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shannon.woods@transgaming.combdf2d802013-02-28 23:16:20 +00001#include "precompiled.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002//
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00003// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00004// Use of this source code is governed by a BSD-style license that can be
5// found in the LICENSE file.
6//
7
8// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
9
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000012#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000013#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000014#include "libGLESv2/Framebuffer.h"
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000015#include "libGLESv2/RenderBuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000016#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000017#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000018#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +000019#include "libGLESv2/renderer/ShaderExecutable11.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000020#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.coma8aac672012-12-20 21:08:00 +000021#include "libGLESv2/renderer/Image11.h"
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +000022#include "libGLESv2/renderer/VertexBuffer11.h"
daniel@transgaming.com11c2af52012-12-20 21:10:01 +000023#include "libGLESv2/renderer/IndexBuffer11.h"
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +000024#include "libGLESv2/renderer/BufferStorage11.h"
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000025#include "libGLESv2/renderer/VertexDataManager.h"
26#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +000027#include "libGLESv2/renderer/TextureStorage11.h"
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +000028#include "libGLESv2/renderer/Query11.h"
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +000029#include "libGLESv2/renderer/Fence11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000030
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000031#include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h"
32#include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h"
33#include "libGLESv2/renderer/shaders/compiled/passthroughrgb11ps.h"
34#include "libGLESv2/renderer/shaders/compiled/passthroughlum11ps.h"
35#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha11ps.h"
36
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000037#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
38#include "libGLESv2/renderer/shaders/compiled/clear11ps.h"
39
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000040#include "libEGL/Display.h"
41
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +000042#ifdef _DEBUG
43// this flag enables suppressing some spurious warnings that pop up in certain WebGL samples
44// and conformance tests. to enable all warnings, remove this define.
45#define ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS 1
46#endif
47
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000048namespace rx
49{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000050static const DXGI_FORMAT RenderTargetFormats[] =
51 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000052 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000053 DXGI_FORMAT_R8G8B8A8_UNORM
54 };
55
56static const DXGI_FORMAT DepthStencilFormats[] =
57 {
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +000058 DXGI_FORMAT_UNKNOWN,
59 DXGI_FORMAT_D24_UNORM_S8_UINT,
60 DXGI_FORMAT_D16_UNORM
daniel@transgaming.com65e65372012-11-28 19:33:50 +000061 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000062
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000063enum
64{
65 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
66};
67
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000068Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
69{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000070 mVertexDataManager = NULL;
71 mIndexDataManager = NULL;
72
daniel@transgaming.comc5114302012-12-20 21:11:36 +000073 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000074 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000075
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000076 mCopyResourcesInitialized = false;
77 mCopyVB = NULL;
78 mCopySampler = NULL;
79 mCopyIL = NULL;
80 mCopyVS = NULL;
81 mCopyRGBAPS = NULL;
82 mCopyRGBPS = NULL;
83 mCopyLumPS = NULL;
84 mCopyLumAlphaPS = NULL;
85
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000086 mClearResourcesInitialized = false;
87 mClearVB = NULL;
88 mClearIL = NULL;
89 mClearVS = NULL;
90 mClearPS = NULL;
91 mClearScissorRS = NULL;
92 mClearNoScissorRS = NULL;
93
daniel@transgaming.combdf787f2013-02-01 03:20:36 +000094 mSyncQuery = NULL;
95
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000096 mD3d11Module = NULL;
97 mDxgiModule = NULL;
98
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000099 mDeviceLost = false;
100
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000101 mMaxSupportedSamples = 0;
102
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000103 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000104 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000105 mDxgiAdapter = NULL;
106 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000107
108 mDriverConstantBufferVS = NULL;
109 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000110
111 mBGRATextureSupport = false;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +0000112
113 mIsGeometryShaderActive = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000114}
115
116Renderer11::~Renderer11()
117{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000118 release();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000119}
120
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000121Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
122{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000123 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000124 return static_cast<rx::Renderer11*>(renderer);
125}
126
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000127EGLint Renderer11::initialize()
128{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000129 if (!initializeCompiler())
130 {
131 return EGL_NOT_INITIALIZED;
132 }
133
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000134 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
135 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000136
137 if (mD3d11Module == NULL || mDxgiModule == NULL)
138 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000139 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000140 return EGL_NOT_INITIALIZED;
141 }
142
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000143 // create the D3D11 device
144 ASSERT(mDevice == NULL);
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000145 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000146
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000147 if (D3D11CreateDevice == NULL)
148 {
149 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
150 return EGL_NOT_INITIALIZED;
151 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000152
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000153 D3D_FEATURE_LEVEL featureLevels[] =
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000154 {
155 D3D_FEATURE_LEVEL_11_0,
156 D3D_FEATURE_LEVEL_10_1,
157 D3D_FEATURE_LEVEL_10_0,
158 };
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000159
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000160 HRESULT result = D3D11CreateDevice(NULL,
161 D3D_DRIVER_TYPE_HARDWARE,
162 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000163 #if defined(_DEBUG)
164 D3D11_CREATE_DEVICE_DEBUG,
165 #else
166 0,
167 #endif
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000168 featureLevels,
169 ArraySize(featureLevels),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000170 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000171 &mDevice,
172 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000173 &mDeviceContext);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000174
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000175 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000176 {
177 ERR("Could not create D3D11 device - aborting!\n");
178 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
179 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000180
181 IDXGIDevice *dxgiDevice = NULL;
182 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
183
184 if (FAILED(result))
185 {
186 ERR("Could not query DXGI device - aborting!\n");
187 return EGL_NOT_INITIALIZED;
188 }
189
190 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
191
192 if (FAILED(result))
193 {
194 ERR("Could not retrieve DXGI adapter - aborting!\n");
195 return EGL_NOT_INITIALIZED;
196 }
197
198 dxgiDevice->Release();
199
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000200 mDxgiAdapter->GetDesc(&mAdapterDescription);
201 memset(mDescription, 0, sizeof(mDescription));
202 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
203
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000204 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
205
206 if (!mDxgiFactory || FAILED(result))
207 {
208 ERR("Could not create DXGI factory - aborting!\n");
209 return EGL_NOT_INITIALIZED;
210 }
211
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000212 // Disable some spurious D3D11 debug warnings to prevent them from flooding the output log
213#if defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG)
214 ID3D11InfoQueue *infoQueue;
215 result = mDevice->QueryInterface(__uuidof(ID3D11InfoQueue), (void **)&infoQueue);
216
217 if (SUCCEEDED(result))
218 {
219 D3D11_MESSAGE_ID hideMessages[] =
220 {
221 D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETS_HAZARD,
222 D3D11_MESSAGE_ID_DEVICE_PSSETSHADERRESOURCES_HAZARD
223 };
224
225 D3D11_INFO_QUEUE_FILTER filter = {0};
226 filter.DenyList.NumIDs = ArraySize(hideMessages);
227 filter.DenyList.pIDList = hideMessages;
228
229 infoQueue->AddStorageFilterEntries(&filter);
230
231 infoQueue->Release();
232 }
233#endif
234
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000235 unsigned int maxSupportedSamples = 0;
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000236 unsigned int rtFormatCount = ArraySize(RenderTargetFormats);
237 unsigned int dsFormatCount = ArraySize(DepthStencilFormats);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000238 for (unsigned int i = 0; i < rtFormatCount + dsFormatCount; ++i)
239 {
240 DXGI_FORMAT format = (i < rtFormatCount) ? RenderTargetFormats[i] : DepthStencilFormats[i - rtFormatCount];
241 if (format != DXGI_FORMAT_UNKNOWN)
242 {
243 UINT formatSupport;
244 result = mDevice->CheckFormatSupport(format, &formatSupport);
245 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
246 {
247 MultisampleSupportInfo supportInfo;
248
249 for (unsigned int j = 1; j <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; j++)
250 {
251 result = mDevice->CheckMultisampleQualityLevels(format, j, &supportInfo.qualityLevels[j - 1]);
252 if (SUCCEEDED(result) && supportInfo.qualityLevels[j - 1] > 0)
253 {
254 maxSupportedSamples = std::max(j, maxSupportedSamples);
255 }
256 else
257 {
258 supportInfo.qualityLevels[j - 1] = 0;
259 }
260 }
261
262 mMultisampleSupportMap.insert(std::make_pair(format, supportInfo));
263 }
264 }
265 }
266 mMaxSupportedSamples = maxSupportedSamples;
267
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000268 initializeDevice();
269
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000270 // BGRA texture support is optional in feature levels 10 and 10_1
271 UINT formatSupport;
272 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
273 if (FAILED(result))
274 {
275 ERR("Error checking BGRA format support: 0x%08X", result);
276 }
277 else
278 {
279 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
280 mBGRATextureSupport = (formatSupport & flags) == flags;
281 }
282
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +0000283 // Check floating point texture support
284 static const unsigned int requiredTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE;
285 static const unsigned int requiredRenderableFlags = D3D11_FORMAT_SUPPORT_RENDER_TARGET;
286 static const unsigned int requiredFilterFlags = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
287
288 DXGI_FORMAT float16Formats[] =
289 {
290 DXGI_FORMAT_R16_FLOAT,
291 DXGI_FORMAT_R16G16_FLOAT,
292 DXGI_FORMAT_R16G16B16A16_FLOAT,
293 };
294
295 DXGI_FORMAT float32Formats[] =
296 {
297 DXGI_FORMAT_R32_FLOAT,
298 DXGI_FORMAT_R32G32_FLOAT,
299 DXGI_FORMAT_R32G32B32_FLOAT,
300 DXGI_FORMAT_R32G32B32A32_FLOAT,
301 };
302
303 mFloat16TextureSupport = true;
304 mFloat16FilterSupport = true;
305 mFloat16RenderSupport = true;
306 for (unsigned int i = 0; i < ArraySize(float16Formats); i++)
307 {
308 if (SUCCEEDED(mDevice->CheckFormatSupport(float16Formats[i], &formatSupport)))
309 {
310 mFloat16TextureSupport = mFloat16TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
311 mFloat16FilterSupport = mFloat16FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
312 mFloat16RenderSupport = mFloat16RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
313 }
314 else
315 {
316 mFloat16TextureSupport = false;
317 mFloat16RenderSupport = false;
318 mFloat16FilterSupport = false;
319 }
320 }
321
322 mFloat32TextureSupport = true;
323 mFloat32FilterSupport = true;
324 mFloat32RenderSupport = true;
325 for (unsigned int i = 0; i < ArraySize(float32Formats); i++)
326 {
327 if (SUCCEEDED(mDevice->CheckFormatSupport(float32Formats[i], &formatSupport)))
328 {
329 mFloat32TextureSupport = mFloat32TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
330 mFloat32FilterSupport = mFloat32FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
331 mFloat32RenderSupport = mFloat32RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
332 }
333 else
334 {
335 mFloat32TextureSupport = false;
336 mFloat32FilterSupport = false;
337 mFloat32RenderSupport = false;
338 }
339 }
340
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +0000341 // Check compressed texture support
342 const unsigned int requiredCompressedTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D;
343
344 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC1_UNORM, &formatSupport)))
345 {
346 mDXT1TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
347 }
348 else
349 {
350 mDXT1TextureSupport = false;
351 }
352
353 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC3_UNORM, &formatSupport)))
354 {
355 mDXT3TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
356 }
357 else
358 {
359 mDXT3TextureSupport = false;
360 }
361
362 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC5_UNORM, &formatSupport)))
363 {
364 mDXT5TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
365 }
366 else
367 {
368 mDXT5TextureSupport = false;
369 }
370
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +0000371 // Check depth texture support
372 DXGI_FORMAT depthTextureFormats[] =
373 {
374 DXGI_FORMAT_D16_UNORM,
375 DXGI_FORMAT_D24_UNORM_S8_UINT,
376 };
377
378 static const unsigned int requiredDepthTextureFlags = D3D11_FORMAT_SUPPORT_DEPTH_STENCIL |
379 D3D11_FORMAT_SUPPORT_TEXTURE2D;
380
381 mDepthTextureSupport = true;
382 for (unsigned int i = 0; i < ArraySize(depthTextureFormats); i++)
383 {
384 if (SUCCEEDED(mDevice->CheckFormatSupport(depthTextureFormats[i], &formatSupport)))
385 {
386 mDepthTextureSupport = mDepthTextureSupport && ((formatSupport & requiredDepthTextureFlags) == requiredDepthTextureFlags);
387 }
388 else
389 {
390 mDepthTextureSupport = false;
391 }
392 }
393
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000394 return EGL_SUCCESS;
395}
396
397// do any one-time device initialization
398// NOTE: this is also needed after a device lost/reset
399// to reset the scene status and ensure the default states are reset.
