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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
32namespace rx
33{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000034static const DXGI_FORMAT RenderTargetFormats[] =
35 {
36 DXGI_FORMAT_R8G8B8A8_UNORM
37 };
38
39static const DXGI_FORMAT DepthStencilFormats[] =
40 {
41 DXGI_FORMAT_D24_UNORM_S8_UINT
42 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000043
44Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
45{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000046 mVertexDataManager = NULL;
47 mIndexDataManager = NULL;
48
daniel@transgaming.comc5114302012-12-20 21:11:36 +000049 mLineLoopIB = NULL;
50
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000051 mD3d11Module = NULL;
52 mDxgiModule = NULL;
53
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000054 mDeviceLost = false;
55
daniel@transgaming.com25072f62012-11-28 19:31:32 +000056 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000057 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000058 mDxgiAdapter = NULL;
59 mDxgiFactory = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000060}
61
62Renderer11::~Renderer11()
63{
64 releaseDeviceResources();
65
daniel@transgaming.com65e65372012-11-28 19:33:50 +000066 if (mDxgiFactory)
67 {
68 mDxgiFactory->Release();
69 mDxgiFactory = NULL;
70 }
71
72 if (mDxgiAdapter)
73 {
74 mDxgiAdapter->Release();
75 mDxgiAdapter = NULL;
76 }
77
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000078 if (mDeviceContext)
79 {
80 mDeviceContext->Release();
81 mDeviceContext = NULL;
82 }
83
daniel@transgaming.com25072f62012-11-28 19:31:32 +000084 if (mDevice)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000085 {
daniel@transgaming.com25072f62012-11-28 19:31:32 +000086 mDevice->Release();
87 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000088 }
89
90 if (mD3d11Module)
91 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000092 FreeLibrary(mD3d11Module);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000093 mD3d11Module = NULL;
94 }
95
96 if (mDxgiModule)
97 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000098 FreeLibrary(mDxgiModule);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000099 mDxgiModule = NULL;
100 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000101}
102
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000103Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
104{
105 ASSERT(dynamic_cast<rx::Renderer11*>(renderer) != NULL);
106 return static_cast<rx::Renderer11*>(renderer);
107}
108
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000109EGLint Renderer11::initialize()
110{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000111 if (!initializeCompiler())
112 {
113 return EGL_NOT_INITIALIZED;
114 }
115
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000116 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
117 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000118
119 if (mD3d11Module == NULL || mDxgiModule == NULL)
120 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000121 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000122 return EGL_NOT_INITIALIZED;
123 }
124
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000125 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000126
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000127 if (D3D11CreateDevice == NULL)
128 {
129 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
130 return EGL_NOT_INITIALIZED;
131 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000132
133 D3D_FEATURE_LEVEL featureLevel[] =
134 {
135 D3D_FEATURE_LEVEL_11_0,
136 D3D_FEATURE_LEVEL_10_1,
137 D3D_FEATURE_LEVEL_10_0,
138 };
139
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000140 HRESULT result = D3D11CreateDevice(NULL,
141 D3D_DRIVER_TYPE_HARDWARE,
142 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000143 #if defined(_DEBUG)
144 D3D11_CREATE_DEVICE_DEBUG,
145 #else
146 0,
147 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000148 featureLevel,
149 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000150 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000151 &mDevice,
152 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000153 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000154
155 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000156 {
157 ERR("Could not create D3D11 device - aborting!\n");
158 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
159 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000160
161 IDXGIDevice *dxgiDevice = NULL;
162 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
163
164 if (FAILED(result))
165 {
166 ERR("Could not query DXGI device - aborting!\n");
167 return EGL_NOT_INITIALIZED;
168 }
169
170 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
171
172 if (FAILED(result))
173 {
174 ERR("Could not retrieve DXGI adapter - aborting!\n");
175 return EGL_NOT_INITIALIZED;
176 }
177
178 dxgiDevice->Release();
179
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000180 mDxgiAdapter->GetDesc(&mAdapterDescription);
181 memset(mDescription, 0, sizeof(mDescription));
182 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
183
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000184 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
185
186 if (!mDxgiFactory || FAILED(result))
187 {
188 ERR("Could not create DXGI factory - aborting!\n");
189 return EGL_NOT_INITIALIZED;
190 }
191
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000192 initializeDevice();
193
194 return EGL_SUCCESS;
195}
196
197// do any one-time device initialization
198// NOTE: this is also needed after a device lost/reset
199// to reset the scene status and ensure the default states are reset.
