
2166 gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
2167
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002168 switch (mFeatureLevel)
2169 {
2170 case D3D_FEATURE_LEVEL_11_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002171 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedVertexUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002172 case D3D_FEATURE_LEVEL_10_1:
2173 case D3D_FEATURE_LEVEL_10_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002174 return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedVertexUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002175 default: UNREACHABLE();
2176 return 0;
2177 }
2178}
2179
2180unsigned int Renderer11::getMaxFragmentShaderUniformBuffers() const
2181{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002182 META_ASSERT(gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
2183 gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
2184
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002185 switch (mFeatureLevel)
2186 {
2187 case D3D_FEATURE_LEVEL_11_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002188 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedFragmentUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002189 case D3D_FEATURE_LEVEL_10_1:
2190 case D3D_FEATURE_LEVEL_10_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002191 return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedFragmentUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002192 default: UNREACHABLE();
2193 return 0;
2194 }
2195}
2196
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002197unsigned int Renderer11::getReservedVertexUniformBuffers() const
2198{
2199 // we reserve one buffer for the application uniforms, and one for driver uniforms
2200 return 2;
2201}
2202
2203unsigned int Renderer11::getReservedFragmentUniformBuffers() const
2204{
2205 // we reserve one buffer for the application uniforms, and one for driver uniforms
2206 return 2;
2207}
2208
Geoff Lang1b6edcb2014-02-03 14:27:56 -05002209unsigned int Renderer11::getReservedVaryings() const
2210{
2211 // We potentially reserve varyings for gl_Position, _dx_Position, gl_FragCoord and gl_PointSize
2212 return 4;
2213}
2214
2215
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002216unsigned int Renderer11::getMaxTransformFeedbackBuffers() const
2217{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002218 META_ASSERT(gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D11_SO_BUFFER_SLOT_COUNT &&
2219 gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D10_SO_BUFFER_SLOT_COUNT);
2220
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002221 switch (mFeatureLevel)
2222 {
2223 case D3D_FEATURE_LEVEL_11_0:
2224 return D3D11_SO_BUFFER_SLOT_COUNT;
2225 case D3D_FEATURE_LEVEL_10_1:
Geoff Lang1b6edcb2014-02-03 14:27:56 -05002226 return D3D10_1_SO_BUFFER_SLOT_COUNT;
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002227 case D3D_FEATURE_LEVEL_10_0:
2228 return D3D10_SO_BUFFER_SLOT_COUNT;
2229 default: UNREACHABLE();
2230 return 0;
2231 }
2232}
2233
Geoff Lang1b6edcb2014-02-03 14:27:56 -05002234unsigned int Renderer11::getMaxTransformFeedbackSeparateComponents() const
2235{
2236 switch (mFeatureLevel)
2237 {
2238 case D3D_FEATURE_LEVEL_11_0:
2239 return getMaxTransformFeedbackInterleavedComponents() / getMaxTransformFeedbackBuffers();
2240 case D3D_FEATURE_LEVEL_10_1:
2241 case D3D_FEATURE_LEVEL_10_0:
2242 // D3D 10 and 10.1 only allow one output per output slot if an output slot other than zero
2243 // is used.
2244 return 4;
2245 default: UNREACHABLE();
2246 return 0;
2247 }
2248}
2249
2250unsigned int Renderer11::getMaxTransformFeedbackInterleavedComponents() const
2251{
2252 return (getMaxVaryingVectors() * 4);
2253}
2254
shannonwoods@chromium.org33e798f2013-05-30 00:05:05 +00002255unsigned int Renderer11::getMaxUniformBufferSize() const
2256{
2257 // Each component is a 4-element vector of 4-byte units (floats)
2258 const unsigned int bytesPerComponent = 4 * sizeof(float);
2259
2260 switch (mFeatureLevel)
2261 {
2262 case D3D_FEATURE_LEVEL_11_0:
2263 return D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
2264 case D3D_FEATURE_LEVEL_10_1:
2265 case D3D_FEATURE_LEVEL_10_0:
2266 return D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
2267 default: UNREACHABLE();
2268 return 0;
2269 }
2270}
2271
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002272bool Renderer11::getNonPower2TextureSupport() const
2273{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00002274 switch (mFeatureLevel)
2275 {
2276 case D3D_FEATURE_LEVEL_11_0:
2277 case D3D_FEATURE_LEVEL_10_1:
2278 case D3D_FEATURE_LEVEL_10_0:
2279 return true;
2280 default: UNREACHABLE();
2281 return false;
2282 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002283}
2284
2285bool Renderer11::getOcclusionQuerySupport() const
2286{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002287 switch (mFeatureLevel)
2288 {
2289 case D3D_FEATURE_LEVEL_11_0:
2290 case D3D_FEATURE_LEVEL_10_1:
2291 case D3D_FEATURE_LEVEL_10_0:
2292 return true;
2293 default: UNREACHABLE();
2294 return false;
2295 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002296}
2297
2298bool Renderer11::getInstancingSupport() const
2299{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002300 switch (mFeatureLevel)
2301 {
2302 case D3D_FEATURE_LEVEL_11_0:
2303 case D3D_FEATURE_LEVEL_10_1:
2304 case D3D_FEATURE_LEVEL_10_0:
2305 return true;
2306 default: UNREACHABLE();
2307 return false;
2308 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002309}
2310
2311bool Renderer11::getShareHandleSupport() const
2312{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002313 // We only currently support share handles with BGRA surfaces, because
2314 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002315 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002316 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002317}
2318
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002319bool Renderer11::getDerivativeInstructionSupport() const
2320{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002321 switch (mFeatureLevel)
2322 {
2323 case D3D_FEATURE_LEVEL_11_0:
2324 case D3D_FEATURE_LEVEL_10_1:
2325 case D3D_FEATURE_LEVEL_10_0:
2326 return true;
2327 default: UNREACHABLE();
2328 return false;
2329 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002330}
2331
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002332bool Renderer11::getPostSubBufferSupport() const
2333{
2334 // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2.
2335 return false;
2336}
2337
Jamie Madill13a2f852013-12-11 16:35:08 -05002338int Renderer11::getMaxRecommendedElementsIndices() const
2339{
2340 META_ASSERT(D3D11_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP == 32);
2341 META_ASSERT(D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP == 32);
2342
2343 // D3D11 allows up to 2^32 elements, but we report max signed int for convenience.
2344 return std::numeric_limits<GLint>::max();
2345}
2346
2347int Renderer11::getMaxRecommendedElementsVertices() const
2348{
2349 META_ASSERT(D3D11_REQ_DRAW_VERTEX_COUNT_2_TO_EXP == 32);
2350 META_ASSERT(D3D10_REQ_DRAW_VERTEX_COUNT_2_TO_EXP == 32);
2351
2352 // D3D11 allows up to 2^32 elements, but we report max signed int for convenience.
2353 return std::numeric_limits<GLint>::max();
2354}
2355
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002356int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002357{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002358 switch (mFeatureLevel)
2359 {
2360 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002361 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002362 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2363 default: UNREACHABLE(); return 0;
2364 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002365}
2366
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002367int Renderer11::getMinorShaderModel() const
2368{
2369 switch (mFeatureLevel)
2370 {
2371 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2372 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2373 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2374 default: UNREACHABLE(); return 0;
2375 }
2376}
2377
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002378float Renderer11::getMaxPointSize() const
2379{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002380 // choose a reasonable maximum. we enforce this in the shader.
2381 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2382 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002383}
2384
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002385int Renderer11::getMaxViewportDimension() const
2386{
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002387 // Maximum viewport size must be at least as large as the largest render buffer (or larger).
2388 // In our case return the maximum texture size, which is the maximum render buffer size.
