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daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001//
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00002// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00003// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
8
9#include "common/debug.h"
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000013#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000014#include "libGLESv2/Program.h"
15#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000016#include "libGLESv2/Framebuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000017#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000018#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000019#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +000020#include "libGLESv2/renderer/ShaderExecutable11.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000021#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.coma8aac672012-12-20 21:08:00 +000022#include "libGLESv2/renderer/Image11.h"
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +000023#include "libGLESv2/renderer/VertexBuffer11.h"
daniel@transgaming.com11c2af52012-12-20 21:10:01 +000024#include "libGLESv2/renderer/IndexBuffer11.h"
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000025#include "libGLESv2/renderer/VertexDataManager.h"
26#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +000027#include "libGLESv2/renderer/TextureStorage11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000028
29#include "libEGL/Config.h"
30#include "libEGL/Display.h"
31
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +000032#include <sstream>
33
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000034namespace rx
35{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000036static const DXGI_FORMAT RenderTargetFormats[] =
37 {
38 DXGI_FORMAT_R8G8B8A8_UNORM
39 };
40
41static const DXGI_FORMAT DepthStencilFormats[] =
42 {
43 DXGI_FORMAT_D24_UNORM_S8_UINT
44 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000045
46Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
47{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000048 mVertexDataManager = NULL;
49 mIndexDataManager = NULL;
50
daniel@transgaming.comc5114302012-12-20 21:11:36 +000051 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000052 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000053
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000054 mD3d11Module = NULL;
55 mDxgiModule = NULL;
56
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000057 mDeviceLost = false;
58
daniel@transgaming.com25072f62012-11-28 19:31:32 +000059 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000060 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000061 mDxgiAdapter = NULL;
62 mDxgiFactory = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000063}
64
65Renderer11::~Renderer11()
66{
67 releaseDeviceResources();
68
daniel@transgaming.com65e65372012-11-28 19:33:50 +000069 if (mDxgiFactory)
70 {
71 mDxgiFactory->Release();
72 mDxgiFactory = NULL;
73 }
74
75 if (mDxgiAdapter)
76 {
77 mDxgiAdapter->Release();
78 mDxgiAdapter = NULL;
79 }
80
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000081 if (mDeviceContext)
82 {
daniel@transgaming.comd5df4e82013-01-11 04:11:21 +000083 mDeviceContext->ClearState();
84 mDeviceContext->Flush();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000085 mDeviceContext->Release();
86 mDeviceContext = NULL;
87 }
88
daniel@transgaming.com25072f62012-11-28 19:31:32 +000089 if (mDevice)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000090 {
daniel@transgaming.com25072f62012-11-28 19:31:32 +000091 mDevice->Release();
92 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000093 }
94
95 if (mD3d11Module)
96 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000097 FreeLibrary(mD3d11Module);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000098 mD3d11Module = NULL;
99 }
100
101 if (mDxgiModule)
102 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000103 FreeLibrary(mDxgiModule);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000104 mDxgiModule = NULL;
105 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000106}
107
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000108Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
109{
110 ASSERT(dynamic_cast<rx::Renderer11*>(renderer) != NULL);
111 return static_cast<rx::Renderer11*>(renderer);
112}
113
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000114EGLint Renderer11::initialize()
115{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000116 if (!initializeCompiler())
117 {
118 return EGL_NOT_INITIALIZED;
119 }
120
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000121 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
122 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000123
124 if (mD3d11Module == NULL || mDxgiModule == NULL)
125 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000126 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000127 return EGL_NOT_INITIALIZED;
128 }
129
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000130 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000131
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000132 if (D3D11CreateDevice == NULL)
133 {
134 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
135 return EGL_NOT_INITIALIZED;
136 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000137
138 D3D_FEATURE_LEVEL featureLevel[] =
139 {
140 D3D_FEATURE_LEVEL_11_0,
141 D3D_FEATURE_LEVEL_10_1,
142 D3D_FEATURE_LEVEL_10_0,
143 };
144
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000145 HRESULT result = D3D11CreateDevice(NULL,
146 D3D_DRIVER_TYPE_HARDWARE,
147 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000148 #if defined(_DEBUG)
149 D3D11_CREATE_DEVICE_DEBUG,
150 #else
151 0,
152 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000153 featureLevel,
154 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000155 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000156 &mDevice,
157 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000158 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000159
160 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000161 {
162 ERR("Could not create D3D11 device - aborting!\n");
163 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
164 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000165
166 IDXGIDevice *dxgiDevice = NULL;
167 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
168
169 if (FAILED(result))
170 {
171 ERR("Could not query DXGI device - aborting!\n");
172 return EGL_NOT_INITIALIZED;
173 }
174
175 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
176
177 if (FAILED(result))
178 {
179 ERR("Could not retrieve DXGI adapter - aborting!\n");
180 return EGL_NOT_INITIALIZED;
181 }
182
183 dxgiDevice->Release();
184
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000185 mDxgiAdapter->GetDesc(&mAdapterDescription);
186 memset(mDescription, 0, sizeof(mDescription));
187 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
188
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000189 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
190
191 if (!mDxgiFactory || FAILED(result))
192 {
193 ERR("Could not create DXGI factory - aborting!\n");
194 return EGL_NOT_INITIALIZED;
195 }
196
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000197 initializeDevice();
198
199 return EGL_SUCCESS;
200}
201
202// do any one-time device initialization
203// NOTE: this is also needed after a device lost/reset
204// to reset the scene status and ensure the default states are reset.