200void Renderer11::initializeDevice()
201{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000202 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000203 mInputLayoutCache.initialize(mDevice, mDeviceContext);
204
205 ASSERT(!mVertexDataManager && !mIndexDataManager);
206 mVertexDataManager = new VertexDataManager(this);
207 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000208
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000209 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000210}
211
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000212int Renderer11::generateConfigs(ConfigDesc **configDescList)
213{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000214 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
215 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000216 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
217 int numConfigs = 0;
218
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000219 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000220 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000221 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000222 {
223 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
224
225 UINT formatSupport = 0;
226 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
227
228 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
229 {
230 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
231
232 UINT formatSupport = 0;
233 HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
234
235 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL))
236 {
237 ConfigDesc newConfig;
238 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
239 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
240 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
241 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
242
243 (*configDescList)[numConfigs++] = newConfig;
244 }
245 }
246 }
247 }
248
249 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000250}
251
252void Renderer11::deleteConfigs(ConfigDesc *configDescList)
253{
254 delete [] (configDescList);
255}
256
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000257void Renderer11::sync(bool block)
258{
259 // TODO
260 UNIMPLEMENTED();
261}
262
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000263SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
264{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000265 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000266}
267
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000268void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
269{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000270 if (type == gl::SAMPLER_PIXEL)
271 {
272 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
273 {
274 ERR("Pixel shader sampler index %i is not valid.", index);
275 return;
276 }
277
278 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
279 {
280 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
281
282 if (!dxSamplerState)
283 {
284 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
285 "sampler state for pixel shaders at slot %i.", index);
286 }
287
288 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
289
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000290 mCurPixelSamplerStates[index] = samplerState;
291 }
292
293 mForceSetPixelSamplerStates[index] = false;
294 }
295 else if (type == gl::SAMPLER_VERTEX)
296 {
297 if (index < 0 || index >= gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF)
298 {
299 ERR("Vertex shader sampler index %i is not valid.", index);
300 return;
301 }
302
303 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
304 {
305 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
306
307 if (!dxSamplerState)
308 {
309 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
310 "sampler state for vertex shaders at slot %i.", index);
311 }
312
313 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
314
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000315 mCurVertexSamplerStates[index] = samplerState;
316 }
317
318 mForceSetVertexSamplerStates[index] = false;
319 }
320 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000321}
322
323void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
324{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000325 ID3D11ShaderResourceView *textureSRV = NULL;
326
327 if (texture)
328 {
329 TextureStorageInterface *texStorage = texture->getNativeTexture();
330 if (texStorage)
331 {
332 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
333 textureSRV = storage11->getSRV();
334 }
335
336 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
337 // missing the shader resource view
338 ASSERT(textureSRV != NULL);
339 }
340
341 if (type == gl::SAMPLER_PIXEL)
342 {
343 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
344 {
345 ERR("Pixel shader sampler index %i is not valid.", index);
346 return;
347 }
348
349 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
350 }
351 else if (type == gl::SAMPLER_VERTEX)
352 {
353 if (index < 0 || index >= gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF)
354 {
355 ERR("Vertex shader sampler index %i is not valid.", index);
356 return;
357 }
358
359 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
360 }
361 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000362}
363
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000364void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000365{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000366 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000367 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000368 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
369 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000370 if (!dxRasterState)
371 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000372 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000373 "rasterizer state.");
374 }
375
376 mDeviceContext->RSSetState(dxRasterState);
377
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000378 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000379 }
380
381 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000382}
383
384void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
385 unsigned int sampleMask)
386{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000387 if (mForceSetBlendState ||
388 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
389 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
390 sampleMask != mCurSampleMask)
391 {
392 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
393 if (!dxBlendState)
394 {
395 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
396 "blend state.");
397 }
398
399 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
400 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
401
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000402 mCurBlendState = blendState;
403 mCurBlendColor = blendColor;
404 mCurSampleMask = sampleMask;
405 }
406
407 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000408}
409
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000410void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000411 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000412{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000413 if (mForceSetDepthStencilState ||
414 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
415 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
416 {
417 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
418 stencilRef != stencilBackRef ||
419 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
420 {
421 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
422 "invalid under WebGL.");
423 return error(GL_INVALID_OPERATION);
424 }
425
426 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
427 if (!dxDepthStencilState)
428 {
429 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
430 "setting the default depth stencil state.");
431 }
432
433 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
434
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000435 mCurDepthStencilState = depthStencilState;
436 mCurStencilRef = stencilRef;
437 mCurStencilBackRef = stencilBackRef;
438 }
439
440 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000441}
442
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000443void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000444{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000445 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
446 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000447 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000448 if (enabled)
449 {
450 D3D11_RECT rect;
451 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
452 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
453 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
454 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000455
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000456 mDeviceContext->RSSetScissorRects(1, &rect);
457 }
458
459 if (enabled != mScissorEnabled)
460 {
461 mForceSetRasterState = true;
462 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000463
464 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000465 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000466 }
467
468 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000469}
470
daniel@transgaming.com12985182012-12-20 20:56:31 +0000471bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
472 bool ignoreViewport, gl::ProgramBinary *currentProgram, bool forceSetUniforms)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000473{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000474 gl::Rectangle actualViewport = viewport;
475 float actualZNear = gl::clamp01(zNear);
476 float actualZFar = gl::clamp01(zFar);
477 if (ignoreViewport)
478 {
479 actualViewport.x = 0;
480 actualViewport.y = 0;
481 actualViewport.width = mRenderTargetDesc.width;
482 actualViewport.height = mRenderTargetDesc.height;
483 actualZNear = 0.0f;
484 actualZFar = 1.0f;
485 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000486
487 D3D11_VIEWPORT dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000488 dxViewport.TopLeftX = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
489 dxViewport.TopLeftY = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
490 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.TopLeftX));
491 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.TopLeftY));
492 dxViewport.MinDepth = actualZNear;
493 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000494
495 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
496 {
497 return false; // Nothing to render
498 }
499
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000500 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
501 actualZNear != mCurNear || actualZFar != mCurFar;
502
daniel@transgaming.com53670042012-11-28 20:55:51 +0000503 if (viewportChanged)
504 {
505 mDeviceContext->RSSetViewports(1, &dxViewport);
506
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000507 mCurViewport = actualViewport;
508 mCurNear = actualZNear;
509 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000510 }
511
512 if (currentProgram && (viewportChanged || forceSetUniforms))
513 {
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000514 currentProgram->applyDxHalfPixelSize(0.0f, 0.0f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000515
516 // These values are used for computing gl_FragCoord in Program::linkVaryings().