2389 META_ASSERT(D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D11_VIEWPORT_BOUNDS_MAX);
2390 META_ASSERT(D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D10_VIEWPORT_BOUNDS_MAX);
2391
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002392 switch (mFeatureLevel)
2393 {
2394 case D3D_FEATURE_LEVEL_11_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002395 return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002396 case D3D_FEATURE_LEVEL_10_1:
2397 case D3D_FEATURE_LEVEL_10_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002398 return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002399 default: UNREACHABLE();
2400 return 0;
2401 }
2402}
2403
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002404int Renderer11::getMaxTextureWidth() const
2405{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002406 switch (mFeatureLevel)
2407 {
2408 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2409 case D3D_FEATURE_LEVEL_10_1:
2410 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2411 default: UNREACHABLE(); return 0;
2412 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002413}
2414
2415int Renderer11::getMaxTextureHeight() const
2416{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002417 switch (mFeatureLevel)
2418 {
2419 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2420 case D3D_FEATURE_LEVEL_10_1:
2421 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2422 default: UNREACHABLE(); return 0;
2423 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002424}
2425
shannon.woods%transgaming.com@gtempaccount.comc1fdf6b2013-04-13 03:44:41 +00002426int Renderer11::getMaxTextureDepth() const
2427{
2428 switch (mFeatureLevel)
2429 {
2430 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; // 2048
2431 case D3D_FEATURE_LEVEL_10_1:
2432 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; // 2048
2433 default: UNREACHABLE(); return 0;
2434 }
2435}
2436
shannon.woods%transgaming.com@gtempaccount.coma98a8112013-04-13 03:45:57 +00002437int Renderer11::getMaxTextureArrayLayers() const
2438{
2439 switch (mFeatureLevel)
2440 {
2441 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; // 2048
2442 case D3D_FEATURE_LEVEL_10_1:
2443 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; // 512
2444 default: UNREACHABLE(); return 0;
2445 }
2446}
2447
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002448bool Renderer11::get32BitIndexSupport() const
2449{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002450 switch (mFeatureLevel)
2451 {
2452 case D3D_FEATURE_LEVEL_11_0:
2453 case D3D_FEATURE_LEVEL_10_1:
2454 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2455 default: UNREACHABLE(); return false;
2456 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002457}
2458
2459int Renderer11::getMinSwapInterval() const
2460{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002461 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002462}
2463
2464int Renderer11::getMaxSwapInterval() const
2465{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002466 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002467}
2468
2469int Renderer11::getMaxSupportedSamples() const
2470{
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +00002471 return mMaxSupportedSamples;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002472}
2473
Geoff Lang005df412013-10-16 14:12:50 -04002474GLsizei Renderer11::getMaxSupportedFormatSamples(GLenum internalFormat) const
Geoff Lang0e120e32013-05-29 10:23:55 -04002475{
Shannon Woodsdd4674f2013-07-08 10:32:15 -04002476 DXGI_FORMAT format = gl_d3d11::GetRenderableFormat(internalFormat, getCurrentClientVersion());
Geoff Lang0e120e32013-05-29 10:23:55 -04002477 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2478 return (iter != mMultisampleSupportMap.end()) ? iter->second.maxSupportedSamples : 0;
2479}
2480
Geoff Lang005df412013-10-16 14:12:50 -04002481GLsizei Renderer11::getNumSampleCounts(GLenum internalFormat) const
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002482{
2483 unsigned int numCounts = 0;
2484
2485 // D3D11 supports multisampling for signed and unsigned format, but ES 3.0 does not
Geoff Langb2f3d052013-08-13 12:49:27 -04002486 GLenum componentType = gl::GetComponentType(internalFormat, getCurrentClientVersion());
2487 if (componentType != GL_INT && componentType != GL_UNSIGNED_INT)
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002488 {
2489 DXGI_FORMAT format = gl_d3d11::GetRenderableFormat(internalFormat, getCurrentClientVersion());
2490 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2491
2492 if (iter != mMultisampleSupportMap.end())
2493 {
2494 const MultisampleSupportInfo& info = iter->second;
2495 for (int i = 0; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2496 {
2497 if (info.qualityLevels[i] > 0)
2498 {
2499 numCounts++;
2500 }
2501 }
2502 }
2503 }
2504
2505 return numCounts;
2506}
2507
Geoff Lang005df412013-10-16 14:12:50 -04002508void Renderer11::getSampleCounts(GLenum internalFormat, GLsizei bufSize, GLint *params) const
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002509{
2510 // D3D11 supports multisampling for signed and unsigned format, but ES 3.0 does not
Geoff Langb2f3d052013-08-13 12:49:27 -04002511 GLenum componentType = gl::GetComponentType(internalFormat, getCurrentClientVersion());
2512 if (componentType == GL_INT || componentType == GL_UNSIGNED_INT)
2513 {
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002514 return;
Geoff Langb2f3d052013-08-13 12:49:27 -04002515 }
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002516
2517 DXGI_FORMAT format = gl_d3d11::GetRenderableFormat(internalFormat, getCurrentClientVersion());
2518 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2519
2520 if (iter != mMultisampleSupportMap.end())
2521 {
2522 const MultisampleSupportInfo& info = iter->second;
2523 int bufPos = 0;
2524 for (int i = D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT - 1; i >= 0 && bufPos < bufSize; i--)
2525 {
2526 if (info.qualityLevels[i] > 0)
2527 {
2528 params[bufPos++] = i + 1;
2529 }
2530 }
2531 }
2532}
2533
shannon.woods@transgaming.com88fbd0f2013-02-28 23:05:46 +00002534int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
2535{
2536 if (requested == 0)
2537 {
2538 return 0;
2539 }
2540
2541 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2542 if (iter != mMultisampleSupportMap.end())
2543 {
2544 const MultisampleSupportInfo& info = iter->second;
2545 for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2546 {
2547 if (info.qualityLevels[i] > 0)
2548 {
2549 return i + 1;
2550 }
2551 }
2552 }
2553
2554 return -1;
2555}
2556
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002557unsigned int Renderer11::getMaxRenderTargets() const
2558{
shannon.woods%transgaming.com@gtempaccount.comf30ccc22013-04-13 03:28:36 +00002559 META_ASSERT(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2560 META_ASSERT(D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2561
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002562 switch (mFeatureLevel)
2563 {
2564 case D3D_FEATURE_LEVEL_11_0:
2565 return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2566 case D3D_FEATURE_LEVEL_10_1:
2567 case D3D_FEATURE_LEVEL_10_0:
Geoff Lang626d54e2014-02-07 14:24:12 -05002568 // Feature level 10.0 and 10.1 cards perform very poorly when the pixel shader
2569 // outputs to multiple RTs that are not bound.
2570 // TODO: Remove pixel shader outputs for render targets that are not bound.