205void Renderer11::initializeDevice()
206{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000207 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000208 mInputLayoutCache.initialize(mDevice, mDeviceContext);
209
210 ASSERT(!mVertexDataManager && !mIndexDataManager);
211 mVertexDataManager = new VertexDataManager(this);
212 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000213
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000214 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000215}
216
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000217int Renderer11::generateConfigs(ConfigDesc **configDescList)
218{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000219 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
220 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000221 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
222 int numConfigs = 0;
223
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000224 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000225 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000226 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000227 {
228 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
229
230 UINT formatSupport = 0;
231 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
232
233 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
234 {
235 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
236
237 UINT formatSupport = 0;
238 HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
239
240 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL))
241 {
242 ConfigDesc newConfig;
243 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
244 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
245 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
246 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
247
248 (*configDescList)[numConfigs++] = newConfig;
249 }
250 }
251 }
252 }
253
254 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000255}
256
257void Renderer11::deleteConfigs(ConfigDesc *configDescList)
258{
259 delete [] (configDescList);
260}
261
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000262void Renderer11::sync(bool block)
263{
264 // TODO
daniel@transgaming.come76b64b2013-01-11 04:10:08 +0000265 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000266}
267
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000268SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
269{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000270 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000271}
272
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000273void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
274{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000275 if (type == gl::SAMPLER_PIXEL)
276 {
277 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
278 {
279 ERR("Pixel shader sampler index %i is not valid.", index);
280 return;
281 }
282
283 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
284 {
285 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
286
287 if (!dxSamplerState)
288 {
289 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
290 "sampler state for pixel shaders at slot %i.", index);
291 }
292
293 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
294
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000295 mCurPixelSamplerStates[index] = samplerState;
296 }
297
298 mForceSetPixelSamplerStates[index] = false;
299 }
300 else if (type == gl::SAMPLER_VERTEX)
301 {
302 if (index < 0 || index >= gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF)
303 {
304 ERR("Vertex shader sampler index %i is not valid.", index);
305 return;
306 }
307
308 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
309 {
310 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
311
312 if (!dxSamplerState)
313 {
314 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
315 "sampler state for vertex shaders at slot %i.", index);
316 }
317
318 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
319
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000320 mCurVertexSamplerStates[index] = samplerState;
321 }
322
323 mForceSetVertexSamplerStates[index] = false;
324 }
325 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000326}
327
328void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
329{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000330 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000331 unsigned int serial = 0;
332 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000333
334 if (texture)
335 {
336 TextureStorageInterface *texStorage = texture->getNativeTexture();
337 if (texStorage)
338 {
339 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
340 textureSRV = storage11->getSRV();
341 }
342
343 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
344 // missing the shader resource view
345 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000346
347 serial = texture->getTextureSerial();
348 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000349 }
350
351 if (type == gl::SAMPLER_PIXEL)
352 {
353 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
354 {
355 ERR("Pixel shader sampler index %i is not valid.", index);
356 return;
357 }
358
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000359 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
360 {
361 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
362 }
363
364 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000365 }
366 else if (type == gl::SAMPLER_VERTEX)
367 {
368 if (index < 0 || index >= gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF)
369 {
370 ERR("Vertex shader sampler index %i is not valid.", index);
371 return;
372 }
373
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000374 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
375 {
376 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
377 }
378
379 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000380 }
381 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000382}
383
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000384void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000385{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000386 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000387 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000388 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
389 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000390 if (!dxRasterState)
391 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000392 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000393 "rasterizer state.");
394 }
395
396 mDeviceContext->RSSetState(dxRasterState);
397
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000398 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000399 }
400
401 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000402}
403
404void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
405 unsigned int sampleMask)
406{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000407 if (mForceSetBlendState ||
408 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
409 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
410 sampleMask != mCurSampleMask)
411 {
412 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
413 if (!dxBlendState)
414 {
415 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
416 "blend state.");
417 }
418
419 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
420 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
421
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000422 mCurBlendState = blendState;
423 mCurBlendColor = blendColor;
424 mCurSampleMask = sampleMask;
425 }
426
427 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000428}
429
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000430void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000431 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000432{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000433 if (mForceSetDepthStencilState ||
434 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
435 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
436 {
437 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
438 stencilRef != stencilBackRef ||
439 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
440 {
441 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
442 "invalid under WebGL.");
443 return error(GL_INVALID_OPERATION);
444 }
445
446 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
447 if (!dxDepthStencilState)
448 {
449 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
450 "setting the default depth stencil state.");
451 }
452
453 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
454
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000455 mCurDepthStencilState = depthStencilState;
456 mCurStencilRef = stencilRef;
457 mCurStencilBackRef = stencilBackRef;
458 }
459
460 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000461}
462
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000463void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000464{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000465 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
466 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000467 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000468 if (enabled)
469 {
470 D3D11_RECT rect;
471 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
472 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
473 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
474 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000475
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000476 mDeviceContext->RSSetScissorRects(1, &rect);
477 }
478
479 if (enabled != mScissorEnabled)
480 {
481 mForceSetRasterState = true;
482 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000483
484 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000485 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000486 }
487
488 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000489}
490
daniel@transgaming.com12985182012-12-20 20:56:31 +0000491bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
492 bool ignoreViewport, gl::ProgramBinary *currentProgram, bool forceSetUniforms)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000493{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000494 gl::Rectangle actualViewport = viewport;
495 float actualZNear = gl::clamp01(zNear);
496 float actualZFar = gl::clamp01(zFar);
497 if (ignoreViewport)
498 {
499 actualViewport.x = 0;
500 actualViewport.y = 0;
501 actualViewport.width = mRenderTargetDesc.width;
502 actualViewport.height = mRenderTargetDesc.height;
503 actualZNear = 0.0f;
504 actualZFar = 1.0f;
505 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000506
507 D3D11_VIEWPORT dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000508 dxViewport.TopLeftX = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
509 dxViewport.TopLeftY = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
510 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.TopLeftX));
511 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.TopLeftY));
512 dxViewport.MinDepth = actualZNear;
513 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000514
515 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
516 {
517 return false; // Nothing to render
518 }
519
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000520 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
521 actualZNear != mCurNear || actualZFar != mCurFar;
522
daniel@transgaming.com53670042012-11-28 20:55:51 +0000523 if (viewportChanged)
524 {
525 mDeviceContext->RSSetViewports(1, &dxViewport);
526
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000527 mCurViewport = actualViewport;
528 mCurNear = actualZNear;
529 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000530 }
531
532 if (currentProgram && (viewportChanged || forceSetUniforms))
533 {
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000534 currentProgram->applyDxHalfPixelSize(0.0f, 0.0f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000535
536 // These values are used for computing gl_FragCoord in Program::linkVaryings().