400void Renderer11::initializeDevice()
401{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000402 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000403 mInputLayoutCache.initialize(mDevice, mDeviceContext);
404
405 ASSERT(!mVertexDataManager && !mIndexDataManager);
406 mVertexDataManager = new VertexDataManager(this);
407 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000408
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000409 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000410}
411
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000412int Renderer11::generateConfigs(ConfigDesc **configDescList)
413{
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000414 unsigned int numRenderFormats = ArraySize(RenderTargetFormats);
415 unsigned int numDepthFormats = ArraySize(DepthStencilFormats);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000416 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
417 int numConfigs = 0;
418
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000419 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000420 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000421 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000422 {
423 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
424
425 UINT formatSupport = 0;
426 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000427
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000428 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
429 {
430 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
431
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000432 bool depthStencilFormatOK = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000433
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000434 if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
435 {
436 UINT formatSupport = 0;
437 result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
438 depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
439 }
440
441 if (depthStencilFormatOK)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000442 {
443 ConfigDesc newConfig;
444 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
445 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
446 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
447 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
448
449 (*configDescList)[numConfigs++] = newConfig;
450 }
451 }
452 }
453 }
454
455 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000456}
457
458void Renderer11::deleteConfigs(ConfigDesc *configDescList)
459{
460 delete [] (configDescList);
461}
462
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000463void Renderer11::sync(bool block)
464{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000465 if (block)
466 {
467 HRESULT result;
468
469 if (!mSyncQuery)
470 {
471 D3D11_QUERY_DESC queryDesc;
472 queryDesc.Query = D3D11_QUERY_EVENT;
473 queryDesc.MiscFlags = 0;
474
475 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
476 ASSERT(SUCCEEDED(result));
477 }
478
479 mDeviceContext->End(mSyncQuery);
480 mDeviceContext->Flush();
481
482 do
483 {
484 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
485
486 // Keep polling, but allow other threads to do something useful first
487 Sleep(0);
488
489 if (testDeviceLost(true))
490 {
491 return;
492 }
493 }
494 while (result == S_FALSE);
495 }
496 else
497 {
498 mDeviceContext->Flush();
499 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000500}
501
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000502SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
503{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000504 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000505}
506
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000507void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
508{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000509 if (type == gl::SAMPLER_PIXEL)
510 {
511 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
512 {
513 ERR("Pixel shader sampler index %i is not valid.", index);
514 return;
515 }
516
517 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
518 {
519 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
520
521 if (!dxSamplerState)
522 {
523 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
524 "sampler state for pixel shaders at slot %i.", index);
525 }
526
527 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
528
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000529 mCurPixelSamplerStates[index] = samplerState;
530 }
531
532 mForceSetPixelSamplerStates[index] = false;
533 }
534 else if (type == gl::SAMPLER_VERTEX)
535 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000536 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000537 {
538 ERR("Vertex shader sampler index %i is not valid.", index);
539 return;
540 }
541
542 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
543 {
544 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
545
546 if (!dxSamplerState)
547 {
548 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
549 "sampler state for vertex shaders at slot %i.", index);
550 }
551
552 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
553
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000554 mCurVertexSamplerStates[index] = samplerState;
555 }
556
557 mForceSetVertexSamplerStates[index] = false;
558 }
559 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000560}
561
562void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
563{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000564 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000565 unsigned int serial = 0;
566 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000567
568 if (texture)
569 {
570 TextureStorageInterface *texStorage = texture->getNativeTexture();
571 if (texStorage)
572 {
573 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
574 textureSRV = storage11->getSRV();
575 }
576
577 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
578 // missing the shader resource view
579 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000580
581 serial = texture->getTextureSerial();
582 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000583 }
584
585 if (type == gl::SAMPLER_PIXEL)
586 {
587 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
588 {
589 ERR("Pixel shader sampler index %i is not valid.", index);
590 return;
591 }
592
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000593 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
594 {
595 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
596 }
597
598 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000599 }
600 else if (type == gl::SAMPLER_VERTEX)
601 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000602 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000603 {
604 ERR("Vertex shader sampler index %i is not valid.", index);
605 return;
606 }
607
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000608 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
609 {
610 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
611 }
612
613 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000614 }
615 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000616}
617
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000618void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000619{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000620 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000621 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000622 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
623 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000624 if (!dxRasterState)
625 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000626 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000627 "rasterizer state.");
628 }
629
630 mDeviceContext->RSSetState(dxRasterState);
631
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000632 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000633 }
634
635 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000636}
637
638void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
639 unsigned int sampleMask)
640{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000641 if (mForceSetBlendState ||
642 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
643 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
644 sampleMask != mCurSampleMask)
645 {
646 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
647 if (!dxBlendState)
648 {
649 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
650 "blend state.");
651 }
652
653 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
654 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
655
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000656 mCurBlendState = blendState;
657 mCurBlendColor = blendColor;
658 mCurSampleMask = sampleMask;
659 }
660
661 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000662}
663
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000664void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000665 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000666{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000667 if (mForceSetDepthStencilState ||
668 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
669 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
670 {
671 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
672 stencilRef != stencilBackRef ||
673 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
674 {
675 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
676 "invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000677 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000678 }
679
680 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
681 if (!dxDepthStencilState)
682 {
683 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
684 "setting the default depth stencil state.");
685 }
686
687 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
688
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000689 mCurDepthStencilState = depthStencilState;
690 mCurStencilRef = stencilRef;
691 mCurStencilBackRef = stencilBackRef;
692 }
693
694 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000695}
696
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000697void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000698{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000699 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
700 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000701 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000702 if (enabled)
703 {
704 D3D11_RECT rect;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000705 rect.left = std::max(0, scissor.x);
706 rect.top = std::max(0, scissor.y);
707 rect.right = scissor.x + std::max(0, scissor.width);
708 rect.bottom = scissor.y + std::max(0, scissor.height);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000709
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000710 mDeviceContext->RSSetScissorRects(1, &rect);
711 }
712
713 if (enabled != mScissorEnabled)
714 {
715 mForceSetRasterState = true;
716 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000717
718 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000719 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000720 }
721
722 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000723}
724
daniel@transgaming.com12985182012-12-20 20:56:31 +0000725bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000726 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000727{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000728 gl::Rectangle actualViewport = viewport;
729 float actualZNear = gl::clamp01(zNear);
730 float actualZFar = gl::clamp01(zFar);
731 if (ignoreViewport)
732 {
733 actualViewport.x = 0;
734 actualViewport.y = 0;
735 actualViewport.width = mRenderTargetDesc.width;
736 actualViewport.height = mRenderTargetDesc.height;
737 actualZNear = 0.0f;
738 actualZFar = 1.0f;
739 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000740
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000741 // Get D3D viewport bounds, which depends on the feature level
742 const Range& viewportBounds = getViewportBounds();
743
744 // Clamp width and height first to the gl maximum, then clamp further if we extend past the D3D maximum bounds
daniel@transgaming.com53670042012-11-28 20:55:51 +0000745 D3D11_VIEWPORT dxViewport;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000746 dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end);
747 dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end);
748 dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension());
749 dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension());
750 dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX));
751 dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY));
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000752 dxViewport.MinDepth = actualZNear;
753 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000754
755 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
756 {
757 return false; // Nothing to render
758 }
759
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000760 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
761 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000762
daniel@transgaming.com53670042012-11-28 20:55:51 +0000763 if (viewportChanged)
764 {
765 mDeviceContext->RSSetViewports(1, &dxViewport);
766
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000767 mCurViewport = actualViewport;
768 mCurNear = actualZNear;
769 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000770
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +0000771 mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f;
772 mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f;
773 mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
774 mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000775
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000776 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
777 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000778
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000779 mVertexConstants.depthRange[0] = actualZNear;
780 mVertexConstants.depthRange[1] = actualZFar;
781 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000782
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000783 mPixelConstants.depthRange[0] = actualZNear;
784 mPixelConstants.depthRange[1] = actualZFar;
785 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000786 }
787
788 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000789 return true;
790}
791
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000792bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
793{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000794 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000795
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000796 switch (mode)
797 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000798 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
799 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000800 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000801 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
802 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
803 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000804 // emulate fans via rewriting index buffer
805 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000806 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000807 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000808 }
809
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000810 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000811
812 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000813}
814
815bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000816{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000817 // Get the color render buffer and serial
818 gl::Renderbuffer *renderbufferObject = NULL;
819 unsigned int renderTargetSerial = 0;
820 if (framebuffer->getColorbufferType() != GL_NONE)
821 {
822 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000823
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000824 if (!renderbufferObject)
825 {
826 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000827 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000828 }
829
shannon.woods@transgaming.com3e3da582013-02-28 23:09:03 +0000830 // check for zero-sized default framebuffer, which is a special case.
831 // in this case we do not wish to modify any state and just silently return false.
832 // this will not report any gl error but will cause the calling method to return.