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000517 currentProgram->applyDxCoord(actualViewport.width * 0.5f,
518 actualViewport.height * 0.5f,
519 actualViewport.x + (actualViewport.width * 0.5f),
520 actualViewport.y + (actualViewport.height * 0.5f));
daniel@transgaming.com53670042012-11-28 20:55:51 +0000521
daniel@transgaming.com12985182012-12-20 20:56:31 +0000522 GLfloat ccw = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000523 currentProgram->applyDxDepthFront((actualZFar - actualZNear) * 0.5f, (actualZNear + actualZFar) * 0.5f, ccw);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000524
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000525 currentProgram->applyDxDepthRange(actualZNear, actualZFar, actualZFar - actualZNear);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000526 }
527
528 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000529 return true;
530}
531
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000532bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
533{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000534 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000535
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000536 switch (mode)
537 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000538 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
539 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000540 case GL_LINE_LOOP: UNIMPLEMENTED(); /* TODO */ break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000541 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
542 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
543 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000544 case GL_TRIANGLE_FAN: UNIMPLEMENTED(); /* TODO */ break;
545 default:
546 return error(GL_INVALID_ENUM, false);
547 }
548
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000549 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000550
551 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000552}
553
554bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000555{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000556 // Get the color render buffer and serial
557 gl::Renderbuffer *renderbufferObject = NULL;
558 unsigned int renderTargetSerial = 0;
559 if (framebuffer->getColorbufferType() != GL_NONE)
560 {
561 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000562
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000563 if (!renderbufferObject)
564 {
565 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000566 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000567 }
568
569 renderTargetSerial = renderbufferObject->getSerial();
570 }
571
572 // Get the depth stencil render buffer and serials
573 gl::Renderbuffer *depthStencil = NULL;
574 unsigned int depthbufferSerial = 0;
575 unsigned int stencilbufferSerial = 0;
576 if (framebuffer->getDepthbufferType() != GL_NONE)
577 {
578 depthStencil = framebuffer->getDepthbuffer();
579 if (!depthStencil)
580 {
581 ERR("Depth stencil pointer unexpectedly null.");
582 return false;
583 }
584
585 depthbufferSerial = depthStencil->getSerial();
586 }
587 else if (framebuffer->getStencilbufferType() != GL_NONE)
588 {
589 depthStencil = framebuffer->getStencilbuffer();
590 if (!depthStencil)
591 {
592 ERR("Depth stencil pointer unexpectedly null.");
593 return false;
594 }
595
596 stencilbufferSerial = depthStencil->getSerial();
597 }
598
599 // Extract the render target dimensions and view
600 unsigned int renderTargetWidth = 0;
601 unsigned int renderTargetHeight = 0;
602 GLenum renderTargetFormat = 0;
603 ID3D11RenderTargetView* framebufferRTV = NULL;
604 if (renderbufferObject)
605 {
606 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
607 if (!renderTarget)
608 {
609 ERR("render target pointer unexpectedly null.");
610 return false;
611 }
612
613 framebufferRTV = renderTarget->getRenderTargetView();
614 if (!framebufferRTV)
615 {
616 ERR("render target view pointer unexpectedly null.");
617 return false;
618 }
619
620 renderTargetWidth = renderbufferObject->getWidth();
621 renderTargetHeight = renderbufferObject->getHeight();
622 renderTargetFormat = renderbufferObject->getActualFormat();
623 }
624
625 // Extract the depth stencil sizes and view
626 unsigned int depthSize = 0;
627 unsigned int stencilSize = 0;
628 ID3D11DepthStencilView* framebufferDSV = NULL;
629 if (depthStencil)
630 {
631 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
632 if (!depthStencilRenderTarget)
633 {
634 ERR("render target pointer unexpectedly null.");
635 if (framebufferRTV)
636 {
637 framebufferRTV->Release();
638 }
639 return false;
640 }
641
642 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
643 if (!framebufferDSV)
644 {
645 ERR("depth stencil view pointer unexpectedly null.");
646 if (framebufferRTV)
647 {
648 framebufferRTV->Release();
649 }
650 return false;
651 }
652
653 // If there is no render buffer, the width, height and format values come from
654 // the depth stencil
655 if (!renderbufferObject)
656 {
657 renderTargetWidth = depthStencil->getWidth();
658 renderTargetHeight = depthStencil->getHeight();
659 renderTargetFormat = depthStencil->getActualFormat();
660 }
661
662 depthSize = depthStencil->getDepthSize();
663 stencilSize = depthStencil->getStencilSize();
664 }
665
666 // Apply the render target and depth stencil
667 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
668 renderTargetSerial != mAppliedRenderTargetSerial ||