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000537 currentProgram->applyDxCoord(actualViewport.width * 0.5f,
538 actualViewport.height * 0.5f,
539 actualViewport.x + (actualViewport.width * 0.5f),
540 actualViewport.y + (actualViewport.height * 0.5f));
daniel@transgaming.com53670042012-11-28 20:55:51 +0000541
daniel@transgaming.com12985182012-12-20 20:56:31 +0000542 GLfloat ccw = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000543 currentProgram->applyDxDepthFront((actualZFar - actualZNear) * 0.5f, (actualZNear + actualZFar) * 0.5f, ccw);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000544
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000545 currentProgram->applyDxDepthRange(actualZNear, actualZFar, actualZFar - actualZNear);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000546 }
547
548 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000549 return true;
550}
551
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000552bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
553{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000554 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000555
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000556 switch (mode)
557 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000558 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
559 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000560 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000561 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
562 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
563 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000564 // emulate fans via rewriting index buffer
565 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000566 default:
567 return error(GL_INVALID_ENUM, false);
568 }
569
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000570 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000571
572 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000573}
574
575bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000576{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000577 // Get the color render buffer and serial
578 gl::Renderbuffer *renderbufferObject = NULL;
579 unsigned int renderTargetSerial = 0;
580 if (framebuffer->getColorbufferType() != GL_NONE)
581 {
582 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000583
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000584 if (!renderbufferObject)
585 {
586 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000587 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000588 }
589
590 renderTargetSerial = renderbufferObject->getSerial();
591 }
592
593 // Get the depth stencil render buffer and serials
594 gl::Renderbuffer *depthStencil = NULL;
595 unsigned int depthbufferSerial = 0;
596 unsigned int stencilbufferSerial = 0;
597 if (framebuffer->getDepthbufferType() != GL_NONE)
598 {
599 depthStencil = framebuffer->getDepthbuffer();
600 if (!depthStencil)
601 {
602 ERR("Depth stencil pointer unexpectedly null.");
603 return false;
604 }
605
606 depthbufferSerial = depthStencil->getSerial();
607 }
608 else if (framebuffer->getStencilbufferType() != GL_NONE)
609 {
610 depthStencil = framebuffer->getStencilbuffer();
611 if (!depthStencil)
612 {
613 ERR("Depth stencil pointer unexpectedly null.");
614 return false;
615 }
616
617 stencilbufferSerial = depthStencil->getSerial();
618 }
619
620 // Extract the render target dimensions and view
621 unsigned int renderTargetWidth = 0;
622 unsigned int renderTargetHeight = 0;
623 GLenum renderTargetFormat = 0;
624 ID3D11RenderTargetView* framebufferRTV = NULL;
625 if (renderbufferObject)
626 {
627 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
628 if (!renderTarget)
629 {
630 ERR("render target pointer unexpectedly null.");
631 return false;
632 }
633
634 framebufferRTV = renderTarget->getRenderTargetView();
635 if (!framebufferRTV)
636 {
637 ERR("render target view pointer unexpectedly null.");
638 return false;
639 }
640
641 renderTargetWidth = renderbufferObject->getWidth();
642 renderTargetHeight = renderbufferObject->getHeight();
643 renderTargetFormat = renderbufferObject->getActualFormat();
644 }
645
646 // Extract the depth stencil sizes and view
647 unsigned int depthSize = 0;
648 unsigned int stencilSize = 0;
649 ID3D11DepthStencilView* framebufferDSV = NULL;
650 if (depthStencil)
651 {
652 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
653 if (!depthStencilRenderTarget)
654 {
655 ERR("render target pointer unexpectedly null.");
656 if (framebufferRTV)
657 {
658 framebufferRTV->Release();
659 }
660 return false;
661 }
662
663 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
664 if (!framebufferDSV)
665 {
666 ERR("depth stencil view pointer unexpectedly null.");
667 if (framebufferRTV)
668 {
669 framebufferRTV->Release();
670 }
671 return false;
672 }
673
674 // If there is no render buffer, the width, height and format values come from
675 // the depth stencil
676 if (!renderbufferObject)
677 {
678 renderTargetWidth = depthStencil->getWidth();
679 renderTargetHeight = depthStencil->getHeight();
680 renderTargetFormat = depthStencil->getActualFormat();
681 }
682
683 depthSize = depthStencil->getDepthSize();
684 stencilSize = depthStencil->getStencilSize();
685 }
686
687 // Apply the render target and depth stencil
688 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
689 renderTargetSerial != mAppliedRenderTargetSerial ||
690 depthbufferSerial != mAppliedDepthbufferSerial ||
691 stencilbufferSerial != mAppliedStencilbufferSerial)
692 {
693 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
694
695 mRenderTargetDesc.width = renderTargetWidth;
696 mRenderTargetDesc.height = renderTargetHeight;
697 mRenderTargetDesc.format = renderTargetFormat;
698 mForceSetViewport = true; // TODO: It may not be required to clamp the viewport in D3D11
699 mForceSetScissor = true; // TODO: It may not be required to clamp the scissor in D3D11
700
701 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
702 {
703 mCurDepthSize = depthSize;
704 mForceSetRasterState = true;
705 }
706
707 mCurStencilSize = stencilSize;
708
709 mAppliedRenderTargetSerial = renderTargetSerial;
710 mAppliedDepthbufferSerial = depthbufferSerial;
711 mAppliedStencilbufferSerial = stencilbufferSerial;
712 mRenderTargetDescInitialized = true;
713 mDepthStencilInitialized = true;
714 }
715
716 if (framebufferRTV)
717 {
718 framebufferRTV->Release();
719 }
720 if (framebufferDSV)
721 {
722 framebufferDSV->Release();
723 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000724
725 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000726}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000727
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000728GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000729{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000730 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
731 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
732 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000733 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000734 return err;
735 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000736
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000737 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000738}
739
daniel@transgaming.com31240482012-11-28 21:06:41 +0000740GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000741{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000742 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000743
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000744 if (err == GL_NO_ERROR)
745 {
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000746 if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000747 {
748 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
749
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000750 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000751 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000752 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000753 }
754 }
755
756 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000757}
758
759void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
760{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000761 if (mode == GL_LINE_LOOP)
762 {
763 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
764 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000765 else if (mode == GL_TRIANGLE_FAN)
766 {
767 drawTriangleFan(count, GL_NONE, NULL, 0, NULL);
768 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000769 else if (instances > 0)
770 {
771 // TODO
772 UNIMPLEMENTED();
773 }
774 else
775 {
776 mDeviceContext->Draw(count, 0);
777 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000778}
779
daniel@transgaming.com31240482012-11-28 21:06:41 +0000780void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000781{
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000782 if (mode == GL_LINE_LOOP)
783 {
784 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
785 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000786 else if (mode == GL_TRIANGLE_FAN)
787 {
788 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
789 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000790 else
791 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +0000792 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000793 }
794}
795
796void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
797{
798 // Get the raw indices for an indexed draw
799 if (type != GL_NONE && elementArrayBuffer)
800 {
801 gl::Buffer *indexBuffer = elementArrayBuffer;
802 intptr_t offset = reinterpret_cast<intptr_t>(indices);
803 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
804 }
805
806 if (!mLineLoopIB)
807 {
808 mLineLoopIB = new StreamingIndexBufferInterface(this);
809 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
