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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{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +0000817 // TODO: mrt support
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000818 // Get the color render buffer and serial
shannon.woods%transgaming.com@gtempaccount.com3b5ca782013-04-13 03:30:12 +0000819 gl::Renderbuffer *colorbuffer = NULL;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000820 unsigned int renderTargetSerial = 0;
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +0000821 if (framebuffer->getColorbufferType(0) != GL_NONE)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000822 {
shannon.woods%transgaming.com@gtempaccount.com3b5ca782013-04-13 03:30:12 +0000823 colorbuffer = framebuffer->getColorbuffer(0);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000824
shannon.woods%transgaming.com@gtempaccount.com3b5ca782013-04-13 03:30:12 +0000825 if (!colorbuffer)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000826 {
827 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000828 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000829 }
830
shannon.woods@transgaming.com3e3da582013-02-28 23:09:03 +0000831 // check for zero-sized default framebuffer, which is a special case.
832 // in this case we do not wish to modify any state and just silently return false.
833 // this will not report any gl error but will cause the calling method to return.
shannon.woods%transgaming.com@gtempaccount.com3b5ca782013-04-13 03:30:12 +0000834 if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0)
shannon.woods@transgaming.com3e3da582013-02-28 23:09:03 +0000835 {
836 return false;
837 }
838
shannon.woods%transgaming.com@gtempaccount.com3b5ca782013-04-13 03:30:12 +0000839 renderTargetSerial = colorbuffer->getSerial();
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000840 }
841
842 // Get the depth stencil render buffer and serials
843 gl::Renderbuffer *depthStencil = NULL;
844 unsigned int depthbufferSerial = 0;
845 unsigned int stencilbufferSerial = 0;
846 if (framebuffer->getDepthbufferType() != GL_NONE)
847 {
848 depthStencil = framebuffer->getDepthbuffer();
849 if (!depthStencil)
850 {
851 ERR("Depth stencil pointer unexpectedly null.");
852 return false;
853 }
854
855 depthbufferSerial = depthStencil->getSerial();
856 }
857 else if (framebuffer->getStencilbufferType() != GL_NONE)
858 {
859 depthStencil = framebuffer->getStencilbuffer();
860 if (!depthStencil)
861 {
862 ERR("Depth stencil pointer unexpectedly null.");
863 return false;
864 }
865
866 stencilbufferSerial = depthStencil->getSerial();
867 }
868
869 // Extract the render target dimensions and view
870 unsigned int renderTargetWidth = 0;
871 unsigned int renderTargetHeight = 0;
872 GLenum renderTargetFormat = 0;
873 ID3D11RenderTargetView* framebufferRTV = NULL;
shannon.woods%transgaming.com@gtempaccount.com3b5ca782013-04-13 03:30:12 +0000874 if (colorbuffer)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000875 {
shannon.woods%transgaming.com@gtempaccount.com3b5ca782013-04-13 03:30:12 +0000876 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000877 if (!renderTarget)
878 {
879 ERR("render target pointer unexpectedly null.");
880 return false;
881 }
882
883 framebufferRTV = renderTarget->getRenderTargetView();
884 if (!framebufferRTV)
885 {
886 ERR("render target view pointer unexpectedly null.");
887 return false;
888 }
889
shannon.woods%transgaming.com@gtempaccount.com3b5ca782013-04-13 03:30:12 +0000890 renderTargetWidth = colorbuffer->getWidth();
891 renderTargetHeight = colorbuffer->getHeight();
892 renderTargetFormat = colorbuffer->getActualFormat();
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000893 }
894
895 // Extract the depth stencil sizes and view
896 unsigned int depthSize = 0;
897 unsigned int stencilSize = 0;
898 ID3D11DepthStencilView* framebufferDSV = NULL;
899 if (depthStencil)
900 {
901 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
902 if (!depthStencilRenderTarget)
903 {
904 ERR("render target pointer unexpectedly null.");
905 if (framebufferRTV)
906 {
907 framebufferRTV->Release();
908 }
909 return false;
910 }
911
912 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
913 if (!framebufferDSV)
914 {
915 ERR("depth stencil view pointer unexpectedly null.");
916 if (framebufferRTV)
917 {
918 framebufferRTV->Release();
919 }
920 return false;
921 }
922
923 // If there is no render buffer, the width, height and format values come from
924 // the depth stencil
shannon.woods%transgaming.com@gtempaccount.com3b5ca782013-04-13 03:30:12 +0000925 if (!colorbuffer)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000926 {
927 renderTargetWidth = depthStencil->getWidth();
928 renderTargetHeight = depthStencil->getHeight();
929 renderTargetFormat = depthStencil->getActualFormat();
930 }
931
932 depthSize = depthStencil->getDepthSize();
933 stencilSize = depthStencil->getStencilSize();
934 }
935
936 // Apply the render target and depth stencil
937 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
938 renderTargetSerial != mAppliedRenderTargetSerial ||
939 depthbufferSerial != mAppliedDepthbufferSerial ||
940 stencilbufferSerial != mAppliedStencilbufferSerial)
941 {
942 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
943
944 mRenderTargetDesc.width = renderTargetWidth;
945 mRenderTargetDesc.height = renderTargetHeight;
946 mRenderTargetDesc.format = renderTargetFormat;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000947 mForceSetViewport = true;
948 mForceSetScissor = true;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000949
950 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
951 {
952 mCurDepthSize = depthSize;
953 mForceSetRasterState = true;
954 }
955
956 mCurStencilSize = stencilSize;
957
958 mAppliedRenderTargetSerial = renderTargetSerial;
959 mAppliedDepthbufferSerial = depthbufferSerial;
960 mAppliedStencilbufferSerial = stencilbufferSerial;
961 mRenderTargetDescInitialized = true;
962 mDepthStencilInitialized = true;
963 }
964
965 if (framebufferRTV)
966 {
967 framebufferRTV->Release();
968 }
969 if (framebufferDSV)
970 {
971 framebufferDSV->Release();
972 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000973
974 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000975}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000976
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000977GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000978{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000979 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
980 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
981 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000982 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000983 return err;
984 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000985
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000986 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000987}
988
daniel@transgaming.com31240482012-11-28 21:06:41 +0000989GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000990{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000991 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000992
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000993 if (err == GL_NO_ERROR)
994 {
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +0000995 if (indexInfo->storage)
996 {
997 if (indexInfo->serial != mAppliedStorageIBSerial || indexInfo->startOffset != mAppliedIBOffset)
998 {
999 BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(indexInfo->storage);
1000 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1001
1002 mDeviceContext->IASetIndexBuffer(storage->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
1003
1004 mAppliedIBSerial = 0;
1005 mAppliedStorageIBSerial = storage->getSerial();
1006 mAppliedIBOffset = indexInfo->startOffset;
1007 }
1008 }
1009 else if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001010 {
1011 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1012
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +00001013 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001014
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001015 mAppliedIBSerial = indexInfo->serial;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001016 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001017 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001018 }
1019 }
1020
1021 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001022}
1023
1024void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
1025{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001026 if (mode == GL_LINE_LOOP)
1027 {
1028 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1029 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001030 else if (mode == GL_TRIANGLE_FAN)
1031 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001032 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001033 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001034 else if (instances > 0)
1035 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001036 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001037 }
1038 else
1039 {
1040 mDeviceContext->Draw(count, 0);
1041 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001042}
1043
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001044void 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 +00001045{
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001046 if (mode == GL_LINE_LOOP)
1047 {
1048 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
1049 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001050 else if (mode == GL_TRIANGLE_FAN)
1051 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001052 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
1053 }
1054 else if (instances > 0)
1055 {
1056 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001057 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001058 else
1059 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +00001060 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001061 }
1062}
1063
1064void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1065{
1066 // Get the raw indices for an indexed draw
1067 if (type != GL_NONE && elementArrayBuffer)
1068 {
1069 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001070 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001071 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001072 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001073 }
1074
1075 if (!mLineLoopIB)
1076 {
1077 mLineLoopIB = new StreamingIndexBufferInterface(this);
1078 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1079 {
1080 delete mLineLoopIB;
1081 mLineLoopIB = NULL;
1082
1083 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001084 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001085 }
1086 }
1087
1088 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
1089 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1090 {
1091 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001092 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001093 }
1094
1095 void* mappedMemory = NULL;