669 depthbufferSerial != mAppliedDepthbufferSerial ||
670 stencilbufferSerial != mAppliedStencilbufferSerial)
671 {
672 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
673
674 mRenderTargetDesc.width = renderTargetWidth;
675 mRenderTargetDesc.height = renderTargetHeight;
676 mRenderTargetDesc.format = renderTargetFormat;
677 mForceSetViewport = true; // TODO: It may not be required to clamp the viewport in D3D11
678 mForceSetScissor = true; // TODO: It may not be required to clamp the scissor in D3D11
679
680 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
681 {
682 mCurDepthSize = depthSize;
683 mForceSetRasterState = true;
684 }
685
686 mCurStencilSize = stencilSize;
687
688 mAppliedRenderTargetSerial = renderTargetSerial;
689 mAppliedDepthbufferSerial = depthbufferSerial;
690 mAppliedStencilbufferSerial = stencilbufferSerial;
691 mRenderTargetDescInitialized = true;
692 mDepthStencilInitialized = true;
693 }
694
695 if (framebufferRTV)
696 {
697 framebufferRTV->Release();
698 }
699 if (framebufferDSV)
700 {
701 framebufferDSV->Release();
702 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000703
704 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000705}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000706
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000707GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000708{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000709 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
710 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
711 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000712 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000713 return err;
714 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000715
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000716 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000717}
718
daniel@transgaming.com31240482012-11-28 21:06:41 +0000719GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000720{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000721 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000722
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000723 if (err == GL_NO_ERROR)
724 {
725 if (indexInfo->serial != mAppliedIBSerial)
726 {
727 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
728
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000729 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000730 mAppliedIBSerial = indexInfo->serial;
731 }
732 }
733
734 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000735}
736
737void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
738{
daniel@transgaming.comd4cf2512012-11-28 21:05:41 +0000739 mDeviceContext->Draw(count, 0);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000740}
741
daniel@transgaming.com31240482012-11-28 21:06:41 +0000742void 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 +0000743{
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000744 if (mode == GL_LINE_LOOP)
745 {
746 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
747 }
748 else
749 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +0000750 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000751 }
752}
753
754void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
755{
756 // Get the raw indices for an indexed draw
757 if (type != GL_NONE && elementArrayBuffer)
758 {
759 gl::Buffer *indexBuffer = elementArrayBuffer;
760 intptr_t offset = reinterpret_cast<intptr_t>(indices);
761 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
762 }
763
764 if (!mLineLoopIB)
765 {
766 mLineLoopIB = new StreamingIndexBufferInterface(this);
767 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
768 {
769 delete mLineLoopIB;
770 mLineLoopIB = NULL;
771
772 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
773 return error(GL_OUT_OF_MEMORY);
774 }
775 }
776
777 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
778 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
779 {
780 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
781 return error(GL_OUT_OF_MEMORY);
782 }
783
784 void* mappedMemory = NULL;
785 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
786 if (offset == -1 || mappedMemory == NULL)
787 {
788 ERR("Could not map index buffer for GL_LINE_LOOP.");
789 return error(GL_OUT_OF_MEMORY);
790 }
791
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000792 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
793
794 switch (type)
795 {
796 case GL_NONE: // Non-indexed draw
797 for (int i = 0; i < count; i++)
798 {
799 data[i] = i;
800 }
801 data[count] = 0;
802 break;
803 case GL_UNSIGNED_BYTE:
804 for (int i = 0; i < count; i++)
805 {
806 data[i] = static_cast<const GLubyte*>(indices)[i];
807 }
808 data[count] = static_cast<const GLubyte*>(indices)[0];
809 break;
810 case GL_UNSIGNED_SHORT:
811 for (int i = 0; i < count; i++)
812 {
813 data[i] = static_cast<const GLushort*>(indices)[i];
814 }
815 data[count] = static_cast<const GLushort*>(indices)[0];
816 break;
817 case GL_UNSIGNED_INT:
818 for (int i = 0; i < count; i++)
819 {
820 data[i] = static_cast<const GLuint*>(indices)[i];
821 }
822 data[count] = static_cast<const GLuint*>(indices)[0];
823 break;
824 default: UNREACHABLE();
825 }
826
827 if (!mLineLoopIB->unmapBuffer())
828 {
829 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
830 return error(GL_OUT_OF_MEMORY);
831 }
832
833 if (mAppliedIBSerial != mLineLoopIB->getSerial())
834 {
835 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
836