833 if (renderbufferObject->getWidth() == 0 || renderbufferObject->getHeight() == 0)
834 {
835 return false;
836 }
837
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000838 renderTargetSerial = renderbufferObject->getSerial();
839 }
840
841 // Get the depth stencil render buffer and serials
842 gl::Renderbuffer *depthStencil = NULL;
843 unsigned int depthbufferSerial = 0;
844 unsigned int stencilbufferSerial = 0;
845 if (framebuffer->getDepthbufferType() != GL_NONE)
846 {
847 depthStencil = framebuffer->getDepthbuffer();
848 if (!depthStencil)
849 {
850 ERR("Depth stencil pointer unexpectedly null.");
851 return false;
852 }
853
854 depthbufferSerial = depthStencil->getSerial();
855 }
856 else if (framebuffer->getStencilbufferType() != GL_NONE)
857 {
858 depthStencil = framebuffer->getStencilbuffer();
859 if (!depthStencil)
860 {
861 ERR("Depth stencil pointer unexpectedly null.");
862 return false;
863 }
864
865 stencilbufferSerial = depthStencil->getSerial();
866 }
867
868 // Extract the render target dimensions and view
869 unsigned int renderTargetWidth = 0;
870 unsigned int renderTargetHeight = 0;
871 GLenum renderTargetFormat = 0;
872 ID3D11RenderTargetView* framebufferRTV = NULL;
873 if (renderbufferObject)
874 {
875 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
876 if (!renderTarget)
877 {
878 ERR("render target pointer unexpectedly null.");
879 return false;
880 }
881
882 framebufferRTV = renderTarget->getRenderTargetView();
883 if (!framebufferRTV)
884 {
885 ERR("render target view pointer unexpectedly null.");
886 return false;
887 }
888
889 renderTargetWidth = renderbufferObject->getWidth();
890 renderTargetHeight = renderbufferObject->getHeight();
891 renderTargetFormat = renderbufferObject->getActualFormat();
892 }
893
894 // Extract the depth stencil sizes and view
895 unsigned int depthSize = 0;
896 unsigned int stencilSize = 0;
897 ID3D11DepthStencilView* framebufferDSV = NULL;
898 if (depthStencil)
899 {
900 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
901 if (!depthStencilRenderTarget)
902 {
903 ERR("render target pointer unexpectedly null.");
904 if (framebufferRTV)
905 {
906 framebufferRTV->Release();
907 }
908 return false;
909 }
910
911 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
912 if (!framebufferDSV)
913 {
914 ERR("depth stencil view pointer unexpectedly null.");
915 if (framebufferRTV)
916 {
917 framebufferRTV->Release();
918 }
919 return false;
920 }
921
922 // If there is no render buffer, the width, height and format values come from
923 // the depth stencil
924 if (!renderbufferObject)
925 {
926 renderTargetWidth = depthStencil->getWidth();
927 renderTargetHeight = depthStencil->getHeight();
928 renderTargetFormat = depthStencil->getActualFormat();
929 }
930
931 depthSize = depthStencil->getDepthSize();
932 stencilSize = depthStencil->getStencilSize();
933 }
934
935 // Apply the render target and depth stencil
936 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
937 renderTargetSerial != mAppliedRenderTargetSerial ||
938 depthbufferSerial != mAppliedDepthbufferSerial ||
939 stencilbufferSerial != mAppliedStencilbufferSerial)
940 {
941 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
942
943 mRenderTargetDesc.width = renderTargetWidth;
944 mRenderTargetDesc.height = renderTargetHeight;
945 mRenderTargetDesc.format = renderTargetFormat;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000946 mForceSetViewport = true;
947 mForceSetScissor = true;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000948
949 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
950 {
951 mCurDepthSize = depthSize;
952 mForceSetRasterState = true;
953 }
954
955 mCurStencilSize = stencilSize;
956
957 mAppliedRenderTargetSerial = renderTargetSerial;
958 mAppliedDepthbufferSerial = depthbufferSerial;
959 mAppliedStencilbufferSerial = stencilbufferSerial;
960 mRenderTargetDescInitialized = true;
961 mDepthStencilInitialized = true;
962 }
963
964 if (framebufferRTV)
965 {
966 framebufferRTV->Release();
967 }
968 if (framebufferDSV)
969 {
970 framebufferDSV->Release();
971 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000972
973 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000974}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000975
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000976GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000977{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000978 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
979 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
980 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000981 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000982 return err;
983 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000984
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000985 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000986}
987
daniel@transgaming.com31240482012-11-28 21:06:41 +0000988GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000989{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000990 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000991
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000992 if (err == GL_NO_ERROR)
993 {
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +0000994 if (indexInfo->storage)
995 {
996 if (indexInfo->serial != mAppliedStorageIBSerial || indexInfo->startOffset != mAppliedIBOffset)
997 {
998 BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(indexInfo->storage);
999 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1000
1001 mDeviceContext->IASetIndexBuffer(storage->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
1002
1003 mAppliedIBSerial = 0;
1004 mAppliedStorageIBSerial = storage->getSerial();
1005 mAppliedIBOffset = indexInfo->startOffset;
1006 }
1007 }
1008 else if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001009 {
1010 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1011
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +00001012 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001013
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001014 mAppliedIBSerial = indexInfo->serial;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001015 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001016 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001017 }
1018 }
1019
1020 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001021}
1022
1023void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
1024{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001025 if (mode == GL_LINE_LOOP)
1026 {
1027 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1028 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001029 else if (mode == GL_TRIANGLE_FAN)
1030 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001031 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001032 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001033 else if (instances > 0)
1034 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001035 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001036 }
1037 else
1038 {
1039 mDeviceContext->Draw(count, 0);
1040 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001041}
1042
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001043void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001044{
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001045 if (mode == GL_LINE_LOOP)
1046 {
1047 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
1048 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001049 else if (mode == GL_TRIANGLE_FAN)
1050 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001051 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
1052 }
1053 else if (instances > 0)
1054 {
1055 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001056 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001057 else
1058 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +00001059 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001060 }
1061}
1062
1063void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1064{
1065 // Get the raw indices for an indexed draw
1066 if (type != GL_NONE && elementArrayBuffer)
1067 {
1068 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001069 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001070 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001071 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001072 }
1073
1074 if (!mLineLoopIB)
1075 {
1076 mLineLoopIB = new StreamingIndexBufferInterface(this);
1077 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1078 {
1079 delete mLineLoopIB;
1080 mLineLoopIB = NULL;
1081
1082 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001083 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001084 }
1085 }
1086
1087 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
1088 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1089 {
1090 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001091 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001092 }
1093
1094 void* mappedMemory = NULL;
1095 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1096 if (offset == -1 || mappedMemory == NULL)
1097 {
1098 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001099 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001100 }
1101
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001102 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001103 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001104
1105 switch (type)
1106 {
1107 case GL_NONE: // Non-indexed draw
1108 for (int i = 0; i < count; i++)
1109 {
1110 data[i] = i;
1111 }
1112 data[count] = 0;
1113 break;
1114 case GL_UNSIGNED_BYTE:
1115 for (int i = 0; i < count; i++)
1116 {
1117 data[i] = static_cast<const GLubyte*>(indices)[i];
1118 }
1119 data[count] = static_cast<const GLubyte*>(indices)[0];
1120 break;
1121 case GL_UNSIGNED_SHORT:
1122 for (int i = 0; i < count; i++)
1123 {
1124 data[i] = static_cast<const GLushort*>(indices)[i];
1125 }
1126 data[count] = static_cast<const GLushort*>(indices)[0];
1127 break;
1128 case GL_UNSIGNED_INT:
1129 for (int i = 0; i < count; i++)
1130 {
1131 data[i] = static_cast<const GLuint*>(indices)[i];
1132 }
1133 data[count] = static_cast<const GLuint*>(indices)[0];
1134 break;
1135 default: UNREACHABLE();
1136 }
1137
1138 if (!mLineLoopIB->unmapBuffer())
1139 {
1140 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001141 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001142 }
1143
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001144 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001145 {
1146 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
1147
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001148 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001149 mAppliedIBSerial = mLineLoopIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001150 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001151 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001152 }
1153
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001154 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001155}
1156
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001157void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001158{
1159 // Get the raw indices for an indexed draw
1160 if (type != GL_NONE && elementArrayBuffer)
1161 {
1162 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001163 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001164 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001165 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001166 }
1167
1168 if (!mTriangleFanIB)
1169 {
1170 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1171 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1172 {
1173 delete mTriangleFanIB;
1174 mTriangleFanIB = NULL;
1175
1176 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001177 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001178 }
1179 }
1180
1181 const int numTris = count - 2;
1182 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
1183 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1184 {
1185 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001186 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001187 }
1188
1189 void* mappedMemory = NULL;
1190 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
1191 if (offset == -1 || mappedMemory == NULL)
1192 {
1193 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001194 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001195 }
1196
1197 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1198 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
1199
1200 switch (type)
1201 {
1202 case GL_NONE: // Non-indexed draw
1203 for (int i = 0; i < numTris; i++)
1204 {
1205 data[i*3 + 0] = 0;
1206 data[i*3 + 1] = i + 1;
1207 data[i*3 + 2] = i + 2;
1208 }
1209 break;
1210 case GL_UNSIGNED_BYTE:
1211 for (int i = 0; i < numTris; i++)
1212 {
1213 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1214 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1215 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1216 }
1217 break;
1218 case GL_UNSIGNED_SHORT:
1219 for (int i = 0; i < numTris; i++)
1220 {
1221 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1222 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1223 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1224 }
1225 break;
1226 case GL_UNSIGNED_INT:
1227 for (int i = 0; i < numTris; i++)
1228 {
1229 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1230 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1231 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1232 }
1233 break;
1234 default: UNREACHABLE();
1235 }
1236
1237 if (!mTriangleFanIB->unmapBuffer())
1238 {
1239 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001240 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001241 }
1242
1243 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1244 {
1245 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1246
1247 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1248 mAppliedIBSerial = mTriangleFanIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001249 mAppliedStorageIBSerial = 0;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001250 mAppliedIBOffset = indexBufferOffset;
1251 }
1252
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001253 if (instances > 0)
1254 {
1255 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1256 }
1257 else
1258 {
1259 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1260 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001261}
1262
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001263void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1264{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001265 unsigned int programBinarySerial = programBinary->getSerial();
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001266 const bool updateProgramState = (programBinarySerial != mAppliedProgramBinarySerial);
1267
1268 if (updateProgramState)
daniel@transgaming.come4991412012-12-20 20:55:34 +00001269 {
1270 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1271 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001272
daniel@transgaming.come4991412012-12-20 20:55:34 +00001273 ID3D11VertexShader *vertexShader = NULL;
1274 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001275
daniel@transgaming.come4991412012-12-20 20:55:34 +00001276 ID3D11PixelShader *pixelShader = NULL;
1277 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001278
daniel@transgaming.come4991412012-12-20 20:55:34 +00001279 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1280 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001281
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001282 programBinary->dirtyAllUniforms();
1283
1284 mAppliedProgramBinarySerial = programBinarySerial;
1285 }
1286
1287 // Only use the geometry shader currently for point sprite drawing
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001288 const bool usesGeometryShader = (programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode);
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001289
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001290 if (updateProgramState || usesGeometryShader != mIsGeometryShaderActive)
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001291 {
1292 if (usesGeometryShader)
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001293 {
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001294 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
1295 ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001296 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1297 }
1298 else
1299 {
1300 mDeviceContext->GSSetShader(NULL, NULL, 0);
1301 }
1302
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001303 mIsGeometryShaderActive = usesGeometryShader;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001304 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001305}
1306
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001307void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001308{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001309 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1310 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001311