1096 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1097 if (offset == -1 || mappedMemory == NULL)
1098 {
1099 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001100 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001101 }
1102
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001103 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001104 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001105
1106 switch (type)
1107 {
1108 case GL_NONE: // Non-indexed draw
1109 for (int i = 0; i < count; i++)
1110 {
1111 data[i] = i;
1112 }
1113 data[count] = 0;
1114 break;
1115 case GL_UNSIGNED_BYTE:
1116 for (int i = 0; i < count; i++)
1117 {
1118 data[i] = static_cast<const GLubyte*>(indices)[i];
1119 }
1120 data[count] = static_cast<const GLubyte*>(indices)[0];
1121 break;
1122 case GL_UNSIGNED_SHORT:
1123 for (int i = 0; i < count; i++)
1124 {
1125 data[i] = static_cast<const GLushort*>(indices)[i];
1126 }
1127 data[count] = static_cast<const GLushort*>(indices)[0];
1128 break;
1129 case GL_UNSIGNED_INT:
1130 for (int i = 0; i < count; i++)
1131 {
1132 data[i] = static_cast<const GLuint*>(indices)[i];
1133 }
1134 data[count] = static_cast<const GLuint*>(indices)[0];
1135 break;
1136 default: UNREACHABLE();
1137 }
1138
1139 if (!mLineLoopIB->unmapBuffer())
1140 {
1141 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001142 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001143 }
1144
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001145 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001146 {
1147 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
1148
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001149 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001150 mAppliedIBSerial = mLineLoopIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001151 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001152 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001153 }
1154
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001155 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001156}
1157
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001158void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001159{
1160 // Get the raw indices for an indexed draw
1161 if (type != GL_NONE && elementArrayBuffer)
1162 {
1163 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001164 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001165 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001166 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001167 }
1168
1169 if (!mTriangleFanIB)
1170 {
1171 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1172 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1173 {
1174 delete mTriangleFanIB;
1175 mTriangleFanIB = NULL;
1176
1177 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001178 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001179 }
1180 }
1181
1182 const int numTris = count - 2;
1183 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
1184 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1185 {
1186 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001187 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001188 }
1189
1190 void* mappedMemory = NULL;
1191 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
1192 if (offset == -1 || mappedMemory == NULL)
1193 {
1194 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001195 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001196 }
1197
1198 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1199 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
1200
1201 switch (type)
1202 {
1203 case GL_NONE: // Non-indexed draw
1204 for (int i = 0; i < numTris; i++)
1205 {
1206 data[i*3 + 0] = 0;
1207 data[i*3 + 1] = i + 1;
1208 data[i*3 + 2] = i + 2;
1209 }
1210 break;
1211 case GL_UNSIGNED_BYTE:
1212 for (int i = 0; i < numTris; i++)
1213 {
1214 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1215 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1216 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1217 }
1218 break;
1219 case GL_UNSIGNED_SHORT:
1220 for (int i = 0; i < numTris; i++)
1221 {
1222 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1223 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1224 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1225 }
1226 break;
1227 case GL_UNSIGNED_INT:
1228 for (int i = 0; i < numTris; i++)
1229 {
1230 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1231 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1232 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1233 }
1234 break;
1235 default: UNREACHABLE();
1236 }
1237
1238 if (!mTriangleFanIB->unmapBuffer())
1239 {
1240 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001241 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001242 }
1243
1244 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1245 {
1246 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1247
1248 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1249 mAppliedIBSerial = mTriangleFanIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001250 mAppliedStorageIBSerial = 0;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001251 mAppliedIBOffset = indexBufferOffset;
1252 }
1253
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001254 if (instances > 0)
1255 {
1256 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1257 }
1258 else
1259 {
1260 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1261 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001262}
1263
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001264void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1265{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001266 unsigned int programBinarySerial = programBinary->getSerial();
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001267 const bool updateProgramState = (programBinarySerial != mAppliedProgramBinarySerial);
1268
1269 if (updateProgramState)
daniel@transgaming.come4991412012-12-20 20:55:34 +00001270 {
1271 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1272 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001273
daniel@transgaming.come4991412012-12-20 20:55:34 +00001274 ID3D11VertexShader *vertexShader = NULL;
1275 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001276
daniel@transgaming.come4991412012-12-20 20:55:34 +00001277 ID3D11PixelShader *pixelShader = NULL;
1278 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001279
daniel@transgaming.come4991412012-12-20 20:55:34 +00001280 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1281 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001282
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001283 programBinary->dirtyAllUniforms();
1284
1285 mAppliedProgramBinarySerial = programBinarySerial;
1286 }
1287
1288 // Only use the geometry shader currently for point sprite drawing
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001289 const bool usesGeometryShader = (programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode);
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001290
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001291 if (updateProgramState || usesGeometryShader != mIsGeometryShaderActive)
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001292 {
1293 if (usesGeometryShader)
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001294 {
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001295 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
1296 ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001297 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1298 }
1299 else
1300 {
1301 mDeviceContext->GSSetShader(NULL, NULL, 0);
1302 }
1303
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001304 mIsGeometryShaderActive = usesGeometryShader;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001305 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001306}
1307
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001308void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001309{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001310 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1311 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001312
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001313 unsigned int totalRegisterCountVS = 0;
1314 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001315
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001316 bool vertexUniformsDirty = false;
1317 bool pixelUniformsDirty = false;
1318
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001319 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1320 {
1321 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001322
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001323 if (uniform->vsRegisterIndex >= 0)
1324 {
1325 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001326 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001327 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001328
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001329 if (uniform->psRegisterIndex >= 0)
1330 {
1331 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001332 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001333 }
1334 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001335
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001336 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1337 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1338
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001339 float (*mapVS)[4] = NULL;
1340 float (*mapPS)[4] = NULL;
1341
1342 if (totalRegisterCountVS > 0 && vertexUniformsDirty)
1343 {
1344 D3D11_MAPPED_SUBRESOURCE map = {0};
1345 HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1346 ASSERT(SUCCEEDED(result));
1347 mapVS = (float(*)[4])map.pData;
1348 }
1349
1350 if (totalRegisterCountPS > 0 && pixelUniformsDirty)
1351 {
1352 D3D11_MAPPED_SUBRESOURCE map = {0};
1353 HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1354 ASSERT(SUCCEEDED(result));
1355 mapPS = (float(*)[4])map.pData;
1356 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001357
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001358 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001359 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001360 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001361
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001362 if (uniform->type != GL_SAMPLER_2D && uniform->type != GL_SAMPLER_CUBE)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001363 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001364 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001365 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001366 memcpy(mapVS + uniform->vsRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001367 }
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001368
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001369 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001370 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001371 memcpy(mapPS + uniform->psRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001372 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001373 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001374