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000837 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000838 mAppliedIBSerial = mLineLoopIB->getSerial();
839 }
840
841 mDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
842 mDeviceContext->DrawIndexed(count, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000843}
844
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +0000845void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
846{
daniel@transgaming.come4991412012-12-20 20:55:34 +0000847 unsigned int programBinarySerial = programBinary->getSerial();
848 if (programBinarySerial != mAppliedProgramBinarySerial)
849 {
850 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
851 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000852
daniel@transgaming.come4991412012-12-20 20:55:34 +0000853 ID3D11VertexShader *vertexShader = NULL;
854 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000855
daniel@transgaming.come4991412012-12-20 20:55:34 +0000856 ID3D11PixelShader *pixelShader = NULL;
857 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000858
daniel@transgaming.come4991412012-12-20 20:55:34 +0000859 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
860 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
861 programBinary->dirtyAllUniforms();
862
863 mAppliedProgramBinarySerial = programBinarySerial;
864 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +0000865}
866
daniel@transgaming.comab1c1462012-12-20 21:08:30 +0000867void Renderer11::applyUniforms(const gl::UniformArray *uniformArray)
868{
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000869 D3D11_BUFFER_DESC constantBufferDescription = {0};
870 constantBufferDescription.ByteWidth = D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * sizeof(float[4]);
871 constantBufferDescription.Usage = D3D11_USAGE_DYNAMIC;
872 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
873 constantBufferDescription.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
874 constantBufferDescription.MiscFlags = 0;
875 constantBufferDescription.StructureByteStride = 0;
876
877 ID3D11Buffer *constantBufferVS = NULL;
878 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &constantBufferVS);
879 ASSERT(SUCCEEDED(result));
880
881 ID3D11Buffer *constantBufferPS = NULL;
882 result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &constantBufferPS);
883 ASSERT(SUCCEEDED(result));
884
885 D3D11_MAPPED_SUBRESOURCE mapVS = {0};
886 result = mDeviceContext->Map(constantBufferVS, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapVS);
887 ASSERT(SUCCEEDED(result));
888
889 D3D11_MAPPED_SUBRESOURCE mapPS = {0};
890 result = mDeviceContext->Map(constantBufferPS, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapPS);
891 ASSERT(SUCCEEDED(result));
892
893 float (*cVS)[4] = (float(*)[4])mapVS.pData;
894 float (*cPS)[4] = (float(*)[4])mapPS.pData;
895
896 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +0000897 {
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000898 const gl::Uniform *uniform = *uniform_iterator;
899 GLfloat (*f)[4] = (GLfloat(*)[4])uniform->data;
900
901 switch (uniform->type)
902 {
daniel@transgaming.comda8d3802012-12-20 21:12:55 +0000903 case GL_SAMPLER_2D:
904 case GL_SAMPLER_CUBE:
905 break;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000906 case GL_FLOAT:
907 case GL_FLOAT_VEC2:
908 case GL_FLOAT_VEC3:
909 case GL_FLOAT_VEC4:
910 case GL_FLOAT_MAT2:
911 case GL_FLOAT_MAT3:
912 case GL_FLOAT_MAT4:
913 if (uniform->vs.registerCount)
914 {
daniel@transgaming.come6d12e92012-12-20 21:12:47 +0000915 for (unsigned int i = 0; i < uniform->vs.registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000916 {
917 cVS[uniform->vs.registerIndex + i][0] = f[i][0];
918 cVS[uniform->vs.registerIndex + i][1] = f[i][1];
919 cVS[uniform->vs.registerIndex + i][2] = f[i][2];
920 cVS[uniform->vs.registerIndex + i][3] = f[i][3];
921 }
922 }
923 if (uniform->ps.registerCount)
924 {
daniel@transgaming.come6d12e92012-12-20 21:12:47 +0000925 for (unsigned int i = 0; i < uniform->ps.registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000926 {
927 cPS[uniform->ps.registerIndex + i][0] = f[i][0];
928 cPS[uniform->ps.registerIndex + i][1] = f[i][1];
929 cPS[uniform->ps.registerIndex + i][2] = f[i][2];
930 cPS[uniform->ps.registerIndex + i][3] = f[i][3];
931 }
932 }
933 break;
934 default:
935 UNIMPLEMENTED(); // FIXME
936 UNREACHABLE();
937 }
daniel@transgaming.comab1c1462012-12-20 21:08:30 +0000938 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000939
940 mDeviceContext->Unmap(constantBufferVS, 0);
941 mDeviceContext->VSSetConstantBuffers(0, 1, &constantBufferVS);
942 constantBufferVS->Release();
943
944 mDeviceContext->Unmap(constantBufferPS, 0);
945 mDeviceContext->PSSetConstantBuffers(0, 1, &constantBufferPS);
946 constantBufferPS->Release();
daniel@transgaming.comab1c1462012-12-20 21:08:30 +0000947}
948
daniel@transgaming.com084a2572012-11-28 20:55:17 +0000949void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +0000950{
daniel@transgaming.com54e67542012-11-28 21:02:31 +0000951 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
952 {
953 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
954 if (renderbufferObject)
955 {
956 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
957 if (!renderTarget)
958 {
959 ERR("render target pointer unexpectedly null.");
960 return;
961 }
962
963 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
964 if (!framebufferRTV)
965 {