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001312 unsigned int totalRegisterCountVS = 0;
1313 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001314
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001315 bool vertexUniformsDirty = false;
1316 bool pixelUniformsDirty = false;
1317
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001318 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1319 {
1320 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001321
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001322 if (uniform->vsRegisterIndex >= 0)
1323 {
1324 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001325 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001326 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001327
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001328 if (uniform->psRegisterIndex >= 0)
1329 {
1330 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001331 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001332 }
1333 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001334
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001335 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1336 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1337
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001338 float (*mapVS)[4] = NULL;
1339 float (*mapPS)[4] = NULL;
1340
1341 if (totalRegisterCountVS > 0 && vertexUniformsDirty)
1342 {
1343 D3D11_MAPPED_SUBRESOURCE map = {0};
1344 HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1345 ASSERT(SUCCEEDED(result));
1346 mapVS = (float(*)[4])map.pData;
1347 }
1348
1349 if (totalRegisterCountPS > 0 && pixelUniformsDirty)
1350 {
1351 D3D11_MAPPED_SUBRESOURCE map = {0};
1352 HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1353 ASSERT(SUCCEEDED(result));
1354 mapPS = (float(*)[4])map.pData;
1355 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001356
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001357 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001358 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001359 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001360
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001361 if (uniform->type != GL_SAMPLER_2D && uniform->type != GL_SAMPLER_CUBE)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001362 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001363 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001364 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001365 memcpy(mapVS + uniform->vsRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001366 }
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001367
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001368 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001369 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001370 memcpy(mapPS + uniform->psRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001371 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001372 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001373
1374 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001375 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001376
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001377 if (mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001378 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001379 mDeviceContext->Unmap(vertexConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001380 }
1381
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001382 if (mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001383 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001384 mDeviceContext->Unmap(pixelConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001385 }
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001386
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001387 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1388 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001389
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001390 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001391 if (!mDriverConstantBufferVS)
1392 {
1393 D3D11_BUFFER_DESC constantBufferDescription = {0};
1394 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1395 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1396 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1397 constantBufferDescription.CPUAccessFlags = 0;
1398 constantBufferDescription.MiscFlags = 0;
1399 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001400
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001401 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001402 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001403
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001404 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1405 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001406
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001407 if (!mDriverConstantBufferPS)
1408 {
1409 D3D11_BUFFER_DESC constantBufferDescription = {0};
1410 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1411 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1412 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1413 constantBufferDescription.CPUAccessFlags = 0;
1414 constantBufferDescription.MiscFlags = 0;
1415 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001416
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001417 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001418 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001419
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001420 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1421 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001422
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001423 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1424 {
1425 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1426 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1427 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001428
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001429 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1430 {
1431 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1432 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1433 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001434
1435 // needed for the point sprite geometry shader
1436 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001437}
1438
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001439void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001440{
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001441 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1442 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1443 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1444 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001445
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001446 unsigned int stencilUnmasked = 0x0;
1447 if (frameBuffer->hasStencil())
1448 {
1449 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1450 stencilUnmasked = (0x1 << stencilSize) - 1;
1451 }
1452 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1453 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001454
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001455 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1456 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1457 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001458
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001459 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1460 {
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001461 maskedClear(clearParams);
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001462 }
1463 else
1464 {
1465 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1466 {
1467 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
1468 if (renderbufferObject)
1469 {
1470 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1471 if (!renderTarget)
1472 {
1473 ERR("render target pointer unexpectedly null.");
1474 return;
1475 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001476
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001477 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1478 if (!framebufferRTV)
1479 {
1480 ERR("render target view pointer unexpectedly null.");
1481 return;
1482 }
1483
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001484 const float clearValues[4] = { clearParams.colorClearValue.red,
1485 clearParams.colorClearValue.green,
1486 clearParams.colorClearValue.blue,
1487 clearParams.colorClearValue.alpha };
1488 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001489
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001490 framebufferRTV->Release();
1491 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001492 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001493 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001494 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001495 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1496 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001497 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001498 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1499 if (!renderTarget)
1500 {
1501 ERR("render target pointer unexpectedly null.");
1502 return;
1503 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001504
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001505 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1506 if (!framebufferDSV)
1507 {
1508 ERR("depth stencil view pointer unexpectedly null.");
1509 return;
1510 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001511
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001512 UINT clearFlags = 0;
1513 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1514 {
1515 clearFlags |= D3D11_CLEAR_DEPTH;
1516 }
1517 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1518 {
1519 clearFlags |= D3D11_CLEAR_STENCIL;
1520 }
1521
shannon.woods@transgaming.combe211b32013-02-28 23:17:16 +00001522 float depthClear = gl::clamp01(clearParams.depthClearValue);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001523 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1524
1525 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001526
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001527 framebufferDSV->Release();
1528 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001529 }
1530 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001531}
1532
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001533void Renderer11::maskedClear(const gl::ClearParameters &clearParams)
1534{
1535 HRESULT result;
1536
1537 if (!mClearResourcesInitialized)
1538 {
1539 ASSERT(!mClearVB && !mClearVS && !mClearPS && !mClearScissorRS && !mClearNoScissorRS);
1540
1541 D3D11_BUFFER_DESC vbDesc;
1542 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1543 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1544 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1545 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1546 vbDesc.MiscFlags = 0;
1547 vbDesc.StructureByteStride = 0;
1548
1549 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1550 ASSERT(SUCCEEDED(result));
1551 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1552
1553 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1554 {
1555 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1556 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1557 };
1558
1559 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1560 ASSERT(SUCCEEDED(result));
1561 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1562
1563 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1564 ASSERT(SUCCEEDED(result));
1565 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1566
1567 result = mDevice->CreatePixelShader(g_PS_Clear, sizeof(g_PS_Clear), NULL, &mClearPS);
1568 ASSERT(SUCCEEDED(result));
1569 d3d11::SetDebugName(mClearPS, "Renderer11 masked clear pixel shader");
1570
1571 D3D11_RASTERIZER_DESC rsScissorDesc;
1572 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1573 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1574 rsScissorDesc.FrontCounterClockwise = FALSE;
1575 rsScissorDesc.DepthBias = 0;
1576 rsScissorDesc.DepthBiasClamp = 0.0f;
1577 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1578 rsScissorDesc.DepthClipEnable = FALSE;
1579 rsScissorDesc.ScissorEnable = TRUE;
1580 rsScissorDesc.MultisampleEnable = FALSE;
1581 rsScissorDesc.AntialiasedLineEnable = FALSE;
1582
1583 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1584 ASSERT(SUCCEEDED(result));
1585 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1586
1587 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1588 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1589 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1590 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1591 rsNoScissorDesc.DepthBias = 0;
1592 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1593 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1594 rsNoScissorDesc.DepthClipEnable = FALSE;
1595 rsNoScissorDesc.ScissorEnable = FALSE;
1596 rsNoScissorDesc.MultisampleEnable = FALSE;
1597 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1598
1599 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1600 ASSERT(SUCCEEDED(result));
1601 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1602
1603 mClearResourcesInitialized = true;
1604 }
1605
1606 // Prepare the depth stencil state to write depth values if the depth should be cleared
1607 // and stencil values if the stencil should be cleared
1608 gl::DepthStencilState glDSState;
1609 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1610 glDSState.depthFunc = GL_ALWAYS;
1611 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1612 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1613 glDSState.stencilFunc = GL_ALWAYS;
1614 glDSState.stencilMask = 0;
1615 glDSState.stencilFail = GL_REPLACE;
1616 glDSState.stencilPassDepthFail = GL_REPLACE;
1617 glDSState.stencilPassDepthPass = GL_REPLACE;
1618 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1619 glDSState.stencilBackFunc = GL_ALWAYS;
1620 glDSState.stencilBackMask = 0;
1621 glDSState.stencilBackFail = GL_REPLACE;
1622 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1623 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1624 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1625
1626 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1627
1628 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1629
1630 // Prepare the blend state to use a write mask if the color buffer should be cleared
1631 gl::BlendState glBlendState;
1632 glBlendState.blend = false;
1633 glBlendState.sourceBlendRGB = GL_ONE;
1634 glBlendState.destBlendRGB = GL_ZERO;
1635 glBlendState.sourceBlendAlpha = GL_ONE;
1636 glBlendState.destBlendAlpha = GL_ZERO;
1637 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1638 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1639 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1640 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1641 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
shannon.woods@transgaming.com50ea9932013-02-28 23:13:40 +00001642 glBlendState.colorMaskAlpha = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskAlpha : false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001643 glBlendState.sampleAlphaToCoverage = false;
1644 glBlendState.dither = false;
1645
1646 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1647 static const UINT sampleMask = 0xFFFFFFFF;
1648
1649 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1650
1651 // Set the vertices
1652 D3D11_MAPPED_SUBRESOURCE mappedResource;
1653 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1654 if (FAILED(result))
1655 {
1656 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1657 return;
1658 }
1659
1660 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1661
1662 float depthClear = gl::clamp01(clearParams.depthClearValue);
1663 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1664 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1665 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1666 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1667
1668 mDeviceContext->Unmap(mClearVB, 0);
1669
1670 // Apply state
1671 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1672 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1673 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1674
1675 // Apply shaders
1676 mDeviceContext->IASetInputLayout(mClearIL);
1677 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
1678 mDeviceContext->PSSetShader(mClearPS, NULL, 0);
shannon.woods@transgaming.com2c53e472013-02-28 23:13:56 +00001679 mDeviceContext->GSSetShader(NULL, NULL, 0);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001680
1681 // Apply vertex buffer
1682 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1683 static UINT startIdx = 0;
1684 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1685 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1686
1687 // Draw the clear quad
1688 mDeviceContext->Draw(4, 0);
1689
1690 // Clean up
1691 markAllStateDirty();
1692}
1693
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001694void Renderer11::markAllStateDirty()