1375 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001376 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001377
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001378 if (mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001379 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001380 mDeviceContext->Unmap(vertexConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001381 }
1382
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001383 if (mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001384 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001385 mDeviceContext->Unmap(pixelConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001386 }
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001387
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001388 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1389 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001390
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001391 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001392 if (!mDriverConstantBufferVS)
1393 {
1394 D3D11_BUFFER_DESC constantBufferDescription = {0};
1395 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1396 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1397 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1398 constantBufferDescription.CPUAccessFlags = 0;
1399 constantBufferDescription.MiscFlags = 0;
1400 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001401
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001402 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001403 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001404
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001405 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1406 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001407
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001408 if (!mDriverConstantBufferPS)
1409 {
1410 D3D11_BUFFER_DESC constantBufferDescription = {0};
1411 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1412 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1413 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1414 constantBufferDescription.CPUAccessFlags = 0;
1415 constantBufferDescription.MiscFlags = 0;
1416 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001417
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001418 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001419 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001420
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001421 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1422 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001423
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001424 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1425 {
1426 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1427 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1428 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001429
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001430 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1431 {
1432 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1433 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1434 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001435
1436 // needed for the point sprite geometry shader
1437 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001438}
1439
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001440void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001441{
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001442 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1443 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1444 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1445 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001446
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001447 unsigned int stencilUnmasked = 0x0;
1448 if (frameBuffer->hasStencil())
1449 {
1450 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1451 stencilUnmasked = (0x1 << stencilSize) - 1;
1452 }
1453 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1454 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001455
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001456 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1457 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1458 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001459
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001460 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1461 {
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001462 maskedClear(clearParams);
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001463 }
1464 else
1465 {
1466 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1467 {
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00001468 // TODO: mrt clear
1469 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer(0);
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001470 if (renderbufferObject)
1471 {
1472 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1473 if (!renderTarget)
1474 {
1475 ERR("render target pointer unexpectedly null.");
1476 return;
1477 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001478
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001479 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1480 if (!framebufferRTV)
1481 {
1482 ERR("render target view pointer unexpectedly null.");
1483 return;
1484 }
1485
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001486 const float clearValues[4] = { clearParams.colorClearValue.red,
1487 clearParams.colorClearValue.green,
1488 clearParams.colorClearValue.blue,
1489 clearParams.colorClearValue.alpha };
1490 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001491
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001492 framebufferRTV->Release();
1493 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001494 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001495 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001496 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001497 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1498 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001499 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001500 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1501 if (!renderTarget)
1502 {
1503 ERR("render target pointer unexpectedly null.");
1504 return;
1505 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001506
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001507 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1508 if (!framebufferDSV)
1509 {
1510 ERR("depth stencil view pointer unexpectedly null.");
1511 return;
1512 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001513
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001514 UINT clearFlags = 0;
1515 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1516 {
1517 clearFlags |= D3D11_CLEAR_DEPTH;
1518 }
1519 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1520 {
1521 clearFlags |= D3D11_CLEAR_STENCIL;
1522 }
1523
shannon.woods@transgaming.combe211b32013-02-28 23:17:16 +00001524 float depthClear = gl::clamp01(clearParams.depthClearValue);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001525 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1526
1527 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001528
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001529 framebufferDSV->Release();
1530 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001531 }
1532 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001533}
1534
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001535void Renderer11::maskedClear(const gl::ClearParameters &clearParams)
1536{
1537 HRESULT result;
1538
1539 if (!mClearResourcesInitialized)
1540 {
1541 ASSERT(!mClearVB && !mClearVS && !mClearPS && !mClearScissorRS && !mClearNoScissorRS);
1542
1543 D3D11_BUFFER_DESC vbDesc;
1544 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1545 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1546 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1547 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1548 vbDesc.MiscFlags = 0;
1549 vbDesc.StructureByteStride = 0;
1550
1551 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1552 ASSERT(SUCCEEDED(result));
1553 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1554
1555 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1556 {
1557 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1558 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1559 };
1560
1561 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1562 ASSERT(SUCCEEDED(result));
1563 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1564
1565 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1566 ASSERT(SUCCEEDED(result));
1567 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1568
1569 result = mDevice->CreatePixelShader(g_PS_Clear, sizeof(g_PS_Clear), NULL, &mClearPS);
1570 ASSERT(SUCCEEDED(result));
1571 d3d11::SetDebugName(mClearPS, "Renderer11 masked clear pixel shader");
1572
1573 D3D11_RASTERIZER_DESC rsScissorDesc;
1574 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1575 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1576 rsScissorDesc.FrontCounterClockwise = FALSE;
1577 rsScissorDesc.DepthBias = 0;
1578 rsScissorDesc.DepthBiasClamp = 0.0f;
1579 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1580 rsScissorDesc.DepthClipEnable = FALSE;
1581 rsScissorDesc.ScissorEnable = TRUE;
1582 rsScissorDesc.MultisampleEnable = FALSE;
1583 rsScissorDesc.AntialiasedLineEnable = FALSE;
1584
1585 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1586 ASSERT(SUCCEEDED(result));
1587 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1588
1589 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1590 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1591 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1592 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1593 rsNoScissorDesc.DepthBias = 0;
1594 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1595 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1596 rsNoScissorDesc.DepthClipEnable = FALSE;
1597 rsNoScissorDesc.ScissorEnable = FALSE;
1598 rsNoScissorDesc.MultisampleEnable = FALSE;
1599 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1600
1601 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1602 ASSERT(SUCCEEDED(result));
1603 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1604
1605 mClearResourcesInitialized = true;
1606 }
1607
1608 // Prepare the depth stencil state to write depth values if the depth should be cleared
1609 // and stencil values if the stencil should be cleared
1610 gl::DepthStencilState glDSState;
1611 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1612 glDSState.depthFunc = GL_ALWAYS;
1613 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1614 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1615 glDSState.stencilFunc = GL_ALWAYS;
1616 glDSState.stencilMask = 0;