2571 return 1;
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002572 default:
2573 UNREACHABLE();
2574 return 1;
2575 }
2576}
2577
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002578bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002579{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002580 if (source && dest)
2581 {
2582 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2583 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2584
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002585 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
Geoff Lang42477a42013-09-17 17:07:02 -04002586
2587 dest11->invalidateSwizzleCache();
2588
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002589 return true;
2590 }
2591
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002592 return false;
2593}
2594
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002595bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002596{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002597 if (source && dest)
2598 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002599 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2600 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002601
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002602 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
Geoff Lang42477a42013-09-17 17:07:02 -04002603
2604 dest11->invalidateSwizzleCache();
2605
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002606 return true;
2607 }
2608
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002609 return false;
2610}
2611
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002612bool Renderer11::copyToRenderTarget(TextureStorageInterface3D *dest, TextureStorageInterface3D *source)
2613{
2614 if (source && dest)
2615 {
2616 TextureStorage11_3D *source11 = TextureStorage11_3D::makeTextureStorage11_3D(source->getStorageInstance());
2617 TextureStorage11_3D *dest11 = TextureStorage11_3D::makeTextureStorage11_3D(dest->getStorageInstance());
2618
2619 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
Geoff Lang42477a42013-09-17 17:07:02 -04002620
2621 dest11->invalidateSwizzleCache();
2622
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002623 return true;
2624 }
2625
2626 return false;
2627}
2628
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002629bool Renderer11::copyToRenderTarget(TextureStorageInterface2DArray *dest, TextureStorageInterface2DArray *source)
2630{
2631 if (source && dest)
2632 {
2633 TextureStorage11_2DArray *source11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(source->getStorageInstance());
2634 TextureStorage11_2DArray *dest11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(dest->getStorageInstance());
2635
2636 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
Geoff Lang42477a42013-09-17 17:07:02 -04002637
2638 dest11->invalidateSwizzleCache();
2639
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002640 return true;
2641 }
2642
2643 return false;
2644}
2645
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002646bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002647 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002648{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002649 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002650 if (!colorbuffer)
2651 {
2652 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002653 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002654 }
2655
2656 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2657 if (!sourceRenderTarget)
2658 {
2659 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002660 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002661 }
2662
2663 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2664 if (!source)
2665 {
2666 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002667 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002668 }
2669
2670 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2671 if (!storage11)
2672 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002673 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002674 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002675 }
2676
2677 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2678 if (!destRenderTarget)
2679 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002680 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002681 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002682 }
2683
2684 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2685 if (!dest)
2686 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002687 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002688 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002689 }
2690
Geoff Langb86b9792013-06-04 16:32:05 -04002691 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2692 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002693
Geoff Langb86b9792013-06-04 16:32:05 -04002694 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2695 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002696
Geoff Langb86b9792013-06-04 16:32:05 -04002697 // Use nearest filtering because source and destination are the same size for the direct
2698 // copy
Geoff Lang125deab2013-08-09 13:34:16 -04002699 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
Geoff Langb86b9792013-06-04 16:32:05 -04002700 destFormat, GL_NEAREST);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002701
Geoff Lang42477a42013-09-17 17:07:02 -04002702 storage11->invalidateSwizzleCacheLevel(level);
2703
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002704 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002705}
2706
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002707bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002708 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002709{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002710 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002711 if (!colorbuffer)
2712 {
2713 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002714 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002715 }
2716
2717 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2718 if (!sourceRenderTarget)
2719 {
2720 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002721 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002722 }
2723
2724 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2725 if (!source)
2726 {
2727 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002728 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002729 }
2730
2731 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2732 if (!storage11)
2733 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002734 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002735 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002736 }
2737
Nicolas Capensb13f8662013-06-04 13:30:19 -04002738 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetFace(target, level));
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002739 if (!destRenderTarget)
2740 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002741 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002742 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002743 }
2744
2745 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2746 if (!dest)
2747 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002748 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002749 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002750 }
2751
Geoff Langb86b9792013-06-04 16:32:05 -04002752 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2753 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002754
Geoff Langb86b9792013-06-04 16:32:05 -04002755 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2756 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002757
Geoff Langb86b9792013-06-04 16:32:05 -04002758 // Use nearest filtering because source and destination are the same size for the direct
2759 // copy
Geoff Lang125deab2013-08-09 13:34:16 -04002760 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
Geoff Langb86b9792013-06-04 16:32:05 -04002761 destFormat, GL_NEAREST);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002762
Geoff Lang42477a42013-09-17 17:07:02 -04002763 storage11->invalidateSwizzleCacheLevel(level);
2764
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002765 return ret;
2766}
2767
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002768bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2769 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface3D *storage, GLint level)
2770{
2771 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2772 if (!colorbuffer)
2773 {
2774 ERR("Failed to retrieve the color buffer from the frame buffer.");
2775 return gl::error(GL_OUT_OF_MEMORY, false);
2776 }
2777
2778 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2779 if (!sourceRenderTarget)
2780 {
2781 ERR("Failed to retrieve the render target from the frame buffer.");
2782 return gl::error(GL_OUT_OF_MEMORY, false);
2783 }
2784
2785 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2786 if (!source)
2787 {
2788 ERR("Failed to retrieve the render target view from the render target.");
2789 return gl::error(GL_OUT_OF_MEMORY, false);
2790 }
2791
2792 TextureStorage11_3D *storage11 = TextureStorage11_3D::makeTextureStorage11_3D(storage->getStorageInstance());
2793 if (!storage11)
2794 {
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002795 ERR("Failed to retrieve the texture storage from the destination.");
2796 return gl::error(GL_OUT_OF_MEMORY, false);
2797 }
2798
2799 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
2800 if (!destRenderTarget)
2801 {
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002802 ERR("Failed to retrieve the render target from the destination storage.");
2803 return gl::error(GL_OUT_OF_MEMORY, false);
2804 }
2805
2806 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2807 if (!dest)
2808 {
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002809 ERR("Failed to retrieve the render target view from the destination render target.");
2810 return gl::error(GL_OUT_OF_MEMORY, false);
2811 }
2812
Geoff Langb86b9792013-06-04 16:32:05 -04002813 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2814 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002815
Geoff Langb86b9792013-06-04 16:32:05 -04002816 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2817 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002818
Geoff Langb86b9792013-06-04 16:32:05 -04002819 // Use nearest filtering because source and destination are the same size for the direct
2820 // copy
Geoff Lang125deab2013-08-09 13:34:16 -04002821 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
Geoff Langb86b9792013-06-04 16:32:05 -04002822 destFormat, GL_NEAREST);
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002823
Geoff Lang42477a42013-09-17 17:07:02 -04002824 storage11->invalidateSwizzleCacheLevel(level);
2825
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002826 return ret;
2827}
2828
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002829bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2830 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface2DArray *storage, GLint level)
2831{
2832 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2833 if (!colorbuffer)
2834 {
2835 ERR("Failed to retrieve the color buffer from the frame buffer.");
2836 return gl::error(GL_OUT_OF_MEMORY, false);
2837 }
2838
2839 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2840 if (!sourceRenderTarget)
2841 {
2842 ERR("Failed to retrieve the render target from the frame buffer.");
2843 return gl::error(GL_OUT_OF_MEMORY, false);
2844 }
2845
2846 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2847 if (!source)
2848 {