810 {
811 delete mLineLoopIB;
812 mLineLoopIB = NULL;
813
814 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
815 return error(GL_OUT_OF_MEMORY);
816 }
817 }
818
819 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
820 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
821 {
822 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
823 return error(GL_OUT_OF_MEMORY);
824 }
825
826 void* mappedMemory = NULL;
827 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
828 if (offset == -1 || mappedMemory == NULL)
829 {
830 ERR("Could not map index buffer for GL_LINE_LOOP.");
831 return error(GL_OUT_OF_MEMORY);
832 }
833
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000834 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000835 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000836
837 switch (type)
838 {
839 case GL_NONE: // Non-indexed draw
840 for (int i = 0; i < count; i++)
841 {
842 data[i] = i;
843 }
844 data[count] = 0;
845 break;
846 case GL_UNSIGNED_BYTE:
847 for (int i = 0; i < count; i++)
848 {
849 data[i] = static_cast<const GLubyte*>(indices)[i];
850 }
851 data[count] = static_cast<const GLubyte*>(indices)[0];
852 break;
853 case GL_UNSIGNED_SHORT:
854 for (int i = 0; i < count; i++)
855 {
856 data[i] = static_cast<const GLushort*>(indices)[i];
857 }
858 data[count] = static_cast<const GLushort*>(indices)[0];
859 break;
860 case GL_UNSIGNED_INT:
861 for (int i = 0; i < count; i++)
862 {
863 data[i] = static_cast<const GLuint*>(indices)[i];
864 }
865 data[count] = static_cast<const GLuint*>(indices)[0];
866 break;
867 default: UNREACHABLE();
868 }
869
870 if (!mLineLoopIB->unmapBuffer())
871 {
872 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
873 return error(GL_OUT_OF_MEMORY);
874 }
875
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000876 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000877 {
878 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
879
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000880 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000881 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000882 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000883 }
884
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000885 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000886}
887
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000888void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
889{
890 // Get the raw indices for an indexed draw
891 if (type != GL_NONE && elementArrayBuffer)
892 {
893 gl::Buffer *indexBuffer = elementArrayBuffer;
894 intptr_t offset = reinterpret_cast<intptr_t>(indices);
895 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
896 }
897
898 if (!mTriangleFanIB)
899 {
900 mTriangleFanIB = new StreamingIndexBufferInterface(this);
901 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
902 {
903 delete mTriangleFanIB;
904 mTriangleFanIB = NULL;
905
906 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
907 return error(GL_OUT_OF_MEMORY);
908 }
909 }
910
911 const int numTris = count - 2;
912 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
913 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
914 {
915 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
916 return error(GL_OUT_OF_MEMORY);
917 }
918
919 void* mappedMemory = NULL;
920 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
921 if (offset == -1 || mappedMemory == NULL)
922 {
923 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
924 return error(GL_OUT_OF_MEMORY);
925 }
926
927 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
928 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
929
930 switch (type)
931 {
932 case GL_NONE: // Non-indexed draw
933 for (int i = 0; i < numTris; i++)
934 {
935 data[i*3 + 0] = 0;
936 data[i*3 + 1] = i + 1;
937 data[i*3 + 2] = i + 2;
938 }
939 break;
940 case GL_UNSIGNED_BYTE:
941 for (int i = 0; i < numTris; i++)
942 {
943 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
944 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
945 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
946 }
947 break;
948 case GL_UNSIGNED_SHORT:
949 for (int i = 0; i < numTris; i++)
950 {
951 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
952 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
953 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
954 }
955 break;
956 case GL_UNSIGNED_INT:
957 for (int i = 0; i < numTris; i++)
958 {
959 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
960 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
961 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
962 }
963 break;
964 default: UNREACHABLE();
965 }
966
967 if (!mTriangleFanIB->unmapBuffer())
968 {
969 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
970 return error(GL_OUT_OF_MEMORY);
971 }
972
973 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
974 {
975 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
976
977 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
978 mAppliedIBSerial = mTriangleFanIB->getSerial();
979 mAppliedIBOffset = indexBufferOffset;
980 }
981
982 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
983}
984
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +0000985void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
986{
daniel@transgaming.come4991412012-12-20 20:55:34 +0000987 unsigned int programBinarySerial = programBinary->getSerial();
988 if (programBinarySerial != mAppliedProgramBinarySerial)
989 {
990 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
991 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000992
daniel@transgaming.come4991412012-12-20 20:55:34 +0000993 ID3D11VertexShader *vertexShader = NULL;
994 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000995
daniel@transgaming.come4991412012-12-20 20:55:34 +0000996 ID3D11PixelShader *pixelShader = NULL;
997 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000998
daniel@transgaming.come4991412012-12-20 20:55:34 +0000999 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1000 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
1001 programBinary->dirtyAllUniforms();
1002
1003 mAppliedProgramBinarySerial = programBinarySerial;
1004 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001005}
1006
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001007void Renderer11::applyUniforms(const gl::UniformArray *uniformArray, const dx_VertexConstants &vertexConstants, const dx_PixelConstants &pixelConstants)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001008{
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001009 D3D11_BUFFER_DESC constantBufferDescription = {0};
1010 constantBufferDescription.ByteWidth = D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * sizeof(float[4]);
1011 constantBufferDescription.Usage = D3D11_USAGE_DYNAMIC;
1012 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1013 constantBufferDescription.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1014 constantBufferDescription.MiscFlags = 0;
1015 constantBufferDescription.StructureByteStride = 0;
1016
1017 ID3D11Buffer *constantBufferVS = NULL;
1018 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &constantBufferVS);
1019 ASSERT(SUCCEEDED(result));
1020
1021 ID3D11Buffer *constantBufferPS = NULL;
1022 result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &constantBufferPS);
1023 ASSERT(SUCCEEDED(result));
1024
1025 D3D11_MAPPED_SUBRESOURCE mapVS = {0};
1026 result = mDeviceContext->Map(constantBufferVS, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapVS);
1027 ASSERT(SUCCEEDED(result));
1028
1029 D3D11_MAPPED_SUBRESOURCE mapPS = {0};
1030 result = mDeviceContext->Map(constantBufferPS, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapPS);
1031 ASSERT(SUCCEEDED(result));
1032
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001033 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001034 {
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001035 const gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001036
1037 switch (uniform->type)
1038 {
daniel@transgaming.comda8d3802012-12-20 21:12:55 +00001039 case GL_SAMPLER_2D:
1040 case GL_SAMPLER_CUBE:
1041 break;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001042 case GL_FLOAT:
1043 case GL_FLOAT_VEC2:
1044 case GL_FLOAT_VEC3:
1045 case GL_FLOAT_VEC4:
1046 case GL_FLOAT_MAT2:
1047 case GL_FLOAT_MAT3:
1048 case GL_FLOAT_MAT4:
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001049 if (uniform->vsRegisterIndex >= 0)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001050 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001051 GLfloat (*c)[4] = (GLfloat(*)[4])mapVS.pData;
1052 float (*f)[4] = (float(*)[4])uniform->data;
1053
1054 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001055 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001056 c[uniform->vsRegisterIndex + i][0] = f[i][0];
1057 c[uniform->vsRegisterIndex + i][1] = f[i][1];
1058 c[uniform->vsRegisterIndex + i][2] = f[i][2];
1059 c[uniform->vsRegisterIndex + i][3] = f[i][3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001060 }
1061 }
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001062 if (uniform->psRegisterIndex >= 0)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001063 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001064 GLfloat (*c)[4] = (GLfloat(*)[4])mapPS.pData;
1065 float (*f)[4] = (float(*)[4])uniform->data;
1066
1067 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001068 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001069 c[uniform->psRegisterIndex + i][0] = f[i][0];
1070 c[uniform->psRegisterIndex + i][1] = f[i][1];
1071 c[uniform->psRegisterIndex + i][2] = f[i][2];
1072 c[uniform->psRegisterIndex + i][3] = f[i][3];
1073 }
1074 }
1075 break;
1076 case GL_INT:
1077 case GL_INT_VEC2:
1078 case GL_INT_VEC3:
1079 case GL_INT_VEC4:
1080 if (uniform->vsRegisterIndex >= 0)