1617 glDSState.stencilFail = GL_REPLACE;
1618 glDSState.stencilPassDepthFail = GL_REPLACE;
1619 glDSState.stencilPassDepthPass = GL_REPLACE;
1620 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1621 glDSState.stencilBackFunc = GL_ALWAYS;
1622 glDSState.stencilBackMask = 0;
1623 glDSState.stencilBackFail = GL_REPLACE;
1624 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1625 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1626 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1627
1628 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1629
1630 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1631
1632 // Prepare the blend state to use a write mask if the color buffer should be cleared
1633 gl::BlendState glBlendState;
1634 glBlendState.blend = false;
1635 glBlendState.sourceBlendRGB = GL_ONE;
1636 glBlendState.destBlendRGB = GL_ZERO;
1637 glBlendState.sourceBlendAlpha = GL_ONE;
1638 glBlendState.destBlendAlpha = GL_ZERO;
1639 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1640 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1641 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1642 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1643 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
shannon.woods@transgaming.com50ea9932013-02-28 23:13:40 +00001644 glBlendState.colorMaskAlpha = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskAlpha : false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001645 glBlendState.sampleAlphaToCoverage = false;
1646 glBlendState.dither = false;
1647
1648 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1649 static const UINT sampleMask = 0xFFFFFFFF;
1650
1651 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1652
1653 // Set the vertices
1654 D3D11_MAPPED_SUBRESOURCE mappedResource;
1655 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1656 if (FAILED(result))
1657 {
1658 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1659 return;
1660 }
1661
1662 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1663
1664 float depthClear = gl::clamp01(clearParams.depthClearValue);
1665 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1666 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1667 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1668 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1669
1670 mDeviceContext->Unmap(mClearVB, 0);
1671
1672 // Apply state
1673 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1674 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1675 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1676
1677 // Apply shaders
1678 mDeviceContext->IASetInputLayout(mClearIL);
1679 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
1680 mDeviceContext->PSSetShader(mClearPS, NULL, 0);
shannon.woods@transgaming.com2c53e472013-02-28 23:13:56 +00001681 mDeviceContext->GSSetShader(NULL, NULL, 0);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001682
1683 // Apply vertex buffer
1684 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1685 static UINT startIdx = 0;
1686 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1687 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1688
1689 // Draw the clear quad
1690 mDeviceContext->Draw(4, 0);
1691
1692 // Clean up
1693 markAllStateDirty();
1694}
1695
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001696void Renderer11::markAllStateDirty()
1697{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001698 mAppliedRenderTargetSerial = 0;
1699 mAppliedDepthbufferSerial = 0;
1700 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001701 mDepthStencilInitialized = false;
1702 mRenderTargetDescInitialized = false;
1703
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001704 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001705 {
1706 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001707 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001708 }
1709 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1710 {
1711 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001712 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001713 }
1714
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001715 mForceSetBlendState = true;
1716 mForceSetRasterState = true;
1717 mForceSetDepthStencilState = true;
1718 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001719 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001720
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001721 mAppliedIBSerial = 0;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001722 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001723 mAppliedIBOffset = 0;
1724
daniel@transgaming.come4991412012-12-20 20:55:34 +00001725 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001726 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1727 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001728}
1729
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001730void Renderer11::releaseDeviceResources()
1731{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001732 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001733 mInputLayoutCache.clear();
1734
1735 delete mVertexDataManager;
1736 mVertexDataManager = NULL;
1737
1738 delete mIndexDataManager;
1739 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001740
1741 delete mLineLoopIB;
1742 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001743
1744 delete mTriangleFanIB;
1745 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001746
1747 if (mCopyVB)
1748 {
1749 mCopyVB->Release();
1750 mCopyVB = NULL;
1751 }
1752
1753 if (mCopySampler)
1754 {
1755 mCopySampler->Release();
1756 mCopySampler = NULL;
1757 }
1758
1759 if (mCopyIL)
1760 {
1761 mCopyIL->Release();
1762 mCopyIL = NULL;
1763 }
1764
1765 if (mCopyVS)
1766 {
1767 mCopyVS->Release();
1768 mCopyVS = NULL;
1769 }
1770
1771 if (mCopyRGBAPS)
1772 {
1773 mCopyRGBAPS->Release();
1774 mCopyRGBAPS = NULL;
1775 }
1776
1777 if (mCopyRGBPS)
1778 {
1779 mCopyRGBPS->Release();
1780 mCopyRGBPS = NULL;
1781 }
1782
1783 if (mCopyLumPS)
1784 {
1785 mCopyLumPS->Release();
1786 mCopyLumPS = NULL;
1787 }
1788
1789 if (mCopyLumAlphaPS)
1790 {
1791 mCopyLumAlphaPS->Release();
1792 mCopyLumAlphaPS = NULL;
1793 }
1794
1795 mCopyResourcesInitialized = false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001796
1797 if (mClearVB)
1798 {
1799 mClearVB->Release();
1800 mClearVB = NULL;
1801 }
1802
1803 if (mClearIL)
1804 {
1805 mClearIL->Release();
1806 mClearIL = NULL;
1807 }
1808
1809 if (mClearVS)
1810 {
1811 mClearVS->Release();
1812 mClearVS = NULL;
1813 }
1814
1815 if (mClearPS)
1816 {
1817 mClearPS->Release();
1818 mClearPS = NULL;
1819 }
1820
1821 if (mClearScissorRS)
1822 {
1823 mClearScissorRS->Release();
1824 mClearScissorRS = NULL;
1825 }
1826
1827 if (mClearNoScissorRS)
1828 {
1829 mClearNoScissorRS->Release();
1830 mClearNoScissorRS = NULL;
1831 }
1832
1833 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001834
1835 if (mDriverConstantBufferVS)
1836 {
1837 mDriverConstantBufferVS->Release();
1838 mDriverConstantBufferVS = NULL;
1839 }
1840
1841 if (mDriverConstantBufferPS)
1842 {
1843 mDriverConstantBufferPS->Release();
1844 mDriverConstantBufferPS = NULL;
1845 }
daniel@transgaming.combdf787f2013-02-01 03:20:36 +00001846
1847 if (mSyncQuery)
1848 {
1849 mSyncQuery->Release();
1850 mSyncQuery = NULL;
1851 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001852}
1853
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001854void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001855{
1856 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001857 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001858}
1859
1860bool Renderer11::isDeviceLost()
1861{
1862 return mDeviceLost;
1863}
1864
1865// set notify to true to broadcast a message to all contexts of the device loss
1866bool Renderer11::testDeviceLost(bool notify)
1867{
1868 bool isLost = false;
1869
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001870 // GetRemovedReason is used to test if the device is removed
1871 HRESULT result = mDevice->GetDeviceRemovedReason();
1872 isLost = d3d11::isDeviceLostError(result);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001873
1874 if (isLost)
1875 {
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001876 // Log error if this is a new device lost event
1877 if (mDeviceLost == false)
1878 {
1879 ERR("The D3D11 device was removed: 0x%08X", result);
1880 }
1881
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001882 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001883 // we'll probably get this done again by notifyDeviceLost
1884 // but best to remember it!
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001885 // Note that we don't want to clear the device loss status here
1886 // -- this needs to be done by resetDevice
1887 mDeviceLost = true;
1888 if (notify)
1889 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001890 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001891 }
1892 }
1893
1894 return isLost;
1895}
1896
1897bool Renderer11::testDeviceResettable()
1898{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001899 // determine if the device is resettable by creating a dummy device
1900 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001901
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001902 if (D3D11CreateDevice == NULL)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001903 {
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001904 return false;
1905 }
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001906
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001907 D3D_FEATURE_LEVEL featureLevels[] =
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001908 {
1909 D3D_FEATURE_LEVEL_11_0,
1910 D3D_FEATURE_LEVEL_10_1,
1911 D3D_FEATURE_LEVEL_10_0,
1912 };
1913
1914 ID3D11Device* dummyDevice;
1915 D3D_FEATURE_LEVEL dummyFeatureLevel;
1916 ID3D11DeviceContext* dummyContext;
1917
1918 HRESULT result = D3D11CreateDevice(NULL,
1919 D3D_DRIVER_TYPE_HARDWARE,
1920 NULL,
1921 #if defined(_DEBUG)
1922 D3D11_CREATE_DEVICE_DEBUG,
1923 #else
1924 0,
1925 #endif
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001926 featureLevels,
1927 ArraySize(featureLevels),
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001928 D3D11_SDK_VERSION,
1929 &dummyDevice,
1930 &dummyFeatureLevel,
1931 &dummyContext);
1932
1933 if (!mDevice || FAILED(result))
1934 {
1935 return false;
1936 }
1937
1938 dummyContext->Release();
1939 dummyDevice->Release();
1940
1941 return true;
1942}
1943
1944void Renderer11::release()
1945{
1946 releaseDeviceResources();
1947
1948 if (mDxgiFactory)
1949 {
1950 mDxgiFactory->Release();
1951 mDxgiFactory = NULL;
1952 }
1953
1954 if (mDxgiAdapter)
1955 {
1956 mDxgiAdapter->Release();
1957 mDxgiAdapter = NULL;
1958 }
1959
1960 if (mDeviceContext)
1961 {
1962 mDeviceContext->ClearState();
1963 mDeviceContext->Flush();
1964 mDeviceContext->Release();
1965 mDeviceContext = NULL;
1966 }
1967
1968 if (mDevice)
1969 {
1970 mDevice->Release();
1971 mDevice = NULL;
1972 }
1973
1974 if (mD3d11Module)
1975 {
1976 FreeLibrary(mD3d11Module);
1977 mD3d11Module = NULL;
1978 }
1979
1980 if (mDxgiModule)