1695{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001696 mAppliedRenderTargetSerial = 0;
1697 mAppliedDepthbufferSerial = 0;
1698 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001699 mDepthStencilInitialized = false;
1700 mRenderTargetDescInitialized = false;
1701
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001702 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001703 {
1704 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001705 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001706 }
1707 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1708 {
1709 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001710 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001711 }
1712
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001713 mForceSetBlendState = true;
1714 mForceSetRasterState = true;
1715 mForceSetDepthStencilState = true;
1716 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001717 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001718
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001719 mAppliedIBSerial = 0;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001720 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001721 mAppliedIBOffset = 0;
1722
daniel@transgaming.come4991412012-12-20 20:55:34 +00001723 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001724 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1725 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001726}
1727
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001728void Renderer11::releaseDeviceResources()
1729{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001730 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001731 mInputLayoutCache.clear();
1732
1733 delete mVertexDataManager;
1734 mVertexDataManager = NULL;
1735
1736 delete mIndexDataManager;
1737 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001738
1739 delete mLineLoopIB;
1740 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001741
1742 delete mTriangleFanIB;
1743 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001744
1745 if (mCopyVB)
1746 {
1747 mCopyVB->Release();
1748 mCopyVB = NULL;
1749 }
1750
1751 if (mCopySampler)
1752 {
1753 mCopySampler->Release();
1754 mCopySampler = NULL;
1755 }
1756
1757 if (mCopyIL)
1758 {
1759 mCopyIL->Release();
1760 mCopyIL = NULL;
1761 }
1762
1763 if (mCopyVS)
1764 {
1765 mCopyVS->Release();
1766 mCopyVS = NULL;
1767 }
1768
1769 if (mCopyRGBAPS)
1770 {
1771 mCopyRGBAPS->Release();
1772 mCopyRGBAPS = NULL;
1773 }
1774
1775 if (mCopyRGBPS)
1776 {
1777 mCopyRGBPS->Release();
1778 mCopyRGBPS = NULL;
1779 }
1780
1781 if (mCopyLumPS)
1782 {
1783 mCopyLumPS->Release();
1784 mCopyLumPS = NULL;
1785 }
1786
1787 if (mCopyLumAlphaPS)
1788 {
1789 mCopyLumAlphaPS->Release();
1790 mCopyLumAlphaPS = NULL;
1791 }
1792
1793 mCopyResourcesInitialized = false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001794
1795 if (mClearVB)
1796 {
1797 mClearVB->Release();
1798 mClearVB = NULL;
1799 }
1800
1801 if (mClearIL)
1802 {
1803 mClearIL->Release();
1804 mClearIL = NULL;
1805 }
1806
1807 if (mClearVS)
1808 {
1809 mClearVS->Release();
1810 mClearVS = NULL;
1811 }
1812
1813 if (mClearPS)
1814 {
1815 mClearPS->Release();
1816 mClearPS = NULL;
1817 }
1818
1819 if (mClearScissorRS)
1820 {
1821 mClearScissorRS->Release();
1822 mClearScissorRS = NULL;
1823 }
1824
1825 if (mClearNoScissorRS)
1826 {
1827 mClearNoScissorRS->Release();
1828 mClearNoScissorRS = NULL;
1829 }
1830
1831 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001832
1833 if (mDriverConstantBufferVS)
1834 {
1835 mDriverConstantBufferVS->Release();
1836 mDriverConstantBufferVS = NULL;
1837 }
1838
1839 if (mDriverConstantBufferPS)
1840 {
1841 mDriverConstantBufferPS->Release();
1842 mDriverConstantBufferPS = NULL;
1843 }
daniel@transgaming.combdf787f2013-02-01 03:20:36 +00001844
1845 if (mSyncQuery)
1846 {
1847 mSyncQuery->Release();
1848 mSyncQuery = NULL;
1849 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001850}
1851
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001852void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001853{
1854 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001855 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001856}
1857
1858bool Renderer11::isDeviceLost()
1859{
1860 return mDeviceLost;
1861}
1862
1863// set notify to true to broadcast a message to all contexts of the device loss
1864bool Renderer11::testDeviceLost(bool notify)
1865{
1866 bool isLost = false;
1867
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001868 // GetRemovedReason is used to test if the device is removed
1869 HRESULT result = mDevice->GetDeviceRemovedReason();
1870 isLost = d3d11::isDeviceLostError(result);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001871
1872 if (isLost)
1873 {
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001874 // Log error if this is a new device lost event
1875 if (mDeviceLost == false)
1876 {
1877 ERR("The D3D11 device was removed: 0x%08X", result);
1878 }
1879
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001880 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001881 // we'll probably get this done again by notifyDeviceLost
1882 // but best to remember it!
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001883 // Note that we don't want to clear the device loss status here
1884 // -- this needs to be done by resetDevice
1885 mDeviceLost = true;
1886 if (notify)
1887 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001888 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001889 }
1890 }
1891
1892 return isLost;
1893}
1894
1895bool Renderer11::testDeviceResettable()
1896{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001897 // determine if the device is resettable by creating a dummy device
1898 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001899
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001900 if (D3D11CreateDevice == NULL)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001901 {
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001902 return false;
1903 }
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001904
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001905 D3D_FEATURE_LEVEL featureLevels[] =
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001906 {
1907 D3D_FEATURE_LEVEL_11_0,
1908 D3D_FEATURE_LEVEL_10_1,
1909 D3D_FEATURE_LEVEL_10_0,
1910 };
1911
1912 ID3D11Device* dummyDevice;
1913 D3D_FEATURE_LEVEL dummyFeatureLevel;
1914 ID3D11DeviceContext* dummyContext;
1915
1916 HRESULT result = D3D11CreateDevice(NULL,
1917 D3D_DRIVER_TYPE_HARDWARE,
1918 NULL,
1919 #if defined(_DEBUG)
1920 D3D11_CREATE_DEVICE_DEBUG,
1921 #else
1922 0,
1923 #endif
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001924 featureLevels,
1925 ArraySize(featureLevels),
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001926 D3D11_SDK_VERSION,
1927 &dummyDevice,
1928 &dummyFeatureLevel,
1929 &dummyContext);
1930
1931 if (!mDevice || FAILED(result))
1932 {
1933 return false;
1934 }
1935
1936 dummyContext->Release();
1937 dummyDevice->Release();
1938
1939 return true;
1940}
1941
1942void Renderer11::release()
1943{
1944 releaseDeviceResources();
1945
1946 if (mDxgiFactory)
1947 {
1948 mDxgiFactory->Release();
1949 mDxgiFactory = NULL;
1950 }
1951
1952 if (mDxgiAdapter)
1953 {
1954 mDxgiAdapter->Release();
1955 mDxgiAdapter = NULL;
1956 }
1957
1958 if (mDeviceContext)
1959 {
1960 mDeviceContext->ClearState();
1961 mDeviceContext->Flush();
1962 mDeviceContext->Release();
1963 mDeviceContext = NULL;
1964 }
1965
1966 if (mDevice)
1967 {
1968 mDevice->Release();
1969 mDevice = NULL;
1970 }
1971
1972 if (mD3d11Module)
1973 {
1974 FreeLibrary(mD3d11Module);
1975 mD3d11Module = NULL;
1976 }
1977
1978 if (mDxgiModule)
1979 {
1980 FreeLibrary(mDxgiModule);
1981 mDxgiModule = NULL;
1982 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001983}
1984
1985bool Renderer11::resetDevice()
1986{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001987 // recreate everything
1988 release();
1989 EGLint result = initialize();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001990
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001991 if (result != EGL_SUCCESS)
1992 {
1993 ERR("Could not reinitialize D3D11 device: %08X", result);
1994 return false;
1995 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001996
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001997 mDeviceLost = false;
1998
1999 return true;
2000}
2001
2002DWORD Renderer11::getAdapterVendor() const
2003{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002004 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002005}
2006
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002007std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002008{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002009 std::ostringstream rendererString;
2010
2011 rendererString << mDescription;
2012 rendererString << " Direct3D11";
2013
2014 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
2015 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
2016
2017 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002018}
2019
2020GUID Renderer11::getAdapterIdentifier() const
2021{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00002022 // Use the adapter LUID as our adapter ID
2023 // This number is local to a machine is only guaranteed to be unique between restarts
2024 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
2025 GUID adapterId = {0};
2026 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
2027 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002028}
2029
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00002030bool Renderer11::getBGRATextureSupport() const
2031{
2032 return mBGRATextureSupport;
2033}
2034
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002035bool Renderer11::getDXT1TextureSupport()
2036{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002037 return mDXT1TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002038}
2039
2040bool Renderer11::getDXT3TextureSupport()
2041{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002042 return mDXT3TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002043}
2044
2045bool Renderer11::getDXT5TextureSupport()
2046{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002047 return mDXT5TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002048}
2049
2050bool Renderer11::getDepthTextureSupport() const
2051{
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +00002052 return mDepthTextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002053}
2054
2055bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
2056{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002057 *renderable = mFloat32RenderSupport;
2058 *filtering = mFloat32FilterSupport;
2059 return mFloat32TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002060}
2061
2062bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
2063{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002064 *renderable = mFloat16RenderSupport;
2065 *filtering = mFloat16FilterSupport;
2066 return mFloat16TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002067}
2068
2069bool Renderer11::getLuminanceTextureSupport()
2070{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002071 return false;
2072}
2073
2074bool Renderer11::getLuminanceAlphaTextureSupport()
2075{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002076 return false;
2077}
2078
2079bool Renderer11::getTextureFilterAnisotropySupport() const
2080{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002081 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002082}
2083
2084float Renderer11::getTextureMaxAnisotropy() const
2085{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002086 switch (mFeatureLevel)
2087 {
2088 case D3D_FEATURE_LEVEL_11_0:
2089 return D3D11_MAX_MAXANISOTROPY;
2090 case D3D_FEATURE_LEVEL_10_1:
2091 case D3D_FEATURE_LEVEL_10_0:
2092 return D3D10_MAX_MAXANISOTROPY;
2093 default: UNREACHABLE();
2094 return 0;
2095 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002096}
2097
2098bool Renderer11::getEventQuerySupport()
2099{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002100 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002101}
2102
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002103Range Renderer11::getViewportBounds() const
2104{
2105 switch (mFeatureLevel)
2106 {
2107 case D3D_FEATURE_LEVEL_11_0:
2108 return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
2109 case D3D_FEATURE_LEVEL_10_1:
2110 case D3D_FEATURE_LEVEL_10_0:
2111 return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
2112 default: UNREACHABLE();
2113 return Range(0, 0);
2114 }
2115}
2116
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002117unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002118{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002119 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2120 switch (mFeatureLevel)
2121 {
2122 case D3D_FEATURE_LEVEL_11_0:
2123 case D3D_FEATURE_LEVEL_10_1:
2124 case D3D_FEATURE_LEVEL_10_0:
2125 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
2126 default: UNREACHABLE();
2127 return 0;
2128 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002129}
2130
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002131unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
2132{
2133 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2134}
2135
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002136unsigned int Renderer11::getReservedVertexUniformVectors() const
2137{
2138 return 0; // Driver uniforms are stored in a separate constant buffer
2139}
2140
2141unsigned int Renderer11::getReservedFragmentUniformVectors() const
2142{
2143 return 0; // Driver uniforms are stored in a separate constant buffer
2144}
2145
2146unsigned int Renderer11::getMaxVertexUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002147{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002148 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2149 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2150 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002151}
2152
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002153unsigned int Renderer11::getMaxFragmentUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002154{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002155 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2156 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2157 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002158}
2159
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002160unsigned int Renderer11::getMaxVaryingVectors() const
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002161{
2162 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
2163 switch (mFeatureLevel)
2164 {
2165 case D3D_FEATURE_LEVEL_11_0:
2166 return D3D11_VS_OUTPUT_REGISTER_COUNT;
2167 case D3D_FEATURE_LEVEL_10_1:
2168 case D3D_FEATURE_LEVEL_10_0:
2169 return D3D10_VS_OUTPUT_REGISTER_COUNT;
2170 default: UNREACHABLE();
2171 return 0;
2172 }
2173}
2174
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002175bool Renderer11::getNonPower2TextureSupport() const
2176{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00002177 switch (mFeatureLevel)
2178 {
2179 case D3D_FEATURE_LEVEL_11_0:
2180 case D3D_FEATURE_LEVEL_10_1:
2181 case D3D_FEATURE_LEVEL_10_0:
2182 return true;
2183 default: UNREACHABLE();
2184 return false;
2185 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002186}
2187
2188bool Renderer11::getOcclusionQuerySupport() const
2189{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002190 switch (mFeatureLevel)
2191 {
2192 case D3D_FEATURE_LEVEL_11_0:
2193 case D3D_FEATURE_LEVEL_10_1:
2194 case D3D_FEATURE_LEVEL_10_0:
2195 return true;
2196 default: UNREACHABLE();
2197 return false;
2198 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002199}
2200
2201bool Renderer11::getInstancingSupport() const
2202{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002203 switch (mFeatureLevel)
2204 {
2205 case D3D_FEATURE_LEVEL_11_0:
2206 case D3D_FEATURE_LEVEL_10_1:
2207 case D3D_FEATURE_LEVEL_10_0:
2208 return true;
2209 default: UNREACHABLE();
2210 return false;
2211 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002212}
2213
2214bool Renderer11::getShareHandleSupport() const
2215{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002216 // We only currently support share handles with BGRA surfaces, because
2217 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002218 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002219 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002220}
2221
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002222bool Renderer11::getDerivativeInstructionSupport() const
2223{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002224 switch (mFeatureLevel)
2225 {
2226 case D3D_FEATURE_LEVEL_11_0:
2227 case D3D_FEATURE_LEVEL_10_1:
2228 case D3D_FEATURE_LEVEL_10_0:
2229 return true;
2230 default: UNREACHABLE();
2231 return false;
2232 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002233}
2234
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002235bool Renderer11::getPostSubBufferSupport() const
2236{
2237 // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2.