1081 {
1082 int (*c)[4] = (int(*)[4])mapVS.pData;
1083 GLint *x = (GLint*)uniform->data;
1084 int count = gl::VariableColumnCount(uniform->type);
1085
1086 for (unsigned int i = 0; i < uniform->registerCount; i++)
1087 {
1088 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = x[i * count + 0];
1089 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = x[i * count + 1];
1090 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = x[i * count + 2];
1091 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = x[i * count + 3];
1092 }
1093 }
1094 if (uniform->psRegisterIndex >= 0)
1095 {
1096 int (*c)[4] = (int(*)[4])mapPS.pData;
1097 GLint *x = (GLint*)uniform->data;
1098 int count = gl::VariableColumnCount(uniform->type);
1099
1100 for (unsigned int i = 0; i < uniform->registerCount; i++)
1101 {
1102 if (count >= 1) c[uniform->psRegisterIndex + i][0] = x[i * count + 0];
1103 if (count >= 2) c[uniform->psRegisterIndex + i][1] = x[i * count + 1];
1104 if (count >= 3) c[uniform->psRegisterIndex + i][2] = x[i * count + 2];
1105 if (count >= 4) c[uniform->psRegisterIndex + i][3] = x[i * count + 3];
1106 }
1107 }
1108 break;
1109 case GL_BOOL:
1110 case GL_BOOL_VEC2:
1111 case GL_BOOL_VEC3:
1112 case GL_BOOL_VEC4:
1113 if (uniform->vsRegisterIndex >= 0)
1114 {
1115 int (*c)[4] = (int(*)[4])mapVS.pData;
1116 GLboolean *b = (GLboolean*)uniform->data;
1117 int count = gl::VariableColumnCount(uniform->type);
1118
1119 for (unsigned int i = 0; i < uniform->registerCount; i++)
1120 {
1121 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = b[i * count + 0];
1122 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = b[i * count + 1];
1123 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = b[i * count + 2];
1124 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = b[i * count + 3];
1125 }
1126 }
1127 if (uniform->psRegisterIndex >= 0)
1128 {
1129 int (*c)[4] = (int(*)[4])mapPS.pData;
1130 GLboolean *b = (GLboolean*)uniform->data;
1131 int count = gl::VariableColumnCount(uniform->type);
1132
1133 for (unsigned int i = 0; i < uniform->registerCount; i++)
1134 {
1135 if (count >= 1) c[uniform->psRegisterIndex + i][0] = b[i * count + 0];
1136 if (count >= 2) c[uniform->psRegisterIndex + i][1] = b[i * count + 1];
1137 if (count >= 3) c[uniform->psRegisterIndex + i][2] = b[i * count + 2];
1138 if (count >= 4) c[uniform->psRegisterIndex + i][3] = b[i * count + 3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001139 }
1140 }
1141 break;
1142 default:
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001143 UNREACHABLE();
1144 }
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001145 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001146
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001147 // Driver uniforms
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001148 memcpy(mapVS.pData, &vertexConstants, sizeof(dx_VertexConstants));
1149 memcpy(mapPS.pData, &pixelConstants, sizeof(dx_PixelConstants));
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001150
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001151 mDeviceContext->Unmap(constantBufferVS, 0);
1152 mDeviceContext->VSSetConstantBuffers(0, 1, &constantBufferVS);
1153 constantBufferVS->Release();
1154
1155 mDeviceContext->Unmap(constantBufferPS, 0);
1156 mDeviceContext->PSSetConstantBuffers(0, 1, &constantBufferPS);
1157 constantBufferPS->Release();
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001158}
1159
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001160void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001161{
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001162 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1163 {
1164 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
1165 if (renderbufferObject)
1166 {
1167 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1168 if (!renderTarget)
1169 {
1170 ERR("render target pointer unexpectedly null.");
1171 return;
1172 }
1173
1174 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1175 if (!framebufferRTV)
1176 {
1177 ERR("render target view pointer unexpectedly null.");
1178 return;
1179 }
1180
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001181 if (mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1182 mCurScissor.x + mCurScissor.width < renderTarget->getWidth() ||
1183 mCurScissor.y + mCurScissor.height < renderTarget->getHeight()))
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001184 {
1185 // TODO: clearing of subregion of render target
1186 UNIMPLEMENTED();
1187 }
1188
1189 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1190 const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1191 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1192 clearParams.colorMaskBlue && alphaUnmasked);
1193
1194 if (needMaskedColorClear)
1195 {
1196 // TODO: masked color clearing
1197 UNIMPLEMENTED();
1198 }
1199 else
1200 {
1201 const float clearValues[4] = { clearParams.colorClearValue.red,
1202 clearParams.colorClearValue.green,
1203 clearParams.colorClearValue.blue,
1204 clearParams.colorClearValue.alpha };
1205 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
1206 }
1207
1208 framebufferRTV->Release();
1209 }
1210 }
1211 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
1212 {
1213 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1214 if (renderbufferObject)
1215 {
daniel@transgaming.comd0f82bc2012-12-20 21:11:42 +00001216 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001217 if (!renderTarget)
1218 {
1219 ERR("render target pointer unexpectedly null.");
1220 return;
1221 }
1222
1223 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1224 if (!framebufferDSV)
1225 {
1226 ERR("depth stencil view pointer unexpectedly null.");
1227 return;
1228 }
1229
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001230 if (mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1231 mCurScissor.x + mCurScissor.width < renderTarget->getWidth() ||
1232 mCurScissor.y + mCurScissor.height < renderTarget->getHeight()))
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001233 {
1234 // TODO: clearing of subregion of depth stencil view
1235 UNIMPLEMENTED();
1236 }
1237
1238 unsigned int stencilUnmasked = 0x0;
1239 if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
1240 {
1241 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1242 stencilUnmasked = (0x1 << stencilSize) - 1;
1243 }
1244
1245 const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1246 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
1247
1248 if (needMaskedStencilClear)
1249 {
1250 // TODO: masked clearing of depth stencil
1251 UNIMPLEMENTED();
1252 }
1253 else
1254 {
1255 UINT clearFlags = 0;
1256 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1257 {
1258 clearFlags |= D3D11_CLEAR_DEPTH;
1259 }
1260 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1261 {
1262 clearFlags |= D3D11_CLEAR_STENCIL;
1263 }
1264
1265 float depthClear = clearParams.depthClearValue;
1266 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1267
1268 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
1269 }
1270
1271 framebufferDSV->Release();
1272 }
1273 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001274}
1275
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001276void Renderer11::markAllStateDirty()
1277{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001278 mAppliedRenderTargetSerial = 0;
1279 mAppliedDepthbufferSerial = 0;
1280 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001281 mDepthStencilInitialized = false;
1282 mRenderTargetDescInitialized = false;
1283
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001284 for (int i = 0; i < gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; i++)
1285 {
1286 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001287 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001288 }
1289 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1290 {
1291 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001292 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001293 }
1294
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001295 mForceSetBlendState = true;
1296 mForceSetRasterState = true;
1297 mForceSetDepthStencilState = true;
1298 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001299 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001300
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001301 mAppliedIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001302 mAppliedIBOffset = 0;
1303
daniel@transgaming.come4991412012-12-20 20:55:34 +00001304 mAppliedProgramBinarySerial = 0;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001305}
1306
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001307void Renderer11::releaseDeviceResources()
1308{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001309 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001310 mInputLayoutCache.clear();
1311
1312 delete mVertexDataManager;
1313 mVertexDataManager = NULL;
1314
1315 delete mIndexDataManager;
1316 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001317
1318 delete mLineLoopIB;
1319 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001320
1321 delete mTriangleFanIB;
1322 mTriangleFanIB = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001323}
1324
1325void Renderer11::markDeviceLost()
1326{
1327 mDeviceLost = true;
1328}
1329
1330bool Renderer11::isDeviceLost()
1331{
1332 return mDeviceLost;
1333}
1334
1335// set notify to true to broadcast a message to all contexts of the device loss
1336bool Renderer11::testDeviceLost(bool notify)
1337{
1338 bool isLost = false;
1339
1340 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +00001341 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001342
1343 if (isLost)
1344 {
1345 // ensure we note the device loss --
1346 // we'll probably get this done again by markDeviceLost
1347 // but best to remember it!