1981 {
1982 FreeLibrary(mDxgiModule);
1983 mDxgiModule = NULL;
1984 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001985}
1986
1987bool Renderer11::resetDevice()
1988{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001989 // recreate everything
1990 release();
1991 EGLint result = initialize();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001992
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001993 if (result != EGL_SUCCESS)
1994 {
1995 ERR("Could not reinitialize D3D11 device: %08X", result);
1996 return false;
1997 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001998
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001999 mDeviceLost = false;
2000
2001 return true;
2002}
2003
2004DWORD Renderer11::getAdapterVendor() const
2005{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002006 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002007}
2008
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002009std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002010{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002011 std::ostringstream rendererString;
2012
2013 rendererString << mDescription;
2014 rendererString << " Direct3D11";
2015
2016 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
2017 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
2018
2019 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002020}
2021
2022GUID Renderer11::getAdapterIdentifier() const
2023{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00002024 // Use the adapter LUID as our adapter ID
2025 // This number is local to a machine is only guaranteed to be unique between restarts
2026 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
2027 GUID adapterId = {0};
2028 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
2029 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002030}
2031
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00002032bool Renderer11::getBGRATextureSupport() const
2033{
2034 return mBGRATextureSupport;
2035}
2036
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002037bool Renderer11::getDXT1TextureSupport()
2038{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002039 return mDXT1TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002040}
2041
2042bool Renderer11::getDXT3TextureSupport()
2043{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002044 return mDXT3TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002045}
2046
2047bool Renderer11::getDXT5TextureSupport()
2048{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002049 return mDXT5TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002050}
2051
2052bool Renderer11::getDepthTextureSupport() const
2053{
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +00002054 return mDepthTextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002055}
2056
2057bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
2058{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002059 *renderable = mFloat32RenderSupport;
2060 *filtering = mFloat32FilterSupport;
2061 return mFloat32TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002062}
2063
2064bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
2065{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002066 *renderable = mFloat16RenderSupport;
2067 *filtering = mFloat16FilterSupport;
2068 return mFloat16TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002069}
2070
2071bool Renderer11::getLuminanceTextureSupport()
2072{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002073 return false;
2074}
2075
2076bool Renderer11::getLuminanceAlphaTextureSupport()
2077{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002078 return false;
2079}
2080
2081bool Renderer11::getTextureFilterAnisotropySupport() const
2082{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002083 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002084}
2085
2086float Renderer11::getTextureMaxAnisotropy() const
2087{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002088 switch (mFeatureLevel)
2089 {
2090 case D3D_FEATURE_LEVEL_11_0:
2091 return D3D11_MAX_MAXANISOTROPY;
2092 case D3D_FEATURE_LEVEL_10_1:
2093 case D3D_FEATURE_LEVEL_10_0:
2094 return D3D10_MAX_MAXANISOTROPY;
2095 default: UNREACHABLE();
2096 return 0;
2097 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002098}
2099
2100bool Renderer11::getEventQuerySupport()
2101{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002102 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002103}
2104
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002105Range Renderer11::getViewportBounds() const
2106{
2107 switch (mFeatureLevel)
2108 {
2109 case D3D_FEATURE_LEVEL_11_0:
2110 return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
2111 case D3D_FEATURE_LEVEL_10_1:
2112 case D3D_FEATURE_LEVEL_10_0:
2113 return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
2114 default: UNREACHABLE();
2115 return Range(0, 0);
2116 }
2117}
2118
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002119unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002120{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002121 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2122 switch (mFeatureLevel)
2123 {
2124 case D3D_FEATURE_LEVEL_11_0:
2125 case D3D_FEATURE_LEVEL_10_1:
2126 case D3D_FEATURE_LEVEL_10_0:
2127 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
2128 default: UNREACHABLE();
2129 return 0;
2130 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002131}
2132
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002133unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
2134{
2135 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2136}
2137
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002138unsigned int Renderer11::getReservedVertexUniformVectors() const
2139{
2140 return 0; // Driver uniforms are stored in a separate constant buffer
2141}
2142
2143unsigned int Renderer11::getReservedFragmentUniformVectors() const
2144{
2145 return 0; // Driver uniforms are stored in a separate constant buffer
2146}
2147
2148unsigned int Renderer11::getMaxVertexUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002149{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002150 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2151 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2152 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002153}
2154
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002155unsigned int Renderer11::getMaxFragmentUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002156{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002157 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2158 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2159 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002160}
2161
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002162unsigned int Renderer11::getMaxVaryingVectors() const
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002163{
2164 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
2165 switch (mFeatureLevel)
2166 {
2167 case D3D_FEATURE_LEVEL_11_0:
2168 return D3D11_VS_OUTPUT_REGISTER_COUNT;
2169 case D3D_FEATURE_LEVEL_10_1:
2170 case D3D_FEATURE_LEVEL_10_0:
2171 return D3D10_VS_OUTPUT_REGISTER_COUNT;
2172 default: UNREACHABLE();
2173 return 0;
2174 }
2175}
2176
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002177bool Renderer11::getNonPower2TextureSupport() const
2178{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00002179 switch (mFeatureLevel)
2180 {
2181 case D3D_FEATURE_LEVEL_11_0:
2182 case D3D_FEATURE_LEVEL_10_1:
2183 case D3D_FEATURE_LEVEL_10_0:
2184 return true;
2185 default: UNREACHABLE();
2186 return false;
2187 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002188}
2189
2190bool Renderer11::getOcclusionQuerySupport() const
2191{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002192 switch (mFeatureLevel)
2193 {
2194 case D3D_FEATURE_LEVEL_11_0:
2195 case D3D_FEATURE_LEVEL_10_1:
2196 case D3D_FEATURE_LEVEL_10_0:
2197 return true;
2198 default: UNREACHABLE();
2199 return false;
2200 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002201}
2202
2203bool Renderer11::getInstancingSupport() const
2204{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002205 switch (mFeatureLevel)
2206 {
2207 case D3D_FEATURE_LEVEL_11_0:
2208 case D3D_FEATURE_LEVEL_10_1:
2209 case D3D_FEATURE_LEVEL_10_0:
2210 return true;
2211 default: UNREACHABLE();
2212 return false;
2213 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002214}
2215
2216bool Renderer11::getShareHandleSupport() const
2217{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002218 // We only currently support share handles with BGRA surfaces, because
2219 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002220 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002221 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002222}
2223
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002224bool Renderer11::getDerivativeInstructionSupport() const
2225{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002226 switch (mFeatureLevel)
2227 {
2228 case D3D_FEATURE_LEVEL_11_0:
2229 case D3D_FEATURE_LEVEL_10_1:
2230 case D3D_FEATURE_LEVEL_10_0:
2231 return true;
2232 default: UNREACHABLE();
2233 return false;
2234 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002235}
2236
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002237bool Renderer11::getPostSubBufferSupport() const
2238{
2239 // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2.
2240 return false;
2241}
2242
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002243int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002244{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002245 switch (mFeatureLevel)
2246 {
2247 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002248 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002249 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2250 default: UNREACHABLE(); return 0;
2251 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002252}
2253
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002254int Renderer11::getMinorShaderModel() const
2255{
2256 switch (mFeatureLevel)
2257 {
2258 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2259 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2260 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2261 default: UNREACHABLE(); return 0;
2262 }
2263}
2264
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002265float Renderer11::getMaxPointSize() const
2266{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002267 // choose a reasonable maximum. we enforce this in the shader.
2268 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2269 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002270}
2271
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002272int Renderer11::getMaxViewportDimension() const
2273{
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002274 // Maximum viewport size must be at least as large as the largest render buffer (or larger).
2275 // In our case return the maximum texture size, which is the maximum render buffer size.