2849 ERR("Failed to retrieve the render target view from the render target.");
2850 return gl::error(GL_OUT_OF_MEMORY, false);
2851 }
2852
2853 TextureStorage11_2DArray *storage11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(storage->getStorageInstance());
2854 if (!storage11)
2855 {
Geoff Langea228632013-07-30 15:17:12 -04002856 SafeRelease(source);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002857 ERR("Failed to retrieve the texture storage from the destination.");
2858 return gl::error(GL_OUT_OF_MEMORY, false);
2859 }
2860
2861 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
2862 if (!destRenderTarget)
2863 {
Geoff Langea228632013-07-30 15:17:12 -04002864 SafeRelease(source);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002865 ERR("Failed to retrieve the render target from the destination storage.");
2866 return gl::error(GL_OUT_OF_MEMORY, false);
2867 }
2868
2869 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2870 if (!dest)
2871 {
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002872 ERR("Failed to retrieve the render target view from the destination render target.");
2873 return gl::error(GL_OUT_OF_MEMORY, false);
2874 }
2875
Geoff Langb86b9792013-06-04 16:32:05 -04002876 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2877 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002878
Geoff Langb86b9792013-06-04 16:32:05 -04002879 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2880 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002881
Geoff Langb86b9792013-06-04 16:32:05 -04002882 // Use nearest filtering because source and destination are the same size for the direct
2883 // copy
Geoff Lang125deab2013-08-09 13:34:16 -04002884 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
Geoff Langb86b9792013-06-04 16:32:05 -04002885 destFormat, GL_NEAREST);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002886
Geoff Lang42477a42013-09-17 17:07:02 -04002887 storage11->invalidateSwizzleCacheLevel(level);
2888
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002889 return ret;
2890}
2891
shannon.woods%transgaming.com@gtempaccount.comba2744f2013-04-13 03:33:38 +00002892void Renderer11::unapplyRenderTargets()
2893{
2894 setOneTimeRenderTarget(NULL);
2895}
2896
2897void Renderer11::setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView)
2898{
2899 ID3D11RenderTargetView *rtvArray[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
2900
2901 rtvArray[0] = renderTargetView;
2902
2903 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), rtvArray, NULL);
2904
2905 // Do not preserve the serial for this one-time-use render target
2906 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
2907 {
2908 mAppliedRenderTargetSerials[rtIndex] = 0;
2909 }
2910}
2911
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002912RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2913{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002914 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002915 RenderTarget11 *renderTarget = NULL;
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002916
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002917 if (depth)
2918 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002919 // Note: depth stencil may be NULL for 0 sized surfaces
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002920 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
Geoff Lang88f9cbf2013-10-18 14:33:37 -04002921 swapChain11->getDepthStencilTexture(),
2922 swapChain11->getDepthStencilShaderResource(),
shannonwoods@chromium.org7faf3ec2013-05-30 00:03:45 +00002923 swapChain11->getWidth(), swapChain11->getHeight(), 1);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002924 }
2925 else
2926 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002927 // Note: render target may be NULL for 0 sized surfaces
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002928 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002929 swapChain11->getOffscreenTexture(),
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002930 swapChain11->getRenderTargetShaderResource(),
shannonwoods@chromium.org7faf3ec2013-05-30 00:03:45 +00002931 swapChain11->getWidth(), swapChain11->getHeight(), 1);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002932 }
2933 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002934}
2935
Geoff Langa2d97f12013-06-11 11:44:02 -04002936RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples)
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002937{
Geoff Langa2d97f12013-06-11 11:44:02 -04002938 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples);
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002939 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002940}
2941
Geoff Lang48dcae72014-02-05 16:28:24 -05002942ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type,
2943 const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
2944 bool separatedOutputBuffers)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002945{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002946 ShaderExecutable11 *executable = NULL;
Geoff Lang48dcae72014-02-05 16:28:24 -05002947 HRESULT result;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002948
2949 switch (type)
2950 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002951 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002952 {
Geoff Lang48dcae72014-02-05 16:28:24 -05002953 ID3D11VertexShader *vertexShader = NULL;
2954 ID3D11GeometryShader *streamOutShader = NULL;
2955
2956 result = mDevice->CreateVertexShader(function, length, NULL, &vertexShader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002957 ASSERT(SUCCEEDED(result));
2958
Geoff Lang48dcae72014-02-05 16:28:24 -05002959 if (transformFeedbackVaryings.size() > 0)
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002960 {
Geoff Lang48dcae72014-02-05 16:28:24 -05002961 std::vector<D3D11_SO_DECLARATION_ENTRY> soDeclaration;
2962 for (size_t i = 0; i < transformFeedbackVaryings.size(); i++)
2963 {
2964 const gl::LinkedVarying &varying = transformFeedbackVaryings[i];
2965 for (size_t j = 0; j < transformFeedbackVaryings[i].semanticIndexCount; j++)
2966 {
2967 D3D11_SO_DECLARATION_ENTRY entry = { 0 };
2968 entry.Stream = 0;
2969 entry.SemanticName = transformFeedbackVaryings[i].semanticName.c_str();
2970 entry.SemanticIndex = transformFeedbackVaryings[i].semanticIndex + j;
2971 entry.StartComponent = 0;
2972 entry.ComponentCount = gl::VariableRowCount(type);
2973 entry.OutputSlot = (separatedOutputBuffers ? i : 0);
2974 soDeclaration.push_back(entry);
2975 }
2976 }
2977
2978 result = mDevice->CreateGeometryShaderWithStreamOutput(function, length, soDeclaration.data(), soDeclaration.size(),
2979 NULL, 0, 0, NULL, &streamOutShader);
2980 ASSERT(SUCCEEDED(result));
2981 }
2982
2983 if (vertexShader)
2984 {
2985 executable = new ShaderExecutable11(function, length, vertexShader, streamOutShader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002986 }
2987 }
2988 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002989 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002990 {
Geoff Lang48dcae72014-02-05 16:28:24 -05002991 ID3D11PixelShader *pixelShader = NULL;
2992
2993 result = mDevice->CreatePixelShader(function, length, NULL, &pixelShader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002994 ASSERT(SUCCEEDED(result));
2995
Geoff Lang48dcae72014-02-05 16:28:24 -05002996 if (pixelShader)
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002997 {
Geoff Lang48dcae72014-02-05 16:28:24 -05002998 executable = new ShaderExecutable11(function, length, pixelShader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002999 }
3000 }
3001 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00003002 case rx::SHADER_GEOMETRY:
3003 {
Geoff Lang48dcae72014-02-05 16:28:24 -05003004 ID3D11GeometryShader *geometryShader = NULL;
3005
3006 result = mDevice->CreateGeometryShader(function, length, NULL, &geometryShader);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00003007 ASSERT(SUCCEEDED(result));
3008
Geoff Lang48dcae72014-02-05 16:28:24 -05003009 if (geometryShader)
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00003010 {
Geoff Lang48dcae72014-02-05 16:28:24 -05003011 executable = new ShaderExecutable11(function, length, geometryShader);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00003012 }
3013 }
3014 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00003015 default:
3016 UNREACHABLE();
3017 break;
3018 }
3019
3020 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00003021}
3022
Geoff Lang48dcae72014-02-05 16:28:24 -05003023ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type,
3024 const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
3025 bool separatedOutputBuffers, D3DWorkaroundType workaround)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003026{
Geoff Lang6e05c272014-03-17 10:46:54 -07003027 const char *profileType = NULL;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003028 switch (type)
3029 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003030 case rx::SHADER_VERTEX:
Geoff Lang6e05c272014-03-17 10:46:54 -07003031 profileType = "vs";
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003032 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003033 case rx::SHADER_PIXEL:
Geoff Lang6e05c272014-03-17 10:46:54 -07003034 profileType = "ps";
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003035 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00003036 case rx::SHADER_GEOMETRY:
Geoff Lang6e05c272014-03-17 10:46:54 -07003037 profileType = "gs";
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00003038 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003039 default:
3040 UNREACHABLE();
3041 return NULL;
3042 }
3043
Geoff Lang6e05c272014-03-17 10:46:54 -07003044 const char *profileVersion = NULL;
3045 switch (mFeatureLevel)
3046 {
3047 case D3D_FEATURE_LEVEL_11_0:
3048 profileVersion = "5_0";
3049 break;
3050 case D3D_FEATURE_LEVEL_10_1:
3051 profileVersion = "4_1";
3052 break;
3053 case D3D_FEATURE_LEVEL_10_0:
3054 profileVersion = "4_0";
3055 break;
3056 default:
3057 UNREACHABLE();
3058 return NULL;
3059 }
3060
3061 char profile[32];
3062 snprintf(profile, ArraySize(profile), "%s_%s", profileType, profileVersion);
3063
Geoff Langdad5ed32014-02-10 12:59:17 -05003064 ID3DBlob *binary = (ID3DBlob*)mCompiler.compileToBinary(infoLog, shaderHLSL, profile, D3DCOMPILE_OPTIMIZATION_LEVEL0, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003065 if (!binary)
Geoff Langea228632013-07-30 15:17:12 -04003066 {
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003067 return NULL;
Geoff Langea228632013-07-30 15:17:12 -04003068 }
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003069
Geoff Lang48dcae72014-02-05 16:28:24 -05003070 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type,
3071 transformFeedbackVaryings, separatedOutputBuffers);
Geoff Langea228632013-07-30 15:17:12 -04003072 SafeRelease(binary);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003073
3074 return executable;
3075}
3076
Jamie Madill8ff21ae2014-02-04 16:04:05 -05003077rx::UniformStorage *Renderer11::createUniformStorage(size_t storageSize)
3078{
3079 return new UniformStorage11(this, storageSize);
3080}
3081
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00003082VertexBuffer *Renderer11::createVertexBuffer()
3083{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00003084 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00003085}
3086
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00003087IndexBuffer *Renderer11::createIndexBuffer()
3088{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00003089 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003090}
3091
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +00003092BufferStorage *Renderer11::createBufferStorage()