1348 // Note that we don't want to clear the device loss status here
1349 // -- this needs to be done by resetDevice
1350 mDeviceLost = true;
1351 if (notify)
1352 {
1353 mDisplay->notifyDeviceLost();
1354 }
1355 }
1356
1357 return isLost;
1358}
1359
1360bool Renderer11::testDeviceResettable()
1361{
1362 HRESULT status = D3D_OK;
1363
1364 // TODO
1365 UNIMPLEMENTED();
1366
1367 switch (status)
1368 {
1369 case D3DERR_DEVICENOTRESET:
1370 case D3DERR_DEVICEHUNG:
1371 return true;
1372 default:
1373 return false;
1374 }
1375}
1376
1377bool Renderer11::resetDevice()
1378{
1379 releaseDeviceResources();
1380
1381 // TODO
1382 UNIMPLEMENTED();
1383
1384 // reset device defaults
1385 initializeDevice();
1386 mDeviceLost = false;
1387
1388 return true;
1389}
1390
1391DWORD Renderer11::getAdapterVendor() const
1392{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001393 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001394}
1395
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001396std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001397{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001398 std::ostringstream rendererString;
1399
1400 rendererString << mDescription;
1401 rendererString << " Direct3D11";
1402
1403 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1404 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1405
1406 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001407}
1408
1409GUID Renderer11::getAdapterIdentifier() const
1410{
1411 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001412 // UNIMPLEMENTED();
1413 GUID foo = {0};
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001414 return foo;
1415}
1416
1417bool Renderer11::getDXT1TextureSupport()
1418{
1419 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001420 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001421 return false;
1422}
1423
1424bool Renderer11::getDXT3TextureSupport()
1425{
1426 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001427 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001428 return false;
1429}
1430
1431bool Renderer11::getDXT5TextureSupport()
1432{
1433 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001434 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001435 return false;
1436}
1437
1438bool Renderer11::getDepthTextureSupport() const
1439{
1440 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001441 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001442 return false;
1443}
1444
1445bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
1446{
1447 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001448 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001449
1450 *filtering = false;
1451 *renderable = false;
1452 return false;
1453}
1454
1455bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
1456{
1457 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001458 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001459
1460 *filtering = false;
1461 *renderable = false;
1462 return false;
1463}
1464
1465bool Renderer11::getLuminanceTextureSupport()
1466{
1467 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001468 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001469 return false;
1470}
1471
1472bool Renderer11::getLuminanceAlphaTextureSupport()
1473{
1474 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001475 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001476 return false;
1477}
1478
1479bool Renderer11::getTextureFilterAnisotropySupport() const
1480{
1481 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001482 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001483 return false;
1484}
1485
1486float Renderer11::getTextureMaxAnisotropy() const
1487{
1488 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001489 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001490 return 1.0f;
1491}
1492
1493bool Renderer11::getEventQuerySupport()
1494{
1495 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001496 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001497 return false;
1498}
1499
1500bool Renderer11::getVertexTextureSupport() const
1501{
1502 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001503 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001504 return false;
1505}
1506
1507bool Renderer11::getNonPower2TextureSupport() const
1508{
1509 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001510 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001511 return false;
1512}
1513
1514bool Renderer11::getOcclusionQuerySupport() const
1515{
1516 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001517 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001518 return false;
1519}
1520
1521bool Renderer11::getInstancingSupport() const
1522{
1523 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001524 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001525 return false;
1526}
1527
1528bool Renderer11::getShareHandleSupport() const
1529{
1530 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001531 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001532
1533 // PIX doesn't seem to support using share handles, so disable them.