2276 META_ASSERT(D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D11_VIEWPORT_BOUNDS_MAX);
2277 META_ASSERT(D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D10_VIEWPORT_BOUNDS_MAX);
2278
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002279 switch (mFeatureLevel)
2280 {
2281 case D3D_FEATURE_LEVEL_11_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002282 return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002283 case D3D_FEATURE_LEVEL_10_1:
2284 case D3D_FEATURE_LEVEL_10_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002285 return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002286 default: UNREACHABLE();
2287 return 0;
2288 }
2289}
2290
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002291int Renderer11::getMaxTextureWidth() const
2292{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002293 switch (mFeatureLevel)
2294 {
2295 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2296 case D3D_FEATURE_LEVEL_10_1:
2297 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2298 default: UNREACHABLE(); return 0;
2299 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002300}
2301
2302int Renderer11::getMaxTextureHeight() const
2303{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002304 switch (mFeatureLevel)
2305 {
2306 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2307 case D3D_FEATURE_LEVEL_10_1:
2308 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2309 default: UNREACHABLE(); return 0;
2310 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002311}
2312
2313bool Renderer11::get32BitIndexSupport() const
2314{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002315 switch (mFeatureLevel)
2316 {
2317 case D3D_FEATURE_LEVEL_11_0:
2318 case D3D_FEATURE_LEVEL_10_1:
2319 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2320 default: UNREACHABLE(); return false;
2321 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002322}
2323
2324int Renderer11::getMinSwapInterval() const
2325{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002326 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002327}
2328
2329int Renderer11::getMaxSwapInterval() const
2330{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002331 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002332}
2333
2334int Renderer11::getMaxSupportedSamples() const
2335{
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +00002336 return mMaxSupportedSamples;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002337}
2338
shannon.woods@transgaming.com88fbd0f2013-02-28 23:05:46 +00002339int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
2340{
2341 if (requested == 0)
2342 {
2343 return 0;
2344 }
2345
2346 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2347 if (iter != mMultisampleSupportMap.end())
2348 {
2349 const MultisampleSupportInfo& info = iter->second;
2350 for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2351 {
2352 if (info.qualityLevels[i] > 0)
2353 {
2354 return i + 1;
2355 }
2356 }
2357 }
2358
2359 return -1;
2360}
2361
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002362unsigned int Renderer11::getMaxRenderTargets() const
2363{
shannon.woods%transgaming.com@gtempaccount.comf30ccc22013-04-13 03:28:36 +00002364 META_ASSERT(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2365 META_ASSERT(D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2366
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002367 switch (mFeatureLevel)
2368 {
2369 case D3D_FEATURE_LEVEL_11_0:
2370 return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2371 case D3D_FEATURE_LEVEL_10_1:
2372 case D3D_FEATURE_LEVEL_10_0:
2373 return D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2374 default:
2375 UNREACHABLE();
2376 return 1;
2377 }
2378}
2379
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002380bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002381{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002382 if (source && dest)
2383 {
2384 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2385 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2386
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002387 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002388 return true;
2389 }
2390
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002391 return false;
2392}
2393
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002394bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002395{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002396 if (source && dest)
2397 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002398 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2399 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002400
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002401 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002402 return true;
2403 }
2404
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002405 return false;
2406}
2407
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002408bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002409 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002410{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002411 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002412 if (!colorbuffer)
2413 {
2414 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002415 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002416 }
2417
2418 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2419 if (!sourceRenderTarget)
2420 {
2421 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002422 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002423 }
2424
2425 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2426 if (!source)
2427 {
2428 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002429 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002430 }
2431
2432 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2433 if (!storage11)
2434 {
2435 source->Release();
2436 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002437 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002438 }
2439
2440 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2441 if (!destRenderTarget)
2442 {
2443 source->Release();
2444 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002445 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002446 }
2447
2448 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2449 if (!dest)
2450 {
2451 source->Release();
2452 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002453 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002454 }
2455
2456 gl::Rectangle destRect;
2457 destRect.x = xoffset;
2458 destRect.y = yoffset;
2459 destRect.width = sourceRect.width;
2460 destRect.height = sourceRect.height;
2461
2462 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2463 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2464
2465 source->Release();
2466 dest->Release();
2467
2468 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002469}
2470
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002471bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002472 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002473{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002474 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002475 if (!colorbuffer)
2476 {
2477 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002478 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002479 }
2480
2481 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2482 if (!sourceRenderTarget)
2483 {
2484 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002485 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002486 }
2487
2488 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2489 if (!source)
2490 {
2491 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002492 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002493 }
2494
2495 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2496 if (!storage11)
2497 {
2498 source->Release();
2499 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002500 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002501 }
2502
2503 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
2504 if (!destRenderTarget)
2505 {
2506 source->Release();
2507 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002508 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002509 }
2510
2511 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2512 if (!dest)
2513 {
2514 source->Release();
2515 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002516 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002517 }
2518
2519 gl::Rectangle destRect;
2520 destRect.x = xoffset;
2521 destRect.y = yoffset;
2522 destRect.width = sourceRect.width;
2523 destRect.height = sourceRect.height;
2524
2525 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2526 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2527
2528 source->Release();
2529 dest->Release();
2530
2531 return ret;
2532}
2533
2534bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight,
2535 ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat)
2536{
2537 HRESULT result;
2538
2539 if (!mCopyResourcesInitialized)
2540 {
2541 ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS);
2542
2543 D3D11_BUFFER_DESC vbDesc;
2544 vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
2545 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
2546 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
2547 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2548 vbDesc.MiscFlags = 0;
2549 vbDesc.StructureByteStride = 0;
2550
2551 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
2552 ASSERT(SUCCEEDED(result));
2553 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
2554
2555 D3D11_SAMPLER_DESC samplerDesc;
2556 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
2557 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
2558 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
2559 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
2560 samplerDesc.MipLODBias = 0.0f;
2561 samplerDesc.MaxAnisotropy = 0;
2562 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
2563 samplerDesc.BorderColor[0] = 0.0f;
2564 samplerDesc.BorderColor[1] = 0.0f;
2565 samplerDesc.BorderColor[2] = 0.0f;
2566 samplerDesc.BorderColor[3] = 0.0f;
2567 samplerDesc.MinLOD = 0.0f;
2568 samplerDesc.MaxLOD = 0.0f;
2569
2570 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
2571 ASSERT(SUCCEEDED(result));
2572 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
2573
2574 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
2575 {
2576 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2577 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2578 };
2579
2580 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL);
2581 ASSERT(SUCCEEDED(result));
2582 d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout");
2583
2584 result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS);
2585 ASSERT(SUCCEEDED(result));
2586 d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader");
2587
2588 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS);
2589 ASSERT(SUCCEEDED(result));
2590 d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader");
2591
2592 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS);
2593 ASSERT(SUCCEEDED(result));
2594 d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader");
2595
2596 result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS);
2597 ASSERT(SUCCEEDED(result));
2598 d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader");
2599
2600 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS);
2601 ASSERT(SUCCEEDED(result));
2602 d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader");
2603
2604 mCopyResourcesInitialized = true;
2605 }
2606
2607 // Verify the source and destination area sizes
2608 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