966 ERR("render target view pointer unexpectedly null.");
967 return;
968 }
969
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000970 if (mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
971 mCurScissor.x + mCurScissor.width < renderTarget->getWidth() ||
972 mCurScissor.y + mCurScissor.height < renderTarget->getHeight()))
daniel@transgaming.com54e67542012-11-28 21:02:31 +0000973 {
974 // TODO: clearing of subregion of render target
975 UNIMPLEMENTED();
976 }
977
978 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
979 const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
980 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
981 clearParams.colorMaskBlue && alphaUnmasked);
982
983 if (needMaskedColorClear)
984 {
985 // TODO: masked color clearing
986 UNIMPLEMENTED();
987 }
988 else
989 {
990 const float clearValues[4] = { clearParams.colorClearValue.red,
991 clearParams.colorClearValue.green,
992 clearParams.colorClearValue.blue,
993 clearParams.colorClearValue.alpha };
994 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
995 }
996
997 framebufferRTV->Release();
998 }
999 }
1000 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
1001 {
1002 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1003 if (renderbufferObject)
1004 {
daniel@transgaming.comd0f82bc2012-12-20 21:11:42 +00001005 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001006 if (!renderTarget)
1007 {
1008 ERR("render target pointer unexpectedly null.");
1009 return;
1010 }
1011
1012 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1013 if (!framebufferDSV)
1014 {
1015 ERR("depth stencil view pointer unexpectedly null.");
1016 return;
1017 }
1018
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001019 if (mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1020 mCurScissor.x + mCurScissor.width < renderTarget->getWidth() ||
1021 mCurScissor.y + mCurScissor.height < renderTarget->getHeight()))
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001022 {
1023 // TODO: clearing of subregion of depth stencil view
1024 UNIMPLEMENTED();
1025 }
1026
1027 unsigned int stencilUnmasked = 0x0;
1028 if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
1029 {
1030 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1031 stencilUnmasked = (0x1 << stencilSize) - 1;
1032 }
1033
1034 const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1035 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
1036
1037 if (needMaskedStencilClear)
1038 {
1039 // TODO: masked clearing of depth stencil
1040 UNIMPLEMENTED();
1041 }
1042 else
1043 {
1044 UINT clearFlags = 0;
1045 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1046 {
1047 clearFlags |= D3D11_CLEAR_DEPTH;
1048 }
1049 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1050 {
1051 clearFlags |= D3D11_CLEAR_STENCIL;
1052 }
1053
1054 float depthClear = clearParams.depthClearValue;
1055 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1056
1057 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
1058 }
1059
1060 framebufferDSV->Release();
1061 }
1062 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001063}
1064
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001065void Renderer11::markAllStateDirty()
1066{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001067 mAppliedRenderTargetSerial = 0;
1068 mAppliedDepthbufferSerial = 0;
1069 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001070 mDepthStencilInitialized = false;
1071 mRenderTargetDescInitialized = false;
1072
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001073 for (int i = 0; i < gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; i++)
1074 {
1075 mForceSetVertexSamplerStates[i] = true;
1076 }
1077 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1078 {
1079 mForceSetPixelSamplerStates[i] = true;
1080 }
1081
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001082 mForceSetBlendState = true;
1083 mForceSetRasterState = true;
1084 mForceSetDepthStencilState = true;
1085 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001086 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001087
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001088 mAppliedIBSerial = 0;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001089 mAppliedProgramBinarySerial = 0;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001090}
1091
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001092void Renderer11::releaseDeviceResources()
1093{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001094 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001095 mInputLayoutCache.clear();
1096
1097 delete mVertexDataManager;
1098 mVertexDataManager = NULL;
1099
1100 delete mIndexDataManager;
1101 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001102
1103 delete mLineLoopIB;
1104 mLineLoopIB = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001105}
1106
1107void Renderer11::markDeviceLost()
1108{
1109 mDeviceLost = true;
1110}
1111
1112bool Renderer11::isDeviceLost()
1113{
1114 return mDeviceLost;
1115}
1116
1117// set notify to true to broadcast a message to all contexts of the device loss
1118bool Renderer11::testDeviceLost(bool notify)
1119{
1120 bool isLost = false;
1121
1122 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +00001123 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001124
1125 if (isLost)
1126 {
1127 // ensure we note the device loss --
1128 // we'll probably get this done again by markDeviceLost
1129 // but best to remember it!