1534 return false && !gl::perfActive();
1535}
1536
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00001537bool Renderer11::getDerivativeInstructionSupport() const
1538{
1539 // TODO
1540 // UNIMPLEMENTED();
1541 return false;
1542}
1543
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001544int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001545{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001546 switch (mFeatureLevel)
1547 {
1548 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001549 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001550 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
1551 default: UNREACHABLE(); return 0;
1552 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001553}
1554
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001555int Renderer11::getMinorShaderModel() const
1556{
1557 switch (mFeatureLevel)
1558 {
1559 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
1560 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
1561 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
1562 default: UNREACHABLE(); return 0;
1563 }
1564}
1565
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001566float Renderer11::getMaxPointSize() const
1567{
1568 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001569 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001570 return 1.0f;
1571}
1572
1573int Renderer11::getMaxTextureWidth() const
1574{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001575 switch (mFeatureLevel)
1576 {
1577 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1578 case D3D_FEATURE_LEVEL_10_1:
1579 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1580 default: UNREACHABLE(); return 0;
1581 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001582}
1583
1584int Renderer11::getMaxTextureHeight() const
1585{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001586 switch (mFeatureLevel)
1587 {
1588 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1589 case D3D_FEATURE_LEVEL_10_1:
1590 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1591 default: UNREACHABLE(); return 0;
1592 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001593}
1594
1595bool Renderer11::get32BitIndexSupport() const
1596{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001597 switch (mFeatureLevel)
1598 {
1599 case D3D_FEATURE_LEVEL_11_0:
1600 case D3D_FEATURE_LEVEL_10_1:
1601 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
1602 default: UNREACHABLE(); return false;
1603 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001604}
1605
1606int Renderer11::getMinSwapInterval() const
1607{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001608 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001609}
1610
1611int Renderer11::getMaxSwapInterval() const
1612{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001613 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001614}
1615
1616int Renderer11::getMaxSupportedSamples() const
1617{
1618 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001619 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001620 return 1;
1621}
1622
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001623bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001624{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001625 if (source && dest)
1626 {
1627 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
1628 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
1629
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001630 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001631 return true;
1632 }
1633
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001634 return false;
1635}
1636
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001637bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001638{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001639 if (source && dest)
1640 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001641 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
1642 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001643
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001644 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001645 return true;
1646 }
1647
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001648 return false;
1649}
1650
daniel@transgaming.com38380882012-11-28 19:36:39 +00001651bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001652 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00001653{
1654 // TODO
1655 UNIMPLEMENTED();
1656 return false;
1657}
1658
1659bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001660 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00001661{
1662 // TODO
1663 UNIMPLEMENTED();
1664 return false;
1665}
1666
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001667RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
1668{
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00001669 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
1670 RenderTarget11 *renderTarget = NULL;
1671 if (depth)
1672 {
1673 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), swapChain11->getWidth(), swapChain11->getHeight());
1674 }
1675 else
1676 {
1677 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(), swapChain11->getWidth(), swapChain11->getHeight());
1678 }
1679 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001680}
1681
1682RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
1683{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00001684 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
1685 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001686}
1687
daniel@transgaming.com2275f912012-12-20 21:13:22 +00001688ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, GLenum type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00001689{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001690 ShaderExecutable11 *executable = NULL;
1691
1692 switch (type)
1693 {
1694 case GL_VERTEX_SHADER:
1695 {
1696 ID3D11VertexShader *vshader = NULL;
1697 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
1698 ASSERT(SUCCEEDED(result));
1699
1700 if (vshader)
1701 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00001702 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001703 }
1704 }
1705 break;
1706 case GL_FRAGMENT_SHADER:
1707 {
1708 ID3D11PixelShader *pshader = NULL;
1709 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
1710 ASSERT(SUCCEEDED(result));
1711
1712 if (pshader)
1713 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00001714 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001715 }
1716 }
1717 break;
1718 default:
1719 UNREACHABLE();
1720 break;
1721 }
1722
1723 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00001724}
1725
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00001726ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type)
1727{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001728 const char *profile = NULL;
1729
1730 switch (type)
1731 {
1732 case GL_VERTEX_SHADER:
1733 profile = "vs_4_0";
1734 break;
1735 case GL_FRAGMENT_SHADER:
1736 profile = "ps_4_0";
1737 break;
1738 default:
1739 UNREACHABLE();
1740 return NULL;
1741 }
1742
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00001743 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001744 if (!binary)
1745 return NULL;
1746
daniel@transgaming.com2275f912012-12-20 21:13:22 +00001747 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001748 binary->Release();
1749
1750 return executable;
1751}
1752
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00001753VertexBuffer *Renderer11::createVertexBuffer()
1754{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00001755 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00001756}
1757
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00001758IndexBuffer *Renderer11::createIndexBuffer()
1759{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00001760 return new IndexBuffer11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00001761}
1762
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001763bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
1764 bool blitRenderTarget, bool blitDepthStencil)
1765{
1766 // TODO
1767 UNIMPLEMENTED();
1768 return false;
1769}
1770
1771void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
1772 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
1773{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00001774 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00001775 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00001776
1777 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
1778 if (colorbuffer)
1779 {
1780 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
1781 if (renderTarget)
1782 {
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00001783 subresourceIndex = renderTarget->getSubresourceIndex();
1784
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00001785 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
1786 if (colorBufferRTV)
1787 {
1788 ID3D11Resource *textureResource = NULL;
1789 colorBufferRTV->GetResource(&textureResource);
1790
1791 if (textureResource)
1792 {
1793 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)&colorBufferTexture);
1794 textureResource->Release();
1795
1796 if (FAILED(result))
1797 {
1798 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
1799 "HRESULT: 0x%X.", result);
1800 return;
1801 }
1802 }
1803 }
1804 }
1805 }
1806
1807 if (colorBufferTexture)
1808 {
1809 gl::Rectangle area;
1810 area.x = x;
1811 area.y = y;
1812 area.width = width;
1813 area.height = height;
1814
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00001815 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
1816 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00001817
1818 colorBufferTexture->Release();
1819 colorBufferTexture = NULL;
1820 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001821}
1822
daniel@transgaming.com244e1832012-12-20 20:52:35 +00001823Image *Renderer11::createImage()
1824{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00001825 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00001826}
1827
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00001828void Renderer11::generateMipmap(Image *dest, Image *src)
1829{
1830 // TODO
1831 UNIMPLEMENTED();
1832 return;
1833}
1834
daniel@transgaming.com413d2712012-12-20 21:11:04 +00001835TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
1836{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00001837 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
1838 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00001839}
1840
1841TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
1842{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00001843 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00001844}
1845
1846TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
1847{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00001848 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00001849}
1850
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00001851static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
1852{