2238 return false;
2239}
2240
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002241int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002242{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002243 switch (mFeatureLevel)
2244 {
2245 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002246 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002247 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2248 default: UNREACHABLE(); return 0;
2249 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002250}
2251
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002252int Renderer11::getMinorShaderModel() const
2253{
2254 switch (mFeatureLevel)
2255 {
2256 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2257 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2258 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2259 default: UNREACHABLE(); return 0;
2260 }
2261}
2262
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002263float Renderer11::getMaxPointSize() const
2264{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002265 // choose a reasonable maximum. we enforce this in the shader.
2266 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2267 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002268}
2269
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002270int Renderer11::getMaxViewportDimension() const
2271{
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002272 // Maximum viewport size must be at least as large as the largest render buffer (or larger).
2273 // In our case return the maximum texture size, which is the maximum render buffer size.
2274 META_ASSERT(D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D11_VIEWPORT_BOUNDS_MAX);
2275 META_ASSERT(D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D10_VIEWPORT_BOUNDS_MAX);
2276
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002277 switch (mFeatureLevel)
2278 {
2279 case D3D_FEATURE_LEVEL_11_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002280 return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002281 case D3D_FEATURE_LEVEL_10_1:
2282 case D3D_FEATURE_LEVEL_10_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002283 return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002284 default: UNREACHABLE();
2285 return 0;
2286 }
2287}
2288
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002289int Renderer11::getMaxTextureWidth() const
2290{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002291 switch (mFeatureLevel)
2292 {
2293 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2294 case D3D_FEATURE_LEVEL_10_1:
2295 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2296 default: UNREACHABLE(); return 0;
2297 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002298}
2299
2300int Renderer11::getMaxTextureHeight() const
2301{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002302 switch (mFeatureLevel)
2303 {
2304 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2305 case D3D_FEATURE_LEVEL_10_1:
2306 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2307 default: UNREACHABLE(); return 0;
2308 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002309}
2310
2311bool Renderer11::get32BitIndexSupport() const
2312{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002313 switch (mFeatureLevel)
2314 {
2315 case D3D_FEATURE_LEVEL_11_0:
2316 case D3D_FEATURE_LEVEL_10_1:
2317 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2318 default: UNREACHABLE(); return false;
2319 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002320}
2321
2322int Renderer11::getMinSwapInterval() const
2323{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002324 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002325}
2326
2327int Renderer11::getMaxSwapInterval() const
2328{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002329 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002330}
2331
2332int Renderer11::getMaxSupportedSamples() const
2333{
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +00002334 return mMaxSupportedSamples;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002335}
2336
shannon.woods@transgaming.com88fbd0f2013-02-28 23:05:46 +00002337int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
2338{
2339 if (requested == 0)
2340 {
2341 return 0;
2342 }
2343
2344 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2345 if (iter != mMultisampleSupportMap.end())
2346 {
2347 const MultisampleSupportInfo& info = iter->second;
2348 for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2349 {
2350 if (info.qualityLevels[i] > 0)
2351 {
2352 return i + 1;
2353 }
2354 }
2355 }
2356
2357 return -1;
2358}
2359
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002360unsigned int Renderer11::getMaxRenderTargets() const
2361{
shannon.woods%transgaming.com@gtempaccount.comf30ccc22013-04-13 03:28:36 +00002362 META_ASSERT(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2363 META_ASSERT(D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2364
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002365 switch (mFeatureLevel)
2366 {
2367 case D3D_FEATURE_LEVEL_11_0:
2368 return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2369 case D3D_FEATURE_LEVEL_10_1:
2370 case D3D_FEATURE_LEVEL_10_0:
2371 return D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2372 default:
2373 UNREACHABLE();
2374 return 1;
2375 }
2376}
2377
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002378bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002379{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002380 if (source && dest)
2381 {
2382 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2383 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2384
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002385 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002386 return true;
2387 }
2388
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002389 return false;
2390}
2391
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002392bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002393{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002394 if (source && dest)
2395 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002396 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2397 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002398
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002399 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002400 return true;
2401 }
2402
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002403 return false;
2404}
2405
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002406bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002407 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002408{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002409 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2410 if (!colorbuffer)
2411 {
2412 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002413 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002414 }
2415
2416 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2417 if (!sourceRenderTarget)
2418 {
2419 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002420 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002421 }
2422
2423 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2424 if (!source)
2425 {
2426 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002427 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002428 }
2429
2430 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2431 if (!storage11)
2432 {
2433 source->Release();
2434 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002435 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002436 }
2437
2438 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2439 if (!destRenderTarget)
2440 {
2441 source->Release();
2442 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002443 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002444 }
2445
2446 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2447 if (!dest)
2448 {
2449 source->Release();
2450 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002451 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002452 }
2453
2454 gl::Rectangle destRect;
2455 destRect.x = xoffset;
2456 destRect.y = yoffset;
2457 destRect.width = sourceRect.width;
2458 destRect.height = sourceRect.height;
2459
2460 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2461 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2462
2463 source->Release();
2464 dest->Release();
2465
2466 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002467}
2468
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002469bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002470 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002471{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002472 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2473 if (!colorbuffer)
2474 {
2475 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002476 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002477 }
2478
2479 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2480 if (!sourceRenderTarget)
2481 {
2482 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002483 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002484 }
2485
2486 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2487 if (!source)
2488 {
2489 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002490 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002491 }
2492
2493 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2494 if (!storage11)
2495 {
2496 source->Release();
2497 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002498 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002499 }
2500
2501 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
2502 if (!destRenderTarget)
2503 {
2504 source->Release();
2505 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002506 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002507 }
2508
2509 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2510 if (!dest)
2511 {
2512 source->Release();
2513 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002514 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002515 }
2516
2517 gl::Rectangle destRect;
2518 destRect.x = xoffset;
2519 destRect.y = yoffset;
2520 destRect.width = sourceRect.width;
2521 destRect.height = sourceRect.height;
2522
2523 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2524 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2525
2526 source->Release();
2527 dest->Release();
2528
2529 return ret;
2530}
2531
2532bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight,
2533 ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat)
2534{
2535 HRESULT result;
2536
2537 if (!mCopyResourcesInitialized)
2538 {
2539 ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS);
2540
2541 D3D11_BUFFER_DESC vbDesc;
2542 vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
2543 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
2544 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
2545 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2546 vbDesc.MiscFlags = 0;
2547 vbDesc.StructureByteStride = 0;
2548
2549 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
2550 ASSERT(SUCCEEDED(result));
2551 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
2552
2553 D3D11_SAMPLER_DESC samplerDesc;
2554 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
2555 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
2556 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
2557 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
2558 samplerDesc.MipLODBias = 0.0f;
2559 samplerDesc.MaxAnisotropy = 0;
2560 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
2561 samplerDesc.BorderColor[0] = 0.0f;
2562 samplerDesc.BorderColor[1] = 0.0f;
2563 samplerDesc.BorderColor[2] = 0.0f;
2564 samplerDesc.BorderColor[3] = 0.0f;
2565 samplerDesc.MinLOD = 0.0f;
2566 samplerDesc.MaxLOD = 0.0f;
2567
2568 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
2569 ASSERT(SUCCEEDED(result));
2570 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
2571
2572 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
2573 {
2574 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2575 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2576 };
2577
2578 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL);
2579 ASSERT(SUCCEEDED(result));
2580 d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout");
2581
2582 result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS);
2583 ASSERT(SUCCEEDED(result));
2584 d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader");
2585
2586 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS);
2587 ASSERT(SUCCEEDED(result));
2588 d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader");
2589
2590 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS);
2591 ASSERT(SUCCEEDED(result));
2592 d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader");
2593
2594 result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS);
2595 ASSERT(SUCCEEDED(result));
2596 d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader");
2597
2598 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS);
2599 ASSERT(SUCCEEDED(result));
2600 d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader");
2601
2602 mCopyResourcesInitialized = true;
2603 }
2604
2605 // Verify the source and destination area sizes
2606 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
2607 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
2608 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
2609 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight))
2610 {
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002611 return gl::error(GL_INVALID_VALUE, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002612 }
2613
2614 // Set vertices
2615 D3D11_MAPPED_SUBRESOURCE mappedResource;
2616 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
2617 if (FAILED(result))
2618 {
2619 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002620 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002621 }
2622
2623 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
2624
2625 // Create a quad in homogeneous coordinates
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002626 float x1 = (destArea.x / float(destWidth)) * 2.0f - 1.0f;