1130 // Note that we don't want to clear the device loss status here
1131 // -- this needs to be done by resetDevice
1132 mDeviceLost = true;
1133 if (notify)
1134 {
1135 mDisplay->notifyDeviceLost();
1136 }
1137 }
1138
1139 return isLost;
1140}
1141
1142bool Renderer11::testDeviceResettable()
1143{
1144 HRESULT status = D3D_OK;
1145
1146 // TODO
1147 UNIMPLEMENTED();
1148
1149 switch (status)
1150 {
1151 case D3DERR_DEVICENOTRESET:
1152 case D3DERR_DEVICEHUNG:
1153 return true;
1154 default:
1155 return false;
1156 }
1157}
1158
1159bool Renderer11::resetDevice()
1160{
1161 releaseDeviceResources();
1162
1163 // TODO
1164 UNIMPLEMENTED();
1165
1166 // reset device defaults
1167 initializeDevice();
1168 mDeviceLost = false;
1169
1170 return true;
1171}
1172
1173DWORD Renderer11::getAdapterVendor() const
1174{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001175 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001176}
1177
1178const char *Renderer11::getAdapterDescription() const
1179{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001180 return mDescription;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001181}
1182
1183GUID Renderer11::getAdapterIdentifier() const
1184{
1185 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001186 // UNIMPLEMENTED();
1187 GUID foo = {0};
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001188 return foo;
1189}
1190
1191bool Renderer11::getDXT1TextureSupport()
1192{
1193 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001194 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001195 return false;
1196}
1197
1198bool Renderer11::getDXT3TextureSupport()
1199{
1200 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001201 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001202 return false;
1203}
1204
1205bool Renderer11::getDXT5TextureSupport()
1206{
1207 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001208 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001209 return false;
1210}
1211
1212bool Renderer11::getDepthTextureSupport() const
1213{
1214 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001215 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001216 return false;
1217}
1218
1219bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
1220{
1221 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001222 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001223
1224 *filtering = false;
1225 *renderable = false;
1226 return false;
1227}
1228
1229bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
1230{
1231 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001232 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001233
1234 *filtering = false;
1235 *renderable = false;
1236 return false;
1237}
1238
1239bool Renderer11::getLuminanceTextureSupport()
1240{
1241 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001242 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001243 return false;
1244}
1245
1246bool Renderer11::getLuminanceAlphaTextureSupport()
1247{
1248 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001249 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001250 return false;
1251}
1252
1253bool Renderer11::getTextureFilterAnisotropySupport() const
1254{
1255 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001256 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001257 return false;
1258}
1259
1260float Renderer11::getTextureMaxAnisotropy() const
1261{
1262 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001263 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001264 return 1.0f;
1265}
1266
1267bool Renderer11::getEventQuerySupport()
1268{
1269 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001270 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001271 return false;
1272}
1273
1274bool Renderer11::getVertexTextureSupport() const
1275{
1276 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001277 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001278 return false;
1279}
1280
1281bool Renderer11::getNonPower2TextureSupport() const
1282{
1283 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001284 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001285 return false;
1286}
1287
1288bool Renderer11::getOcclusionQuerySupport() const
1289{
1290 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001291 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001292 return false;
1293}
1294
1295bool Renderer11::getInstancingSupport() const
1296{
1297 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001298 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001299 return false;
1300}
1301
1302bool Renderer11::getShareHandleSupport() const
1303{
1304 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001305 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001306
1307 // PIX doesn't seem to support using share handles, so disable them.