3093{
3094 return new BufferStorage11(this);
3095}
3096
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003097QueryImpl *Renderer11::createQuery(GLenum type)
3098{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00003099 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003100}
3101
3102FenceImpl *Renderer11::createFence()
3103{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00003104 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00003105}
3106
Geoff Lang005df412013-10-16 14:12:50 -04003107bool Renderer11::supportsFastCopyBufferToTexture(GLenum internalFormat) const
Jamie Madill0e0510f2013-10-10 15:46:23 -04003108{
Jamie Madill4461f092013-10-10 15:10:39 -04003109 int clientVersion = getCurrentClientVersion();
3110
3111 // We only support buffer to texture copies in ES3
3112 if (clientVersion <= 2)
3113 {
3114 return false;
3115 }
3116
3117 // sRGB formats do not work with D3D11 buffer SRVs
3118 if (gl::GetColorEncoding(internalFormat, clientVersion) == GL_SRGB)
3119 {
3120 return false;
3121 }
3122
3123 // We cannot support direct copies to non-color-renderable formats
3124 if (!gl::IsColorRenderingSupported(internalFormat, this))
3125 {
3126 return false;
3127 }
3128
3129 // We skip all 3-channel formats since sometimes format support is missing
3130 if (gl::GetComponentCount(internalFormat, clientVersion) == 3)
3131 {
3132 return false;
3133 }
3134
3135 // We don't support formats which we can't represent without conversion
3136 if (getNativeTextureFormat(internalFormat) != internalFormat)
3137 {
3138 return false;
3139 }
3140
3141 return true;
Jamie Madill0e0510f2013-10-10 15:46:23 -04003142}
3143
Jamie Madilla21eea32013-09-18 14:36:25 -04003144bool Renderer11::fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTarget *destRenderTarget,
3145 GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea)
3146{
Jamie Madill0e0510f2013-10-10 15:46:23 -04003147 ASSERT(supportsFastCopyBufferToTexture(destinationFormat));
Jamie Madilla21eea32013-09-18 14:36:25 -04003148 return mPixelTransfer->copyBufferToTexture(unpack, offset, destRenderTarget, destinationFormat, sourcePixelsType, destArea);
3149}
3150
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003151bool Renderer11::getRenderTargetResource(gl::Renderbuffer *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003152{
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003153 ASSERT(colorbuffer != NULL);
3154
3155 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
3156 if (renderTarget)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003157 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003158 *subresourceIndex = renderTarget->getSubresourceIndex();
3159
3160 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
3161 if (colorBufferRTV)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003162 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003163 ID3D11Resource *textureResource = NULL;
3164 colorBufferRTV->GetResource(&textureResource);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003165
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003166 if (textureResource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003167 {
Geoff Lang8e328842014-02-10 13:11:20 -05003168 HRESULT result = textureResource->QueryInterface(__uuidof(ID3D11Texture2D), (void**)resource);
Geoff Langea228632013-07-30 15:17:12 -04003169 SafeRelease(textureResource);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003170
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003171 if (SUCCEEDED(result))
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003172 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003173 return true;
3174 }
3175 else
3176 {
3177 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
3178 "HRESULT: 0x%X.", result);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003179 }
3180 }
3181 }
3182 }
3183
3184 return false;
3185}
3186
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003187bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
Geoff Lang125deab2013-08-09 13:34:16 -04003188 const gl::Rectangle *scissor, bool blitRenderTarget, bool blitDepth, bool blitStencil, GLenum filter)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003189{
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003190 if (blitRenderTarget)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003191 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003192 gl::Renderbuffer *readBuffer = readTarget->getReadColorbuffer();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003193
3194 if (!readBuffer)
3195 {
3196 ERR("Failed to retrieve the read buffer from the read framebuffer.");
3197 return gl::error(GL_OUT_OF_MEMORY, false);
3198 }
3199
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003200 RenderTarget *readRenderTarget = readBuffer->getRenderTarget();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003201
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003202 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003203 {
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003204 if (drawTarget->isEnabledColorAttachment(colorAttachment))
3205 {
3206 gl::Renderbuffer *drawBuffer = drawTarget->getColorbuffer(colorAttachment);
3207
3208 if (!drawBuffer)
3209 {
3210 ERR("Failed to retrieve the draw buffer from the draw framebuffer.");
3211 return gl::error(GL_OUT_OF_MEMORY, false);
3212 }
3213
3214 RenderTarget *drawRenderTarget = drawBuffer->getRenderTarget();
3215
Geoff Lang125deab2013-08-09 13:34:16 -04003216 if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, filter, scissor,
Geoff Lang685806d2013-06-12 11:16:36 -04003217 blitRenderTarget, false, false))
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003218 {
3219 return false;
3220 }
3221 }
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003222 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003223 }
3224
Geoff Lang685806d2013-06-12 11:16:36 -04003225 if (blitDepth || blitStencil)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003226 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003227 gl::Renderbuffer *readBuffer = readTarget->getDepthOrStencilbuffer();
3228 gl::Renderbuffer *drawBuffer = drawTarget->getDepthOrStencilbuffer();
3229
3230 if (!readBuffer)
3231 {
3232 ERR("Failed to retrieve the read depth-stencil buffer from the read framebuffer.");
3233 return gl::error(GL_OUT_OF_MEMORY, false);
3234 }
3235
3236 if (!drawBuffer)
3237 {
3238 ERR("Failed to retrieve the draw depth-stencil buffer from the draw framebuffer.");
3239 return gl::error(GL_OUT_OF_MEMORY, false);
3240 }
3241
3242 RenderTarget *readRenderTarget = readBuffer->getDepthStencil();
3243 RenderTarget *drawRenderTarget = drawBuffer->getDepthStencil();
3244
Geoff Lang125deab2013-08-09 13:34:16 -04003245 if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, filter, scissor,
Geoff Lang685806d2013-06-12 11:16:36 -04003246 false, blitDepth, blitStencil))
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003247 {
3248 return false;
3249 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003250 }
3251
Geoff Lang42477a42013-09-17 17:07:02 -04003252 invalidateFramebufferSwizzles(drawTarget);
3253
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003254 return true;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003255}
3256
Jamie Madilleb9baab2014-03-24 13:19:43 -04003257void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format,
3258 GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, void* pixels)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003259{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003260 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00003261 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003262
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003263 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
3264
3265 if (colorbuffer && getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003266 {
3267 gl::Rectangle area;
3268 area.x = x;
3269 area.y = y;
3270 area.width = width;
3271 area.height = height;
3272
Jamie Madilleb9baab2014-03-24 13:19:43 -04003273 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch, pack, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003274
Geoff Langea228632013-07-30 15:17:12 -04003275 SafeRelease(colorBufferTexture);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003276 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003277}
3278
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003279Image *Renderer11::createImage()
3280{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00003281 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003282}
3283
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003284void Renderer11::generateMipmap(Image *dest, Image *src)
3285{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00003286 Image11 *dest11 = Image11::makeImage11(dest);
3287 Image11 *src11 = Image11::makeImage11(src);
Jamie Madilld6cb2442013-07-10 15:13:38 -04003288 Image11::generateMipmap(getCurrentClientVersion(), dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003289}
3290
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003291TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
3292{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00003293 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
3294 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003295}
3296
Nicolas Capensbf712d02014-03-31 14:23:35 -04003297TextureStorage *Renderer11::createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels)
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003298{
Nicolas Capensbf712d02014-03-31 14:23:35 -04003299 return new TextureStorage11_2D(this, internalformat, renderTarget, width, height, levels);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003300}
3301
Nicolas Capensbf712d02014-03-31 14:23:35 -04003302TextureStorage *Renderer11::createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels)
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003303{
Nicolas Capensbf712d02014-03-31 14:23:35 -04003304 return new TextureStorage11_Cube(this, internalformat, renderTarget, size, levels);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003305}
3306
Nicolas Capensbf712d02014-03-31 14:23:35 -04003307TextureStorage *Renderer11::createTextureStorage3D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels)
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +00003308{
Nicolas Capensbf712d02014-03-31 14:23:35 -04003309 return new TextureStorage11_3D(this, internalformat, renderTarget, width, height, depth, levels);
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +00003310}
3311
Nicolas Capensbf712d02014-03-31 14:23:35 -04003312TextureStorage *Renderer11::createTextureStorage2DArray(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels)
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00003313{
Nicolas Capensbf712d02014-03-31 14:23:35 -04003314 return new TextureStorage11_2DArray(this, internalformat, renderTarget, width, height, depth, levels);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00003315}
3316
Jamie Madilleb9baab2014-03-24 13:19:43 -04003317void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area, GLenum format,
3318 GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, void *pixels)
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003319{
Jamie Madill1eb5bd72014-03-28 10:43:39 -04003320 ASSERT(area.width >= 0);
3321 ASSERT(area.height >= 0);
3322
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003323 D3D11_TEXTURE2D_DESC textureDesc;
3324 texture->GetDesc(&textureDesc);
3325
Jamie Madill1eb5bd72014-03-28 10:43:39 -04003326 // Clamp read region to the defined texture boundaries, preventing out of bounds reads
3327 // and reads of uninitialized data.