2609 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
2610 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
2611 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight))
2612 {
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002613 return gl::error(GL_INVALID_VALUE, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002614 }
2615
2616 // Set vertices
2617 D3D11_MAPPED_SUBRESOURCE mappedResource;
2618 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
2619 if (FAILED(result))
2620 {
2621 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002622 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002623 }
2624
2625 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
2626
2627 // Create a quad in homogeneous coordinates
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002628 float x1 = (destArea.x / float(destWidth)) * 2.0f - 1.0f;
shannon.woods@transgaming.comcfdfd462013-02-28 23:13:01 +00002629 float y1 = ((destHeight - destArea.y - destArea.height) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002630 float x2 = ((destArea.x + destArea.width) / float(destWidth)) * 2.0f - 1.0f;
shannon.woods@transgaming.comcfdfd462013-02-28 23:13:01 +00002631 float y2 = ((destHeight - destArea.y) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002632
2633 float u1 = sourceArea.x / float(sourceWidth);
2634 float v1 = sourceArea.y / float(sourceHeight);
2635 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
2636 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
2637
2638 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
2639 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
2640 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
2641 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
2642
2643 mDeviceContext->Unmap(mCopyVB, 0);
2644
2645 static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
2646 static UINT startIdx = 0;
2647 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
2648
2649 // Apply state
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002650 mDeviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002651 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
2652 mDeviceContext->RSSetState(NULL);
2653
2654 // Apply shaders
2655 mDeviceContext->IASetInputLayout(mCopyIL);
2656 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
2657 mDeviceContext->VSSetShader(mCopyVS, NULL, 0);
2658
2659 ID3D11PixelShader *ps = NULL;
2660 switch(destFormat)
2661 {
2662 case GL_RGBA: ps = mCopyRGBAPS; break;
2663 case GL_RGB: ps = mCopyRGBPS; break;
2664 case GL_ALPHA: ps = mCopyRGBAPS; break;
2665 case GL_BGRA_EXT: ps = mCopyRGBAPS; break;
2666 case GL_LUMINANCE: ps = mCopyLumPS; break;
2667 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break;
2668 default: UNREACHABLE(); ps = NULL; break;
2669 }
2670
2671 mDeviceContext->PSSetShader(ps, NULL, 0);
shannon.woods@transgaming.com28e7ba02013-02-28 23:09:28 +00002672 mDeviceContext->GSSetShader(NULL, NULL, 0);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002673
2674 // Unset the currently bound shader resource to avoid conflicts
2675 static ID3D11ShaderResourceView *const nullSRV = NULL;
2676 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2677
2678 // Apply render targets
2679 mDeviceContext->OMSetRenderTargets(1, &dest, NULL);
2680
2681 // Set the viewport
2682 D3D11_VIEWPORT viewport;
2683 viewport.TopLeftX = 0;
2684 viewport.TopLeftY = 0;
2685 viewport.Width = destWidth;
2686 viewport.Height = destHeight;
2687 viewport.MinDepth = 0.0f;
2688 viewport.MaxDepth = 1.0f;
2689 mDeviceContext->RSSetViewports(1, &viewport);
2690
2691 // Apply textures
2692 mDeviceContext->PSSetShaderResources(0, 1, &source);
2693 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
2694
2695 // Draw the quad
2696 mDeviceContext->Draw(4, 0);
2697
2698 // Unbind textures and render targets and vertex buffer
2699 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2700
2701 static ID3D11RenderTargetView *const nullRTV = NULL;
2702 mDeviceContext->OMSetRenderTargets(1, &nullRTV, NULL);
2703
2704 static UINT zero = 0;
2705 static ID3D11Buffer *const nullBuffer = NULL;
2706 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
2707
2708 markAllStateDirty();
2709
2710 return true;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002711}
2712
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002713RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2714{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002715 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002716 RenderTarget11 *renderTarget = NULL;
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002717
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002718 if (depth)
2719 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002720 // Note: depth stencil may be NULL for 0 sized surfaces
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002721 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
2722 swapChain11->getDepthStencilTexture(), NULL,
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002723 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002724 }
2725 else
2726 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002727 // Note: render target may be NULL for 0 sized surfaces
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002728 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002729 swapChain11->getOffscreenTexture(),
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002730 swapChain11->getRenderTargetShaderResource(),
2731 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002732 }
2733 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002734}
2735
2736RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2737{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002738 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
2739 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002740}
2741
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002742ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002743{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002744 ShaderExecutable11 *executable = NULL;
2745
2746 switch (type)
2747 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002748 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002749 {
2750 ID3D11VertexShader *vshader = NULL;
2751 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2752 ASSERT(SUCCEEDED(result));
2753
2754 if (vshader)
2755 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002756 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002757 }
2758 }
2759 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002760 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002761 {
2762 ID3D11PixelShader *pshader = NULL;
2763 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2764 ASSERT(SUCCEEDED(result));
2765
2766 if (pshader)
2767 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002768 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002769 }
2770 }
2771 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002772 case rx::SHADER_GEOMETRY:
2773 {
2774 ID3D11GeometryShader *gshader = NULL;
2775 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
2776 ASSERT(SUCCEEDED(result));
2777
2778 if (gshader)
2779 {
2780 executable = new ShaderExecutable11(function, length, gshader);
2781 }
2782 }
2783 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002784 default:
2785 UNREACHABLE();
2786 break;
2787 }
2788
2789 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002790}
2791
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002792ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002793{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002794 const char *profile = NULL;
2795
2796 switch (type)
2797 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002798 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002799 profile = "vs_4_0";
2800 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002801 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002802 profile = "ps_4_0";
2803 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002804 case rx::SHADER_GEOMETRY:
2805 profile = "gs_4_0";
2806 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002807 default:
2808 UNREACHABLE();
2809 return NULL;
2810 }
2811
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +00002812 ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, D3DCOMPILE_OPTIMIZATION_LEVEL0, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002813 if (!binary)
2814 return NULL;
2815
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002816 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002817 binary->Release();
2818
2819 return executable;
2820}
2821
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002822VertexBuffer *Renderer11::createVertexBuffer()
2823{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00002824 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002825}
2826
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002827IndexBuffer *Renderer11::createIndexBuffer()
2828{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00002829 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002830}
2831
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +00002832BufferStorage *Renderer11::createBufferStorage()
2833{
2834 return new BufferStorage11(this);
2835}
2836
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002837QueryImpl *Renderer11::createQuery(GLenum type)
2838{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002839 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002840}
2841
2842FenceImpl *Renderer11::createFence()
2843{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002844 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002845}
2846
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002847bool Renderer11::getRenderTargetResource(gl::Framebuffer *framebuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
2848{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002849 // TODO: mrt supprt
2850 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002851 if (colorbuffer)
2852 {
2853 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2854 if (renderTarget)
2855 {
2856 *subresourceIndex = renderTarget->getSubresourceIndex();
2857
2858 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
2859 if (colorBufferRTV)
2860 {
2861 ID3D11Resource *textureResource = NULL;
2862 colorBufferRTV->GetResource(&textureResource);
2863 colorBufferRTV->Release();
2864
2865 if (textureResource)
2866 {
2867 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
2868 textureResource->Release();
2869
2870 if (SUCCEEDED(result))
2871 {
2872 return true;
2873 }
2874 else
2875 {
2876 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
2877 "HRESULT: 0x%X.", result);
2878 }
2879 }
2880 }
2881 }
2882 }
2883
2884 return false;
2885}
2886
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002887bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002888 bool blitRenderTarget, bool blitDepthStencil)
2889{
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002890 if (blitRenderTarget && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_RENDERTARGET))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002891 {
2892 return false;
2893 }
2894
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002895 if (blitDepthStencil && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_DEPTHSTENCIL))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002896 {
2897 return false;
2898 }
2899
2900 return true;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002901}
2902
2903void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2904 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2905{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002906 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002907 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002908