1853 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
1854 destFormat == GL_ALPHA &&
1855 destType == GL_UNSIGNED_BYTE)
1856 {
1857 return 1;
1858 }
1859 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
1860 destFormat == GL_RGBA &&
1861 destType == GL_UNSIGNED_BYTE)
1862 {
1863 return 4;
1864 }
1865 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
1866 destFormat == GL_BGRA_EXT &&
1867 destType == GL_UNSIGNED_BYTE)
1868 {
1869 return 4;
1870 }
1871 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
1872 destFormat == GL_RGBA &&
1873 destType == GL_HALF_FLOAT_OES)
1874 {
1875 return 8;
1876 }
1877 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
1878 destFormat == GL_RGB &&
1879 destType == GL_FLOAT)
1880 {
1881 return 12;
1882 }
1883 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
1884 destFormat == GL_RGBA &&
1885 destType == GL_FLOAT)
1886 {
1887 return 16;
1888 }
1889 else
1890 {
1891 return 0;
1892 }
1893}
1894
1895static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
1896 unsigned int y, int inputPitch, gl::Color *outColor)
1897{
1898 switch (format)
1899 {
1900 case DXGI_FORMAT_R8G8B8A8_UNORM:
1901 {
1902 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
1903 outColor->red = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
1904 outColor->green = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
1905 outColor->blue = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
1906 outColor->alpha = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
1907 }
1908 break;
1909
1910 case DXGI_FORMAT_A8_UNORM:
1911 {
1912 outColor->red = 0.0f;
1913 outColor->green = 0.0f;
1914 outColor->blue = 0.0f;
1915 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
1916 }
1917 break;
1918
1919 case DXGI_FORMAT_R32G32B32A32_FLOAT:
1920 {
1921 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
1922 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
1923 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
1924 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
1925 }
1926 break;
1927
1928 case DXGI_FORMAT_R32G32B32_FLOAT:
1929 {
1930 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
1931 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
1932 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
1933 outColor->alpha = 1.0f;
1934 }
1935 break;
1936
1937 case DXGI_FORMAT_R16G16B16A16_FLOAT:
1938 {
1939 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
1940 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
1941 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
1942 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
1943 }
1944 break;
1945
1946 case DXGI_FORMAT_B8G8R8A8_UNORM:
1947 {
1948 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
1949 outColor->red = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
1950 outColor->blue = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
1951 outColor->green = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
1952 outColor->alpha = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
1953 }
1954 break;
1955
1956 case DXGI_FORMAT_R8_UNORM:
1957 {
1958 outColor->red = *(data + x + y * inputPitch) / 255.0f;
1959 outColor->green = 0.0f;
1960 outColor->blue = 0.0f;
1961 outColor->alpha = 1.0f;
1962 }
1963 break;
1964
1965 case DXGI_FORMAT_R8G8_UNORM:
1966 {
1967 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
1968
1969 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
1970 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
1971 outColor->blue = 0.0f;
1972 outColor->alpha = 1.0f;
1973 }
1974 break;
1975
1976 case DXGI_FORMAT_R16_FLOAT:
1977 {
1978 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
1979 outColor->green = 0.0f;
1980 outColor->blue = 0.0f;
1981 outColor->alpha = 1.0f;
1982 }
1983 break;
1984
1985 case DXGI_FORMAT_R16G16_FLOAT:
1986 {
1987 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
1988 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
1989 outColor->blue = 0.0f;
1990 outColor->alpha = 1.0f;
1991 }
1992 break;
1993
1994 default:
1995 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
1996 UNIMPLEMENTED();
1997 break;
1998 }
1999}
2000
2001static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
2002 unsigned int y, int outputPitch, void *outData)
2003{
2004 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
2005 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
2006
2007 switch (format)
2008 {
2009 case GL_RGBA:
2010 switch (type)
2011 {
2012 case GL_UNSIGNED_BYTE:
2013 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
2014 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2015 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2016 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
2017 break;
2018
2019 default:
2020 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
2021 UNIMPLEMENTED();
2022 break;
2023 }
2024 break;
2025
2026 case GL_BGRA_EXT:
2027 switch (type)
2028 {
2029 case GL_UNSIGNED_BYTE:
2030 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2031 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2032 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
2033 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
2034 break;
2035
2036 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
2037 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2038 // this type is packed as follows:
2039 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2040 // --------------------------------------------------------------------------------
2041 // | 4th | 3rd | 2nd | 1st component |
2042 // --------------------------------------------------------------------------------
2043 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2044 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2045 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
2046 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
2047 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
2048 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
2049 break;
2050
2051 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
2052 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2053 // this type is packed as follows:
2054 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2055 // --------------------------------------------------------------------------------
2056 // | 4th | 3rd | 2nd | 1st component |
2057 // --------------------------------------------------------------------------------
2058 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2059 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2060 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
2061 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
2062 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
2063 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
2064 break;
2065
2066 default:
2067 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
2068 UNIMPLEMENTED();
2069 break;
2070 }
2071 break;
2072
2073 case GL_RGB:
2074 switch (type)
2075 {
2076 case GL_UNSIGNED_SHORT_5_6_5:
2077 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2078 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
2079 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
2080 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
2081 break;
2082
2083 case GL_UNSIGNED_BYTE:
2084 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
2085 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2086 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2087 break;
2088
2089 default:
2090 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
2091 UNIMPLEMENTED();
2092 break;
2093 }
2094 break;
2095
2096 default:
2097 ERR("WritePixelColor not implemented for format 0x%X.", format);
2098 UNIMPLEMENTED();
2099 break;
2100 }
2101}
2102
2103void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
2104 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
2105 GLint packAlignment, void *pixels)
2106{
2107 D3D11_TEXTURE2D_DESC textureDesc;
2108 texture->GetDesc(&textureDesc);
2109
2110 D3D11_TEXTURE2D_DESC stagingDesc;
2111 stagingDesc.Width = area.width;
2112 stagingDesc.Height = area.height;
2113 stagingDesc.MipLevels = 1;
2114 stagingDesc.ArraySize = 1;
2115 stagingDesc.Format = textureDesc.Format;
2116 stagingDesc.SampleDesc.Count = 1;
2117 stagingDesc.SampleDesc.Quality = 0;
2118 stagingDesc.Usage = D3D11_USAGE_STAGING;
2119 stagingDesc.BindFlags = 0;
2120 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
2121 stagingDesc.MiscFlags = 0;
2122
2123 ID3D11Texture2D* stagingTex = NULL;
2124 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
2125 if (FAILED(result))
2126 {
2127 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
2128 return;
2129 }
2130
2131 ID3D11Texture2D* srcTex = NULL;
2132 if (textureDesc.SampleDesc.Count > 1)
2133 {
2134 D3D11_TEXTURE2D_DESC resolveDesc;
2135 resolveDesc.Width = textureDesc.Width;
2136 resolveDesc.Height = textureDesc.Height;
2137 resolveDesc.MipLevels = 1;
2138 resolveDesc.ArraySize = 1;
2139 resolveDesc.Format = textureDesc.Format;
2140 resolveDesc.SampleDesc.Count = 1;
2141 resolveDesc.SampleDesc.Quality = 0;
2142 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
2143 resolveDesc.BindFlags = 0;
2144 resolveDesc.CPUAccessFlags = 0;
2145 resolveDesc.MiscFlags = 0;
2146
2147 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
2148 if (FAILED(result))
2149 {
2150 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
2151 stagingTex->Release();
2152 return;
2153 }
2154
2155 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
2156 subResource = 0;
2157 }
2158 else
2159 {
2160 srcTex = texture;
2161 srcTex->AddRef();
2162 }
2163
2164 D3D11_BOX srcBox;
2165 srcBox.left = area.x;
2166 srcBox.right = area.x + area.width;
2167 srcBox.top = area.y;
2168 srcBox.bottom = area.y + area.height;
2169 srcBox.front = 0;
2170 srcBox.back = 1;
2171
2172 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
2173
2174 srcTex->Release();
2175 srcTex = NULL;
2176
2177 D3D11_MAPPED_SUBRESOURCE mapping;
2178 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
2179
2180 unsigned char *source;
2181 int inputPitch;
2182 if (packReverseRowOrder)
2183 {
2184 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
2185 inputPitch = -static_cast<int>(mapping.RowPitch);
2186 }
2187 else
2188 {
2189 source = static_cast<unsigned char*>(mapping.pData);
2190 inputPitch = static_cast<int>(mapping.RowPitch);
2191 }
2192
2193 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
2194 if (fastPixelSize != 0)
2195 {
2196 unsigned char *dest = static_cast<unsigned char*>(pixels);
2197 for (int j = 0; j < area.height; j++)
2198 {
2199 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
2200 }
2201 }
2202 else
2203 {
2204 gl::Color pixelColor;
2205 for (int j = 0; j < area.height; j++)
2206 {
2207 for (int i = 0; i < area.width; i++)
2208 {
2209 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
2210 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
2211 }
2212 }
2213 }
2214
2215 mDeviceContext->Unmap(stagingTex, 0);
2216
2217 stagingTex->Release();
2218 stagingTex = NULL;
2219}
2220
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002221}