3328 gl::Rectangle safeArea;
3329 safeArea.x = gl::clamp(area.x, 0, static_cast<int>(textureDesc.Width));
3330 safeArea.y = gl::clamp(area.y, 0, static_cast<int>(textureDesc.Height));
3331 safeArea.width = gl::clamp(area.width + std::min(area.x, 0), 0,
3332 static_cast<int>(textureDesc.Width) - safeArea.x);
3333 safeArea.height = gl::clamp(area.height + std::min(area.y, 0), 0,
3334 static_cast<int>(textureDesc.Height) - safeArea.y);
3335
3336 ASSERT(safeArea.x >= 0 && safeArea.y >= 0);
3337 ASSERT(safeArea.x + safeArea.width <= static_cast<int>(textureDesc.Width));
3338 ASSERT(safeArea.y + safeArea.height <= static_cast<int>(textureDesc.Height));
3339
3340 if (safeArea.width == 0 || safeArea.height == 0)
3341 {
3342 // no work to do
3343 return;
3344 }
3345
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003346 D3D11_TEXTURE2D_DESC stagingDesc;
Jamie Madill1eb5bd72014-03-28 10:43:39 -04003347 stagingDesc.Width = safeArea.width;
3348 stagingDesc.Height = safeArea.height;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003349 stagingDesc.MipLevels = 1;
3350 stagingDesc.ArraySize = 1;
3351 stagingDesc.Format = textureDesc.Format;
3352 stagingDesc.SampleDesc.Count = 1;
3353 stagingDesc.SampleDesc.Quality = 0;
3354 stagingDesc.Usage = D3D11_USAGE_STAGING;
3355 stagingDesc.BindFlags = 0;
3356 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
3357 stagingDesc.MiscFlags = 0;
3358
3359 ID3D11Texture2D* stagingTex = NULL;
3360 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
3361 if (FAILED(result))
3362 {
3363 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
3364 return;
3365 }
3366
3367 ID3D11Texture2D* srcTex = NULL;
3368 if (textureDesc.SampleDesc.Count > 1)
3369 {
3370 D3D11_TEXTURE2D_DESC resolveDesc;
3371 resolveDesc.Width = textureDesc.Width;
3372 resolveDesc.Height = textureDesc.Height;
3373 resolveDesc.MipLevels = 1;
3374 resolveDesc.ArraySize = 1;
3375 resolveDesc.Format = textureDesc.Format;
3376 resolveDesc.SampleDesc.Count = 1;
3377 resolveDesc.SampleDesc.Quality = 0;
3378 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
3379 resolveDesc.BindFlags = 0;
3380 resolveDesc.CPUAccessFlags = 0;
3381 resolveDesc.MiscFlags = 0;
3382
3383 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
3384 if (FAILED(result))
3385 {
3386 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
Geoff Langea228632013-07-30 15:17:12 -04003387 SafeRelease(stagingTex);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003388 return;
3389 }
3390
3391 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
3392 subResource = 0;
3393 }
3394 else
3395 {
3396 srcTex = texture;
3397 srcTex->AddRef();
3398 }
3399
3400 D3D11_BOX srcBox;
Jamie Madill1eb5bd72014-03-28 10:43:39 -04003401 srcBox.left = static_cast<UINT>(safeArea.x);
3402 srcBox.right = static_cast<UINT>(safeArea.x + safeArea.width);
3403 srcBox.top = static_cast<UINT>(safeArea.y);
3404 srcBox.bottom = static_cast<UINT>(safeArea.y + safeArea.height);
3405 srcBox.front = 0;
3406 srcBox.back = 1;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003407
3408 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
3409
Geoff Langea228632013-07-30 15:17:12 -04003410 SafeRelease(srcTex);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003411
3412 D3D11_MAPPED_SUBRESOURCE mapping;
3413 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
3414
3415 unsigned char *source;
3416 int inputPitch;
Jamie Madilleb9baab2014-03-24 13:19:43 -04003417 if (pack.reverseRowOrder)
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003418 {
Jamie Madill1eb5bd72014-03-28 10:43:39 -04003419 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (safeArea.height - 1);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003420 inputPitch = -static_cast<int>(mapping.RowPitch);
3421 }
3422 else
3423 {
3424 source = static_cast<unsigned char*>(mapping.pData);
3425 inputPitch = static_cast<int>(mapping.RowPitch);
3426 }
3427
Geoff Lang697ad3e2013-06-04 10:11:28 -04003428 GLuint clientVersion = getCurrentClientVersion();
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003429
Geoff Lang005df412013-10-16 14:12:50 -04003430 GLenum sourceInternalFormat = d3d11_gl::GetInternalFormat(textureDesc.Format, clientVersion);
Geoff Lang697ad3e2013-06-04 10:11:28 -04003431 GLenum sourceFormat = gl::GetFormat(sourceInternalFormat, clientVersion);
3432 GLenum sourceType = gl::GetType(sourceInternalFormat, clientVersion);
3433
3434 GLuint sourcePixelSize = gl::GetPixelBytes(sourceInternalFormat, clientVersion);
3435
3436 if (sourceFormat == format && sourceType == type)
3437 {
3438 // Direct copy possible
3439 unsigned char *dest = static_cast<unsigned char*>(pixels);
Jamie Madill1eb5bd72014-03-28 10:43:39 -04003440 for (int y = 0; y < safeArea.height; y++)
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003441 {
Jamie Madill1eb5bd72014-03-28 10:43:39 -04003442 memcpy(dest + y * outputPitch, source + y * inputPitch, safeArea.width * sourcePixelSize);
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003443 }
3444 }
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003445 else
3446 {
Geoff Lang005df412013-10-16 14:12:50 -04003447 GLenum destInternalFormat = gl::GetSizedInternalFormat(format, type, clientVersion);
Geoff Lang697ad3e2013-06-04 10:11:28 -04003448 GLuint destPixelSize = gl::GetPixelBytes(destInternalFormat, clientVersion);
3449
Jamie Madill9eeecfc2014-01-29 09:26:48 -05003450 ColorCopyFunction fastCopyFunc = d3d11::GetFastCopyFunction(textureDesc.Format, format, type);
Geoff Lang697ad3e2013-06-04 10:11:28 -04003451 if (fastCopyFunc)
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003452 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003453 // Fast copy is possible through some special function
Jamie Madill1eb5bd72014-03-28 10:43:39 -04003454 for (int y = 0; y < safeArea.height; y++)
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003455 {
Jamie Madill1eb5bd72014-03-28 10:43:39 -04003456 for (int x = 0; x < safeArea.width; x++)
Geoff Lang697ad3e2013-06-04 10:11:28 -04003457 {
3458 void *dest = static_cast<unsigned char*>(pixels) + y * outputPitch + x * destPixelSize;
3459 void *src = static_cast<unsigned char*>(source) + y * inputPitch + x * sourcePixelSize;
3460
3461 fastCopyFunc(src, dest);
3462 }
3463 }
3464 }
3465 else
3466 {
Jamie Madill9eeecfc2014-01-29 09:26:48 -05003467 ColorReadFunction readFunc = d3d11::GetColorReadFunction(textureDesc.Format);
Geoff Lang697ad3e2013-06-04 10:11:28 -04003468 ColorWriteFunction writeFunc = gl::GetColorWriteFunction(format, type, clientVersion);
3469
3470 unsigned char temp[16]; // Maximum size of any Color<T> type used.
3471 META_ASSERT(sizeof(temp) >= sizeof(gl::ColorF) &&
3472 sizeof(temp) >= sizeof(gl::ColorUI) &&
3473 sizeof(temp) >= sizeof(gl::ColorI));
3474
Jamie Madill1eb5bd72014-03-28 10:43:39 -04003475 for (int y = 0; y < safeArea.height; y++)
Geoff Lang697ad3e2013-06-04 10:11:28 -04003476 {
Jamie Madill1eb5bd72014-03-28 10:43:39 -04003477 for (int x = 0; x < safeArea.width; x++)
Geoff Lang697ad3e2013-06-04 10:11:28 -04003478 {
3479 void *dest = static_cast<unsigned char*>(pixels) + y * outputPitch + x * destPixelSize;
3480 void *src = static_cast<unsigned char*>(source) + y * inputPitch + x * sourcePixelSize;
3481
3482 // readFunc and writeFunc will be using the same type of color, CopyTexImage
3483 // will not allow the copy otherwise.
3484 readFunc(src, temp);
3485 writeFunc(temp, dest);
3486 }
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003487 }
3488 }
3489 }
3490
3491 mDeviceContext->Unmap(stagingTex, 0);
3492
Geoff Langea228632013-07-30 15:17:12 -04003493 SafeRelease(stagingTex);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003494}
3495
Geoff Lang758d5b22013-06-11 11:42:50 -04003496bool Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget,
Geoff Lang125deab2013-08-09 13:34:16 -04003497 RenderTarget *drawRenderTarget, GLenum filter, const gl::Rectangle *scissor,
3498 bool colorBlit, bool depthBlit, bool stencilBlit)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003499{
Geoff Lang975af372013-06-12 11:19:22 -04003500 // Since blitRenderbufferRect is called for each render buffer that needs to be blitted,
3501 // it should never be the case that both color and depth/stencil need to be blitted at
3502 // at the same time.