shannon.woods@transgaming.comcfdfd462013-02-28 23:13:01 +00002627 float y1 = ((destHeight - destArea.y - destArea.height) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002628 float x2 = ((destArea.x + destArea.width) / float(destWidth)) * 2.0f - 1.0f;
shannon.woods@transgaming.comcfdfd462013-02-28 23:13:01 +00002629 float y2 = ((destHeight - destArea.y) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002630
2631 float u1 = sourceArea.x / float(sourceWidth);
2632 float v1 = sourceArea.y / float(sourceHeight);
2633 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
2634 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
2635
2636 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
2637 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
2638 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
2639 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
2640
2641 mDeviceContext->Unmap(mCopyVB, 0);
2642
2643 static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
2644 static UINT startIdx = 0;
2645 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
2646
2647 // Apply state
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002648 mDeviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002649 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
2650 mDeviceContext->RSSetState(NULL);
2651
2652 // Apply shaders
2653 mDeviceContext->IASetInputLayout(mCopyIL);
2654 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
2655 mDeviceContext->VSSetShader(mCopyVS, NULL, 0);
2656
2657 ID3D11PixelShader *ps = NULL;
2658 switch(destFormat)
2659 {
2660 case GL_RGBA: ps = mCopyRGBAPS; break;
2661 case GL_RGB: ps = mCopyRGBPS; break;
2662 case GL_ALPHA: ps = mCopyRGBAPS; break;
2663 case GL_BGRA_EXT: ps = mCopyRGBAPS; break;
2664 case GL_LUMINANCE: ps = mCopyLumPS; break;
2665 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break;
2666 default: UNREACHABLE(); ps = NULL; break;
2667 }
2668
2669 mDeviceContext->PSSetShader(ps, NULL, 0);
shannon.woods@transgaming.com28e7ba02013-02-28 23:09:28 +00002670 mDeviceContext->GSSetShader(NULL, NULL, 0);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002671
2672 // Unset the currently bound shader resource to avoid conflicts
2673 static ID3D11ShaderResourceView *const nullSRV = NULL;
2674 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2675
2676 // Apply render targets
2677 mDeviceContext->OMSetRenderTargets(1, &dest, NULL);
2678
2679 // Set the viewport
2680 D3D11_VIEWPORT viewport;
2681 viewport.TopLeftX = 0;
2682 viewport.TopLeftY = 0;
2683 viewport.Width = destWidth;
2684 viewport.Height = destHeight;
2685 viewport.MinDepth = 0.0f;
2686 viewport.MaxDepth = 1.0f;
2687 mDeviceContext->RSSetViewports(1, &viewport);
2688
2689 // Apply textures
2690 mDeviceContext->PSSetShaderResources(0, 1, &source);
2691 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
2692
2693 // Draw the quad
2694 mDeviceContext->Draw(4, 0);
2695
2696 // Unbind textures and render targets and vertex buffer
2697 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2698
2699 static ID3D11RenderTargetView *const nullRTV = NULL;
2700 mDeviceContext->OMSetRenderTargets(1, &nullRTV, NULL);
2701
2702 static UINT zero = 0;
2703 static ID3D11Buffer *const nullBuffer = NULL;
2704 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
2705
2706 markAllStateDirty();
2707
2708 return true;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002709}
2710
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002711RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2712{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002713 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002714 RenderTarget11 *renderTarget = NULL;
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002715
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002716 if (depth)
2717 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002718 // Note: depth stencil may be NULL for 0 sized surfaces
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002719 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
2720 swapChain11->getDepthStencilTexture(), NULL,
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002721 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002722 }
2723 else
2724 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002725 // Note: render target may be NULL for 0 sized surfaces
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002726 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002727 swapChain11->getOffscreenTexture(),
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002728 swapChain11->getRenderTargetShaderResource(),
2729 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002730 }
2731 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002732}
2733
2734RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2735{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002736 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
2737 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002738}
2739
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002740ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002741{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002742 ShaderExecutable11 *executable = NULL;
2743
2744 switch (type)
2745 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002746 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002747 {
2748 ID3D11VertexShader *vshader = NULL;
2749 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2750 ASSERT(SUCCEEDED(result));
2751
2752 if (vshader)
2753 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002754 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002755 }
2756 }
2757 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002758 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002759 {
2760 ID3D11PixelShader *pshader = NULL;
2761 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2762 ASSERT(SUCCEEDED(result));
2763
2764 if (pshader)
2765 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002766 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002767 }
2768 }
2769 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002770 case rx::SHADER_GEOMETRY:
2771 {
2772 ID3D11GeometryShader *gshader = NULL;
2773 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
2774 ASSERT(SUCCEEDED(result));
2775
2776 if (gshader)
2777 {
2778 executable = new ShaderExecutable11(function, length, gshader);
2779 }
2780 }
2781 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002782 default:
2783 UNREACHABLE();
2784 break;
2785 }
2786
2787 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002788}
2789
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002790ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002791{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002792 const char *profile = NULL;
2793
2794 switch (type)
2795 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002796 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002797 profile = "vs_4_0";
2798 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002799 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002800 profile = "ps_4_0";
2801 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002802 case rx::SHADER_GEOMETRY:
2803 profile = "gs_4_0";
2804 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002805 default:
2806 UNREACHABLE();
2807 return NULL;
2808 }
2809
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +00002810 ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, D3DCOMPILE_OPTIMIZATION_LEVEL0, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002811 if (!binary)
2812 return NULL;
2813
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002814 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002815 binary->Release();
2816
2817 return executable;
2818}
2819
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002820VertexBuffer *Renderer11::createVertexBuffer()
2821{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00002822 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002823}
2824
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002825IndexBuffer *Renderer11::createIndexBuffer()
2826{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00002827 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002828}
2829
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +00002830BufferStorage *Renderer11::createBufferStorage()
2831{
2832 return new BufferStorage11(this);
2833}
2834
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002835QueryImpl *Renderer11::createQuery(GLenum type)
2836{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002837 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002838}
2839
2840FenceImpl *Renderer11::createFence()
2841{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002842 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002843}
2844
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002845bool Renderer11::getRenderTargetResource(gl::Framebuffer *framebuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
2846{
2847 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2848 if (colorbuffer)
2849 {
2850 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2851 if (renderTarget)
2852 {
2853 *subresourceIndex = renderTarget->getSubresourceIndex();
2854
2855 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
2856 if (colorBufferRTV)
2857 {
2858 ID3D11Resource *textureResource = NULL;
2859 colorBufferRTV->GetResource(&textureResource);
2860 colorBufferRTV->Release();
2861
2862 if (textureResource)
2863 {
2864 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
2865 textureResource->Release();
2866
2867 if (SUCCEEDED(result))
2868 {
2869 return true;
2870 }
2871 else
2872 {
2873 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
2874 "HRESULT: 0x%X.", result);
2875 }
2876 }
2877 }
2878 }
2879 }
2880
2881 return false;
2882}
2883
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002884bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002885 bool blitRenderTarget, bool blitDepthStencil)
2886{
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002887 if (blitRenderTarget && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_RENDERTARGET))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002888 {
2889 return false;
2890 }
2891
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002892 if (blitDepthStencil && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_DEPTHSTENCIL))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002893 {
2894 return false;
2895 }
2896
2897 return true;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002898}
2899
2900void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2901 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2902{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002903 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002904 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002905
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002906 if (getRenderTargetResource(framebuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002907 {
2908 gl::Rectangle area;
2909 area.x = x;
2910 area.y = y;
2911 area.width = width;
2912 area.height = height;
2913
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002914 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
2915 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002916
2917 colorBufferTexture->Release();
2918 colorBufferTexture = NULL;
2919 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002920}
2921
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002922Image *Renderer11::createImage()
2923{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00002924 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002925}
2926
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002927void Renderer11::generateMipmap(Image *dest, Image *src)
2928{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00002929 Image11 *dest11 = Image11::makeImage11(dest);
2930 Image11 *src11 = Image11::makeImage11(src);
2931 Image11::generateMipmap(dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002932}
2933
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002934TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
2935{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002936 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
2937 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002938}
2939
2940TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
2941{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002942 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002943}
2944
2945TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
2946{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002947 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002948}
2949
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002950static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
2951{
2952 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
2953 destFormat == GL_ALPHA &&
2954 destType == GL_UNSIGNED_BYTE)
2955 {
2956 return 1;
2957 }
2958 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
2959 destFormat == GL_RGBA &&
2960 destType == GL_UNSIGNED_BYTE)
2961 {
2962 return 4;
2963 }
2964 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
2965 destFormat == GL_BGRA_EXT &&
2966 destType == GL_UNSIGNED_BYTE)
2967 {
2968 return 4;
2969 }
2970 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
2971 destFormat == GL_RGBA &&
2972 destType == GL_HALF_FLOAT_OES)
2973 {
2974 return 8;
2975 }
2976 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
2977 destFormat == GL_RGB &&
2978 destType == GL_FLOAT)
2979 {
2980 return 12;
2981 }
2982 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
2983 destFormat == GL_RGBA &&
2984 destType == GL_FLOAT)
2985 {
2986 return 16;
2987 }
2988 else
2989 {
2990 return 0;
2991 }
2992}
2993
2994static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
2995 unsigned int y, int inputPitch, gl::Color *outColor)
2996{
2997 switch (format)
2998 {
2999 case DXGI_FORMAT_R8G8B8A8_UNORM:
3000 {
3001 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00003002 outColor->red = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
3003 outColor->green = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
3004 outColor->blue = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
3005 outColor->alpha = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003006 }
3007 break;
3008
3009 case DXGI_FORMAT_A8_UNORM:
3010 {