1308 return false && !gl::perfActive();
1309}
1310
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001311int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001312{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001313 switch (mFeatureLevel)
1314 {
1315 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
1316 case D3D_FEATURE_LEVEL_10_1:
1317 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
1318 default: UNREACHABLE(); return 0;
1319 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001320}
1321
1322float Renderer11::getMaxPointSize() const
1323{
1324 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001325 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001326 return 1.0f;
1327}
1328
1329int Renderer11::getMaxTextureWidth() const
1330{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001331 switch (mFeatureLevel)
1332 {
1333 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1334 case D3D_FEATURE_LEVEL_10_1:
1335 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1336 default: UNREACHABLE(); return 0;
1337 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001338}
1339
1340int Renderer11::getMaxTextureHeight() const
1341{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001342 switch (mFeatureLevel)
1343 {
1344 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1345 case D3D_FEATURE_LEVEL_10_1:
1346 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1347 default: UNREACHABLE(); return 0;
1348 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001349}
1350
1351bool Renderer11::get32BitIndexSupport() const
1352{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001353 switch (mFeatureLevel)
1354 {
1355 case D3D_FEATURE_LEVEL_11_0:
1356 case D3D_FEATURE_LEVEL_10_1:
1357 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
1358 default: UNREACHABLE(); return false;
1359 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001360}
1361
1362int Renderer11::getMinSwapInterval() const
1363{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001364 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001365}
1366
1367int Renderer11::getMaxSwapInterval() const
1368{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001369 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001370}
1371
1372int Renderer11::getMaxSupportedSamples() const
1373{
1374 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001375 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001376 return 1;
1377}
1378
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001379bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001380{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001381 if (source && dest)
1382 {
1383 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
1384 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
1385
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001386 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001387 return true;
1388 }
1389
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001390 return false;
1391}
1392
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001393bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001394{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001395 if (source && dest)
1396 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001397 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
1398 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001399
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001400 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001401 return true;
1402 }
1403
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001404 return false;
1405}
1406
daniel@transgaming.com38380882012-11-28 19:36:39 +00001407bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001408 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00001409{
1410 // TODO
1411 UNIMPLEMENTED();
1412 return false;
1413}
1414
1415bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001416 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00001417{
1418 // TODO
1419 UNIMPLEMENTED();
1420 return false;
1421}
1422
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001423RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
1424{
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00001425 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
1426 RenderTarget11 *renderTarget = NULL;
1427 if (depth)
1428 {
1429 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), swapChain11->getWidth(), swapChain11->getHeight());
1430 }
1431 else
1432 {
1433 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(), swapChain11->getWidth(), swapChain11->getHeight());
1434 }
1435 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001436}
1437
1438RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
1439{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00001440 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
1441 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001442}
1443
daniel@transgaming.com2275f912012-12-20 21:13:22 +00001444ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, GLenum type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00001445{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001446 ShaderExecutable11 *executable = NULL;
1447
1448 switch (type)
1449 {
1450 case GL_VERTEX_SHADER:
1451 {
1452 ID3D11VertexShader *vshader = NULL;
1453 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
1454 ASSERT(SUCCEEDED(result));
1455
1456 if (vshader)
1457 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00001458 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001459 }
1460 }
1461 break;
1462 case GL_FRAGMENT_SHADER:
1463 {
1464 ID3D11PixelShader *pshader = NULL;
1465 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
1466 ASSERT(SUCCEEDED(result));
1467
1468 if (pshader)
1469 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00001470 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001471 }
1472 }
1473 break;
1474 default:
1475 UNREACHABLE();
1476 break;
1477 }
1478
1479 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00001480}
1481
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00001482ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type)
1483{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001484 const char *profile = NULL;
1485
1486 switch (type)
1487 {
1488 case GL_VERTEX_SHADER:
1489 profile = "vs_4_0";
1490 break;
1491 case GL_FRAGMENT_SHADER:
1492 profile = "ps_4_0";
1493 break;
1494 default:
1495 UNREACHABLE();
1496 return NULL;
1497 }
1498
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00001499 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001500 if (!binary)
1501 return NULL;
1502
daniel@transgaming.com2275f912012-12-20 21:13:22 +00001503 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001504 binary->Release();
1505
1506 return executable;
1507}
1508
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00001509VertexBuffer *Renderer11::createVertexBuffer()
1510{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00001511 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00001512}
1513
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00001514IndexBuffer *Renderer11::createIndexBuffer()
1515{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00001516 return new IndexBuffer11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00001517}
1518
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001519bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
1520 bool blitRenderTarget, bool blitDepthStencil)
1521{
1522 // TODO
1523 UNIMPLEMENTED();
1524 return false;
1525}
1526
1527void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
1528 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
1529{
1530 // TODO
1531 UNIMPLEMENTED();
1532 return;
1533}
1534
daniel@transgaming.com244e1832012-12-20 20:52:35 +00001535Image *Renderer11::createImage()
1536{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00001537 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00001538}
1539
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00001540void Renderer11::generateMipmap(Image *dest, Image *src)
1541{
1542 // TODO
1543 UNIMPLEMENTED();
1544 return;
1545}
1546
daniel@transgaming.com413d2712012-12-20 21:11:04 +00001547TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
1548{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00001549 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
1550 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00001551}
1552
1553TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
1554{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00001555 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00001556}
1557
1558TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
1559{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00001560 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00001561}
1562
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001563}