3503 ASSERT(colorBlit != (depthBlit || stencilBlit));
3504
Geoff Langc1f51be2013-06-11 11:49:14 -04003505 bool result = true;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003506
Geoff Lang4d782732013-07-22 10:44:18 -04003507 RenderTarget11 *drawRenderTarget11 = RenderTarget11::makeRenderTarget11(drawRenderTarget);
3508 if (!drawRenderTarget)
3509 {
3510 ERR("Failed to retrieve the draw render target from the draw framebuffer.");
3511 return gl::error(GL_OUT_OF_MEMORY, false);
3512 }
3513
3514 ID3D11Resource *drawTexture = drawRenderTarget11->getTexture();
3515 unsigned int drawSubresource = drawRenderTarget11->getSubresourceIndex();
3516 ID3D11RenderTargetView *drawRTV = drawRenderTarget11->getRenderTargetView();
3517 ID3D11DepthStencilView *drawDSV = drawRenderTarget11->getDepthStencilView();
3518
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003519 RenderTarget11 *readRenderTarget11 = RenderTarget11::makeRenderTarget11(readRenderTarget);
3520 if (!readRenderTarget)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003521 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003522 ERR("Failed to retrieve the read render target from the read framebuffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003523 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003524 }
3525
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003526 ID3D11Resource *readTexture = NULL;
Geoff Langc1f51be2013-06-11 11:49:14 -04003527 ID3D11ShaderResourceView *readSRV = NULL;
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003528 unsigned int readSubresource = 0;
3529 if (readRenderTarget->getSamples() > 0)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003530 {
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003531 ID3D11Resource *unresolvedResource = readRenderTarget11->getTexture();
3532 ID3D11Texture2D *unresolvedTexture = d3d11::DynamicCastComObject<ID3D11Texture2D>(unresolvedResource);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003533
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003534 if (unresolvedTexture)
3535 {
3536 readTexture = resolveMultisampledTexture(unresolvedTexture, readRenderTarget11->getSubresourceIndex());
3537 readSubresource = 0;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003538
Geoff Langea228632013-07-30 15:17:12 -04003539 SafeRelease(unresolvedTexture);
Geoff Langc1f51be2013-06-11 11:49:14 -04003540
Geoff Lang5c9a29a2014-02-11 10:26:24 -05003541 HRESULT hresult = mDevice->CreateShaderResourceView(readTexture, NULL, &readSRV);
3542 if (FAILED(hresult))
Geoff Langc1f51be2013-06-11 11:49:14 -04003543 {
Geoff Langea228632013-07-30 15:17:12 -04003544 SafeRelease(readTexture);
Geoff Langc1f51be2013-06-11 11:49:14 -04003545 return gl::error(GL_OUT_OF_MEMORY, false);
3546 }
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003547 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003548 }
3549 else
3550 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003551 readTexture = readRenderTarget11->getTexture();
Geoff Lang4d782732013-07-22 10:44:18 -04003552 readTexture->AddRef();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003553 readSubresource = readRenderTarget11->getSubresourceIndex();
Geoff Langc1f51be2013-06-11 11:49:14 -04003554 readSRV = readRenderTarget11->getShaderResourceView();
Geoff Lang4d782732013-07-22 10:44:18 -04003555 readSRV->AddRef();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003556 }
3557
Geoff Lang4d782732013-07-22 10:44:18 -04003558 if (!readTexture || !readSRV)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003559 {
Geoff Lang4d782732013-07-22 10:44:18 -04003560 SafeRelease(readTexture);
3561 SafeRelease(readSRV);
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003562 ERR("Failed to retrieve the read render target view from the read render target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003563 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003564 }
3565
Geoff Lang125deab2013-08-09 13:34:16 -04003566 gl::Extents readSize(readRenderTarget->getWidth(), readRenderTarget->getHeight(), 1);
3567 gl::Extents drawSize(drawRenderTarget->getWidth(), drawRenderTarget->getHeight(), 1);
3568
3569 bool scissorNeeded = scissor && gl::ClipRectangle(drawRect, *scissor, NULL);
3570
3571 bool wholeBufferCopy = !scissorNeeded &&
3572 readRect.x == 0 && readRect.width == readSize.width &&
3573 readRect.y == 0 && readRect.height == readSize.height &&
3574 drawRect.x == 0 && drawRect.width == drawSize.width &&
3575 drawRect.y == 0 && drawRect.height == drawSize.height;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003576
Geoff Langc1f51be2013-06-11 11:49:14 -04003577 bool stretchRequired = readRect.width != drawRect.width || readRect.height != drawRect.height;
Geoff Lang758d5b22013-06-11 11:42:50 -04003578
Geoff Lang1cd1b212014-02-11 09:42:27 -05003579 bool flipRequired = readRect.width < 0 || readRect.height < 0 || drawRect.width < 0 || drawRect.height < 0;
Geoff Lang125deab2013-08-09 13:34:16 -04003580
3581 bool outOfBounds = readRect.x < 0 || readRect.x + readRect.width > readSize.width ||
3582 readRect.y < 0 || readRect.y + readRect.height > readSize.height ||
3583 drawRect.x < 0 || drawRect.x + drawRect.width > drawSize.width ||
3584 drawRect.y < 0 || drawRect.y + drawRect.height > drawSize.height;
3585
3586 bool hasDepth = gl::GetDepthBits(drawRenderTarget11->getActualFormat(), getCurrentClientVersion()) > 0;
3587 bool hasStencil = gl::GetStencilBits(drawRenderTarget11->getActualFormat(), getCurrentClientVersion()) > 0;
3588 bool partialDSBlit = (hasDepth && depthBlit) != (hasStencil && stencilBlit);
3589
Geoff Langc1f51be2013-06-11 11:49:14 -04003590 if (readRenderTarget11->getActualFormat() == drawRenderTarget->getActualFormat() &&
Geoff Lang125deab2013-08-09 13:34:16 -04003591 !stretchRequired && !outOfBounds && !flipRequired && !partialDSBlit &&
3592 (!(depthBlit || stencilBlit) || wholeBufferCopy))
Geoff Langc1f51be2013-06-11 11:49:14 -04003593 {
Geoff Lang125deab2013-08-09 13:34:16 -04003594 UINT dstX = drawRect.x;
3595 UINT dstY = drawRect.y;
3596
Geoff Langc1f51be2013-06-11 11:49:14 -04003597 D3D11_BOX readBox;
3598 readBox.left = readRect.x;
3599 readBox.right = readRect.x + readRect.width;
3600 readBox.top = readRect.y;
3601 readBox.bottom = readRect.y + readRect.height;
3602 readBox.front = 0;
3603 readBox.back = 1;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003604
Geoff Lang125deab2013-08-09 13:34:16 -04003605 if (scissorNeeded)
3606 {
3607 // drawRect is guaranteed to have positive width and height because stretchRequired is false.
3608 ASSERT(drawRect.width >= 0 || drawRect.height >= 0);
3609
3610 if (drawRect.x < scissor->x)
3611 {
3612 dstX = scissor->x;
3613 readBox.left += (scissor->x - drawRect.x);
3614 }
3615 if (drawRect.y < scissor->y)
3616 {
3617 dstY = scissor->y;
3618 readBox.top += (scissor->y - drawRect.y);
3619 }
3620 if (drawRect.x + drawRect.width > scissor->x + scissor->width)
3621 {
3622 readBox.right -= ((drawRect.x + drawRect.width) - (scissor->x + scissor->width));
3623 }
3624 if (drawRect.y + drawRect.height > scissor->y + scissor->height)
3625 {
3626 readBox.bottom -= ((drawRect.y + drawRect.height) - (scissor->y + scissor->height));
3627 }
3628 }
3629
Geoff Langc1f51be2013-06-11 11:49:14 -04003630 // D3D11 needs depth-stencil CopySubresourceRegions to have a NULL pSrcBox
3631 // We also require complete framebuffer copies for depth-stencil blit.