3011 outColor->red = 0.0f;
3012 outColor->green = 0.0f;
3013 outColor->blue = 0.0f;
3014 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
3015 }
3016 break;
3017
3018 case DXGI_FORMAT_R32G32B32A32_FLOAT:
3019 {
3020 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
3021 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
3022 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
3023 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
3024 }
3025 break;
3026
3027 case DXGI_FORMAT_R32G32B32_FLOAT:
3028 {
3029 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
3030 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
3031 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
3032 outColor->alpha = 1.0f;
3033 }
3034 break;
3035
3036 case DXGI_FORMAT_R16G16B16A16_FLOAT:
3037 {
3038 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
3039 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
3040 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
3041 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
3042 }
3043 break;
3044
3045 case DXGI_FORMAT_B8G8R8A8_UNORM:
3046 {
3047 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00003048 outColor->red = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
3049 outColor->blue = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
3050 outColor->green = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
3051 outColor->alpha = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003052 }
3053 break;
3054
3055 case DXGI_FORMAT_R8_UNORM:
3056 {
3057 outColor->red = *(data + x + y * inputPitch) / 255.0f;
3058 outColor->green = 0.0f;
3059 outColor->blue = 0.0f;
3060 outColor->alpha = 1.0f;
3061 }
3062 break;
3063
3064 case DXGI_FORMAT_R8G8_UNORM:
3065 {
3066 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
3067
3068 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
3069 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
3070 outColor->blue = 0.0f;
3071 outColor->alpha = 1.0f;
3072 }
3073 break;
3074
3075 case DXGI_FORMAT_R16_FLOAT:
3076 {
3077 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
3078 outColor->green = 0.0f;
3079 outColor->blue = 0.0f;
3080 outColor->alpha = 1.0f;
3081 }
3082 break;
3083
3084 case DXGI_FORMAT_R16G16_FLOAT:
3085 {
3086 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
3087 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
3088 outColor->blue = 0.0f;
3089 outColor->alpha = 1.0f;
3090 }
3091 break;
3092
3093 default:
3094 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
3095 UNIMPLEMENTED();
3096 break;
3097 }
3098}
3099
3100static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
3101 unsigned int y, int outputPitch, void *outData)
3102{
3103 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
3104 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
3105
3106 switch (format)
3107 {
3108 case GL_RGBA:
3109 switch (type)
3110 {
3111 case GL_UNSIGNED_BYTE:
3112 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3113 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3114 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3115 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3116 break;
3117
3118 default:
3119 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
3120 UNIMPLEMENTED();
3121 break;
3122 }
3123 break;
3124
3125 case GL_BGRA_EXT:
3126 switch (type)
3127 {
3128 case GL_UNSIGNED_BYTE:
3129 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3130 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3131 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
3132 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3133 break;
3134
3135 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
3136 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3137 // this type is packed as follows:
3138 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3139 // --------------------------------------------------------------------------------
3140 // | 4th | 3rd | 2nd | 1st component |
3141 // --------------------------------------------------------------------------------
3142 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3143 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3144 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
3145 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
3146 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
3147 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
3148 break;
3149
3150 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
3151 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3152 // this type is packed as follows:
3153 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3154 // --------------------------------------------------------------------------------
3155 // | 4th | 3rd | 2nd | 1st component |
3156 // --------------------------------------------------------------------------------
3157 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3158 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3159 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
3160 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
3161 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
3162 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
3163 break;
3164
3165 default:
3166 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
3167 UNIMPLEMENTED();
3168 break;
3169 }
3170 break;
3171
3172 case GL_RGB:
3173 switch (type)
3174 {
3175 case GL_UNSIGNED_SHORT_5_6_5:
3176 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3177 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
3178 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
3179 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
3180 break;
3181
3182 case GL_UNSIGNED_BYTE:
3183 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3184 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3185 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3186 break;
3187
3188 default:
3189 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
3190 UNIMPLEMENTED();
3191 break;
3192 }
3193 break;
3194
3195 default:
3196 ERR("WritePixelColor not implemented for format 0x%X.", format);
3197 UNIMPLEMENTED();
3198 break;
3199 }
3200}
3201
3202void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
3203 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
3204 GLint packAlignment, void *pixels)
3205{
3206 D3D11_TEXTURE2D_DESC textureDesc;
3207 texture->GetDesc(&textureDesc);
3208
3209 D3D11_TEXTURE2D_DESC stagingDesc;
3210 stagingDesc.Width = area.width;
3211 stagingDesc.Height = area.height;
3212 stagingDesc.MipLevels = 1;
3213 stagingDesc.ArraySize = 1;
3214 stagingDesc.Format = textureDesc.Format;
3215 stagingDesc.SampleDesc.Count = 1;
3216 stagingDesc.SampleDesc.Quality = 0;
3217 stagingDesc.Usage = D3D11_USAGE_STAGING;
3218 stagingDesc.BindFlags = 0;
3219 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
3220 stagingDesc.MiscFlags = 0;
3221
3222 ID3D11Texture2D* stagingTex = NULL;
3223 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
3224 if (FAILED(result))
3225 {
3226 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
3227 return;
3228 }
3229
3230 ID3D11Texture2D* srcTex = NULL;
3231 if (textureDesc.SampleDesc.Count > 1)
3232 {
3233 D3D11_TEXTURE2D_DESC resolveDesc;
3234 resolveDesc.Width = textureDesc.Width;
3235 resolveDesc.Height = textureDesc.Height;
3236 resolveDesc.MipLevels = 1;
3237 resolveDesc.ArraySize = 1;
3238 resolveDesc.Format = textureDesc.Format;
3239 resolveDesc.SampleDesc.Count = 1;
3240 resolveDesc.SampleDesc.Quality = 0;
3241 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
3242 resolveDesc.BindFlags = 0;
3243 resolveDesc.CPUAccessFlags = 0;
3244 resolveDesc.MiscFlags = 0;
3245
3246 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
3247 if (FAILED(result))
3248 {
3249 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
3250 stagingTex->Release();
3251 return;
3252 }
3253
3254 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
3255 subResource = 0;
3256 }
3257 else
3258 {
3259 srcTex = texture;
3260 srcTex->AddRef();
3261 }
3262
3263 D3D11_BOX srcBox;
3264 srcBox.left = area.x;
3265 srcBox.right = area.x + area.width;
3266 srcBox.top = area.y;
3267 srcBox.bottom = area.y + area.height;
3268 srcBox.front = 0;
3269 srcBox.back = 1;
3270
3271 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
3272
3273 srcTex->Release();
3274 srcTex = NULL;
3275
3276 D3D11_MAPPED_SUBRESOURCE mapping;
3277 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
3278
3279 unsigned char *source;
3280 int inputPitch;
3281 if (packReverseRowOrder)
3282 {
3283 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
3284 inputPitch = -static_cast<int>(mapping.RowPitch);
3285 }
3286 else
3287 {
3288 source = static_cast<unsigned char*>(mapping.pData);
3289 inputPitch = static_cast<int>(mapping.RowPitch);
3290 }
3291
3292 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
3293 if (fastPixelSize != 0)
3294 {
3295 unsigned char *dest = static_cast<unsigned char*>(pixels);
3296 for (int j = 0; j < area.height; j++)
3297 {
3298 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
3299 }
3300 }
3301 else
3302 {
3303 gl::Color pixelColor;
3304 for (int j = 0; j < area.height; j++)
3305 {
3306 for (int i = 0; i < area.width; i++)
3307 {
3308 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
3309 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
3310 }
3311 }
3312 }
3313
3314 mDeviceContext->Unmap(stagingTex, 0);
3315
3316 stagingTex->Release();
3317 stagingTex = NULL;
3318}
3319
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003320bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget,
3321 const gl::Rectangle &drawRect, BlitTarget target)
3322{
3323 ASSERT(readRect.width == drawRect.width && readRect.height == drawRect.height);
3324
3325 gl::Renderbuffer *readBuffer = NULL;
3326 switch (target)
3327 {
3328 case BLIT_RENDERTARGET:
3329 readBuffer = readTarget->getColorbuffer();
3330 break;
3331 case BLIT_DEPTHSTENCIL:
3332 readBuffer = readTarget->getDepthOrStencilbuffer();
3333 break;
3334 default: UNREACHABLE();
3335 }
3336 if (!readBuffer)
3337 {
3338 ERR("Failed to retrieve the color buffer from the read target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003339 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003340 }
3341
3342 RenderTarget11 *sourceRenderTarget = NULL;
3343 switch (target)
3344 {
3345 case BLIT_RENDERTARGET:
3346 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getRenderTarget());
3347 break;
3348 case BLIT_DEPTHSTENCIL:
3349 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getDepthStencil());
3350 break;
3351 default: UNREACHABLE();
3352 }
3353 if (!sourceRenderTarget)
3354 {
3355 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003356 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003357 }
3358
3359 ID3D11Texture2D *source = NULL;
3360 unsigned int sourceSubresource = 0;
3361 if (sourceRenderTarget->getSamples() > 0)
3362 {
3363 ID3D11Texture2D *unresolvedTexture = sourceRenderTarget->getTexture();
3364
3365 source = resolveMultisampledTexture(unresolvedTexture, sourceRenderTarget->getSubresourceIndex());
3366 sourceSubresource = 0;
3367
3368 unresolvedTexture->Release();
3369 }
3370 else
3371 {
3372 source = sourceRenderTarget->getTexture();
3373 sourceSubresource = sourceRenderTarget->getSubresourceIndex();
3374 }
3375
3376 if (!source)
3377 {
3378 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003379 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003380 }
3381
3382
3383 gl::Renderbuffer *drawBuffer = NULL;
3384 switch (target)
3385 {
3386 case BLIT_RENDERTARGET:
3387 drawBuffer = drawTarget->getColorbuffer();
3388 break;
3389 case BLIT_DEPTHSTENCIL:
3390 drawBuffer = drawTarget->getDepthOrStencilbuffer();
3391 break;
3392 default: UNREACHABLE();
3393 }
3394 if (!drawBuffer)
3395 {
3396 source->Release();
3397 ERR("Failed to retrieve the color buffer from the draw buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003398 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003399 }
3400
3401 RenderTarget11 *drawRenderTarget = NULL;
3402 switch (target)
3403 {
3404 case BLIT_RENDERTARGET:
3405 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getRenderTarget());
3406 break;
3407 case BLIT_DEPTHSTENCIL:
3408 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getDepthStencil());
3409 break;
3410 default: UNREACHABLE();
3411 }
3412 if (!drawRenderTarget)
3413 {
3414 source->Release();
3415 ERR("Failed to retrieve the render target from the render buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003416 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003417 }
3418
3419 ID3D11Texture2D *dest = drawRenderTarget->getTexture();
3420 unsigned int destSubresource = drawRenderTarget->getSubresourceIndex();
3421
3422 D3D11_BOX srcBox;
3423 srcBox.left = readRect.x;
3424 srcBox.right = readRect.x + readRect.width;
3425 srcBox.top = readRect.y;
3426 srcBox.bottom = readRect.y + readRect.height;
3427 srcBox.front = 0;
3428 srcBox.back = 1;
3429
3430 mDeviceContext->CopySubresourceRegion(dest, destSubresource, drawRect.x, drawRect.y, 0,
3431 source, sourceSubresource, &srcBox);
3432
3433 source->Release();
3434 dest->Release();
3435
3436 return true;
3437}
3438
shannon.woods@transgaming.comd67f9ce2013-02-28 23:06:09 +00003439ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
3440{
3441 D3D11_TEXTURE2D_DESC textureDesc;
3442 source->GetDesc(&textureDesc);
3443
3444 if (textureDesc.SampleDesc.Count > 1)
3445 {
3446 D3D11_TEXTURE2D_DESC resolveDesc;
3447 resolveDesc.Width = textureDesc.Width;
3448 resolveDesc.Height = textureDesc.Height;
3449 resolveDesc.MipLevels = 1;
3450 resolveDesc.ArraySize = 1;
3451 resolveDesc.Format = textureDesc.Format;
3452 resolveDesc.SampleDesc.Count = 1;
3453 resolveDesc.SampleDesc.Quality = 0;
3454 resolveDesc.Usage = textureDesc.Usage;
3455 resolveDesc.BindFlags = textureDesc.BindFlags;
3456 resolveDesc.CPUAccessFlags = 0;
3457 resolveDesc.MiscFlags = 0;
3458
3459 ID3D11Texture2D *resolveTexture = NULL;
3460 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
3461 if (FAILED(result))
3462 {
3463 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
3464 return NULL;
3465 }
3466
3467 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
3468 return resolveTexture;
3469 }
3470 else
3471 {
3472 source->AddRef();
3473 return source;
3474 }
3475}
3476
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003477}