3632 D3D11_BOX *pSrcBox = wholeBufferCopy ? NULL : &readBox;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003633
Geoff Lang125deab2013-08-09 13:34:16 -04003634 mDeviceContext->CopySubresourceRegion(drawTexture, drawSubresource, dstX, dstY, 0,
Geoff Langc1f51be2013-06-11 11:49:14 -04003635 readTexture, readSubresource, pSrcBox);
3636 result = true;
3637 }
3638 else
3639 {
3640 gl::Box readArea(readRect.x, readRect.y, 0, readRect.width, readRect.height, 1);
Geoff Langc1f51be2013-06-11 11:49:14 -04003641 gl::Box drawArea(drawRect.x, drawRect.y, 0, drawRect.width, drawRect.height, 1);
Geoff Langc1f51be2013-06-11 11:49:14 -04003642
Geoff Lang975af372013-06-12 11:19:22 -04003643 if (depthBlit && stencilBlit)
Geoff Langc1f51be2013-06-11 11:49:14 -04003644 {
Geoff Lang975af372013-06-12 11:19:22 -04003645 result = mBlit->copyDepthStencil(readTexture, readSubresource, readArea, readSize,
Geoff Lang125deab2013-08-09 13:34:16 -04003646 drawTexture, drawSubresource, drawArea, drawSize,
3647 scissor);
Geoff Lang975af372013-06-12 11:19:22 -04003648 }
3649 else if (depthBlit)
3650 {
Geoff Lang125deab2013-08-09 13:34:16 -04003651 result = mBlit->copyDepth(readSRV, readArea, readSize, drawDSV, drawArea, drawSize,
3652 scissor);
Geoff Lang975af372013-06-12 11:19:22 -04003653 }
3654 else if (stencilBlit)
3655 {
3656 result = mBlit->copyStencil(readTexture, readSubresource, readArea, readSize,
Geoff Lang125deab2013-08-09 13:34:16 -04003657 drawTexture, drawSubresource, drawArea, drawSize,
3658 scissor);
Geoff Langc1f51be2013-06-11 11:49:14 -04003659 }
3660 else
3661 {
Geoff Lang685806d2013-06-12 11:16:36 -04003662 GLenum format = gl::GetFormat(drawRenderTarget->getInternalFormat(), getCurrentClientVersion());
Geoff Lang125deab2013-08-09 13:34:16 -04003663 result = mBlit->copyTexture(readSRV, readArea, readSize, drawRTV, drawArea, drawSize,
3664 scissor, format, filter);
Geoff Langc1f51be2013-06-11 11:49:14 -04003665 }
3666 }
3667
3668 SafeRelease(readTexture);
3669 SafeRelease(readSRV);
Geoff Langc1f51be2013-06-11 11:49:14 -04003670
3671 return result;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003672}
3673
shannon.woods@transgaming.comd67f9ce2013-02-28 23:06:09 +00003674ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
3675{
3676 D3D11_TEXTURE2D_DESC textureDesc;
3677 source->GetDesc(&textureDesc);
3678
3679 if (textureDesc.SampleDesc.Count > 1)
3680 {
3681 D3D11_TEXTURE2D_DESC resolveDesc;
3682 resolveDesc.Width = textureDesc.Width;
3683 resolveDesc.Height = textureDesc.Height;
3684 resolveDesc.MipLevels = 1;
3685 resolveDesc.ArraySize = 1;
3686 resolveDesc.Format = textureDesc.Format;
3687 resolveDesc.SampleDesc.Count = 1;
3688 resolveDesc.SampleDesc.Quality = 0;
3689 resolveDesc.Usage = textureDesc.Usage;
3690 resolveDesc.BindFlags = textureDesc.BindFlags;
3691 resolveDesc.CPUAccessFlags = 0;
3692 resolveDesc.MiscFlags = 0;
3693
3694 ID3D11Texture2D *resolveTexture = NULL;
3695 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
3696 if (FAILED(result))
3697 {
3698 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
3699 return NULL;
3700 }
3701
3702 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
3703 return resolveTexture;
3704 }
3705 else
3706 {
3707 source->AddRef();
3708 return source;
3709 }
3710}
3711
Geoff Lang42477a42013-09-17 17:07:02 -04003712void Renderer11::invalidateRenderbufferSwizzles(gl::Renderbuffer *renderBuffer, int mipLevel)
3713{
3714 TextureStorage *texStorage = renderBuffer->getTextureStorage();
3715 if (texStorage)
3716 {
3717 TextureStorage11 *texStorage11 = TextureStorage11::makeTextureStorage11(texStorage);
3718 if (!texStorage11)
3719 {
3720 ERR("texture storage pointer unexpectedly null.");
3721 return;
3722 }
3723
3724 texStorage11->invalidateSwizzleCacheLevel(mipLevel);
3725 }
3726}
3727
3728void Renderer11::invalidateFramebufferSwizzles(gl::Framebuffer *framebuffer)
3729{
3730 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
3731 {
3732 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(colorAttachment);
3733 if (colorbuffer)
3734 {
3735 invalidateRenderbufferSwizzles(colorbuffer, framebuffer->getColorbufferMipLevel(colorAttachment));
3736 }
3737 }
3738
3739 gl::Renderbuffer *depthBuffer = framebuffer->getDepthbuffer();
3740 if (depthBuffer)
3741 {
3742 invalidateRenderbufferSwizzles(depthBuffer, framebuffer->getDepthbufferMipLevel());
3743 }
3744
3745 gl::Renderbuffer *stencilBuffer = framebuffer->getStencilbuffer();
3746 if (stencilBuffer)
3747 {
3748 invalidateRenderbufferSwizzles(stencilBuffer, framebuffer->getStencilbufferMipLevel());
3749 }
3750}
3751
shannonwoods@chromium.org6e4f2a62013-05-30 00:15:19 +00003752bool Renderer11::getLUID(LUID *adapterLuid) const
3753{
3754 adapterLuid->HighPart = 0;
3755 adapterLuid->LowPart = 0;
3756
3757 if (!mDxgiAdapter)
3758 {
3759 return false;
3760 }
3761
3762 DXGI_ADAPTER_DESC adapterDesc;
3763 if (FAILED(mDxgiAdapter->GetDesc(&adapterDesc)))
3764 {
3765 return false;
3766 }
3767
3768 *adapterLuid = adapterDesc.AdapterLuid;
3769 return true;
3770}
3771
Geoff Lang005df412013-10-16 14:12:50 -04003772GLenum Renderer11::getNativeTextureFormat(GLenum internalFormat) const
Jamie Madillc8c102b2013-10-10 15:10:24 -04003773{
3774 int clientVersion = getCurrentClientVersion();
3775 return d3d11_gl::GetInternalFormat(gl_d3d11::GetTexFormat(internalFormat, clientVersion), clientVersion);
3776}
3777
Jamie Madill95ffb862014-01-29 09:26:59 -05003778rx::VertexConversionType Renderer11::getVertexConversionType(const gl::VertexFormat &vertexFormat) const
3779{
3780 return gl_d3d11::GetVertexConversionType(vertexFormat);
3781}
3782
3783GLenum Renderer11::getVertexComponentType(const gl::VertexFormat &vertexFormat) const
3784{
3785 return d3d11::GetComponentType(gl_d3d11::GetNativeVertexFormat(vertexFormat));
3786}
3787
Geoff Lang61e49a52013-05-29 10:22:58 -04003788Renderer11::MultisampleSupportInfo Renderer11::getMultisampleSupportInfo(DXGI_FORMAT format)
3789{
3790 MultisampleSupportInfo supportInfo = { 0 };
3791
3792 UINT formatSupport;
3793 HRESULT result;
3794
3795 result = mDevice->CheckFormatSupport(format, &formatSupport);
3796 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
3797 {
3798 for (unsigned int i = 1; i <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
3799 {
3800 result = mDevice->CheckMultisampleQualityLevels(format, i, &supportInfo.qualityLevels[i - 1]);
3801 if (SUCCEEDED(result) && supportInfo.qualityLevels[i - 1] > 0)
3802 {
3803 supportInfo.maxSupportedSamples = std::max(supportInfo.maxSupportedSamples, i);
3804 }
3805 else
3806 {
3807 supportInfo.qualityLevels[i - 1] = 0;
3808 }
3809 }
3810 }
3811
3812 return supportInfo;
3813}
3814
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003815}