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002909 if (getRenderTargetResource(framebuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002910 {
2911 gl::Rectangle area;
2912 area.x = x;
2913 area.y = y;
2914 area.width = width;
2915 area.height = height;
2916
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002917 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
2918 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002919
2920 colorBufferTexture->Release();
2921 colorBufferTexture = NULL;
2922 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002923}
2924
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002925Image *Renderer11::createImage()
2926{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00002927 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002928}
2929
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002930void Renderer11::generateMipmap(Image *dest, Image *src)
2931{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00002932 Image11 *dest11 = Image11::makeImage11(dest);
2933 Image11 *src11 = Image11::makeImage11(src);
2934 Image11::generateMipmap(dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002935}
2936
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002937TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
2938{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002939 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
2940 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002941}
2942
2943TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
2944{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002945 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002946}
2947
2948TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
2949{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002950 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002951}
2952
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002953static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
2954{
2955 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
2956 destFormat == GL_ALPHA &&
2957 destType == GL_UNSIGNED_BYTE)
2958 {
2959 return 1;
2960 }
2961 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
2962 destFormat == GL_RGBA &&
2963 destType == GL_UNSIGNED_BYTE)
2964 {
2965 return 4;
2966 }
2967 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
2968 destFormat == GL_BGRA_EXT &&
2969 destType == GL_UNSIGNED_BYTE)
2970 {
2971 return 4;
2972 }
2973 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
2974 destFormat == GL_RGBA &&
2975 destType == GL_HALF_FLOAT_OES)
2976 {
2977 return 8;
2978 }
2979 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
2980 destFormat == GL_RGB &&
2981 destType == GL_FLOAT)
2982 {
2983 return 12;
2984 }
2985 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
2986 destFormat == GL_RGBA &&
2987 destType == GL_FLOAT)
2988 {
2989 return 16;
2990 }
2991 else
2992 {
2993 return 0;
2994 }
2995}
2996
2997static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
2998 unsigned int y, int inputPitch, gl::Color *outColor)
2999{
3000 switch (format)
3001 {
3002 case DXGI_FORMAT_R8G8B8A8_UNORM:
3003 {
3004 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00003005 outColor->red = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
3006 outColor->green = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
3007 outColor->blue = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
3008 outColor->alpha = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003009 }
3010 break;
3011
3012 case DXGI_FORMAT_A8_UNORM:
3013 {
3014 outColor->red = 0.0f;
3015 outColor->green = 0.0f;
3016 outColor->blue = 0.0f;
3017 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
3018 }
3019 break;
3020
3021 case DXGI_FORMAT_R32G32B32A32_FLOAT:
3022 {
3023 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
3024 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
3025 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
3026 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
3027 }
3028 break;
3029
3030 case DXGI_FORMAT_R32G32B32_FLOAT:
3031 {
3032 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
3033 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
3034 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
3035 outColor->alpha = 1.0f;
3036 }
3037 break;
3038
3039 case DXGI_FORMAT_R16G16B16A16_FLOAT:
3040 {
3041 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
3042 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
3043 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
3044 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
3045 }
3046 break;
3047
3048 case DXGI_FORMAT_B8G8R8A8_UNORM:
3049 {
3050 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00003051 outColor->red = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
3052 outColor->blue = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
3053 outColor->green = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
3054 outColor->alpha = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003055 }
3056 break;
3057
3058 case DXGI_FORMAT_R8_UNORM:
3059 {
3060 outColor->red = *(data + x + y * inputPitch) / 255.0f;
3061 outColor->green = 0.0f;
3062 outColor->blue = 0.0f;
3063 outColor->alpha = 1.0f;
3064 }
3065 break;
3066
3067 case DXGI_FORMAT_R8G8_UNORM:
3068 {
3069 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
3070
3071 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
3072 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
3073 outColor->blue = 0.0f;
3074 outColor->alpha = 1.0f;
3075 }
3076 break;
3077
3078 case DXGI_FORMAT_R16_FLOAT:
3079 {
3080 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
3081 outColor->green = 0.0f;
3082 outColor->blue = 0.0f;
3083 outColor->alpha = 1.0f;
3084 }
3085 break;
3086
3087 case DXGI_FORMAT_R16G16_FLOAT:
3088 {
3089 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
3090 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
3091 outColor->blue = 0.0f;
3092 outColor->alpha = 1.0f;
3093 }
3094 break;
3095
3096 default:
3097 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
3098 UNIMPLEMENTED();
3099 break;
3100 }
3101}
3102
3103static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
3104 unsigned int y, int outputPitch, void *outData)
3105{
3106 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
3107 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
3108
3109 switch (format)
3110 {
3111 case GL_RGBA:
3112 switch (type)
3113 {
3114 case GL_UNSIGNED_BYTE:
3115 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3116 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3117 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3118 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3119 break;
3120
3121 default:
3122 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
3123 UNIMPLEMENTED();
3124 break;
3125 }
3126 break;
3127
3128 case GL_BGRA_EXT:
3129 switch (type)
3130 {
3131 case GL_UNSIGNED_BYTE:
3132 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3133 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3134 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
3135 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3136 break;
3137
3138 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
3139 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3140 // this type is packed as follows:
3141 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3142 // --------------------------------------------------------------------------------
3143 // | 4th | 3rd | 2nd | 1st component |
3144 // --------------------------------------------------------------------------------
3145 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3146 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3147 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
3148 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
3149 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
3150 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
3151 break;
3152
3153 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
3154 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3155 // this type is packed as follows:
3156 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3157 // --------------------------------------------------------------------------------
3158 // | 4th | 3rd | 2nd | 1st component |
3159 // --------------------------------------------------------------------------------
3160 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3161 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3162 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
3163 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
3164 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
3165 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
3166 break;
3167
3168 default:
3169 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
3170 UNIMPLEMENTED();
3171 break;
3172 }
3173 break;
3174
3175 case GL_RGB:
3176 switch (type)
3177 {
3178 case GL_UNSIGNED_SHORT_5_6_5:
3179 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3180 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
3181 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
3182 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
3183 break;
3184
3185 case GL_UNSIGNED_BYTE:
3186 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3187 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3188 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3189 break;
3190
3191 default:
3192 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
3193 UNIMPLEMENTED();
3194 break;
3195 }
3196 break;
3197
3198 default:
3199 ERR("WritePixelColor not implemented for format 0x%X.", format);
3200 UNIMPLEMENTED();
3201 break;
3202 }
3203}
3204
3205void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
3206 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
3207 GLint packAlignment, void *pixels)
3208{
3209 D3D11_TEXTURE2D_DESC textureDesc;
3210 texture->GetDesc(&textureDesc);
3211
3212 D3D11_TEXTURE2D_DESC stagingDesc;
3213 stagingDesc.Width = area.width;
3214 stagingDesc.Height = area.height;
3215 stagingDesc.MipLevels = 1;
3216 stagingDesc.ArraySize = 1;
3217 stagingDesc.Format = textureDesc.Format;
3218 stagingDesc.SampleDesc.Count = 1;
3219 stagingDesc.SampleDesc.Quality = 0;
3220 stagingDesc.Usage = D3D11_USAGE_STAGING;
3221 stagingDesc.BindFlags = 0;
3222 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
3223 stagingDesc.MiscFlags = 0;
3224
3225 ID3D11Texture2D* stagingTex = NULL;
3226 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
3227 if (FAILED(result))
3228 {
3229 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
3230 return;
3231 }
3232
3233 ID3D11Texture2D* srcTex = NULL;
3234 if (textureDesc.SampleDesc.Count > 1)
3235 {
3236 D3D11_TEXTURE2D_DESC resolveDesc;
3237 resolveDesc.Width = textureDesc.Width;
3238 resolveDesc.Height = textureDesc.Height;
3239 resolveDesc.MipLevels = 1;
3240 resolveDesc.ArraySize = 1;
3241 resolveDesc.Format = textureDesc.Format;
3242 resolveDesc.SampleDesc.Count = 1;
3243 resolveDesc.SampleDesc.Quality = 0;
3244 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
3245 resolveDesc.BindFlags = 0;
3246 resolveDesc.CPUAccessFlags = 0;
3247 resolveDesc.MiscFlags = 0;
3248
3249 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
3250 if (FAILED(result))
3251 {
3252 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
3253 stagingTex->Release();
3254 return;
3255 }
3256
3257 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
3258 subResource = 0;
3259 }
3260 else
3261 {
3262 srcTex = texture;
3263 srcTex->AddRef();
3264 }
3265
3266 D3D11_BOX srcBox;
3267 srcBox.left = area.x;
3268 srcBox.right = area.x + area.width;
3269 srcBox.top = area.y;
3270 srcBox.bottom = area.y + area.height;
3271 srcBox.front = 0;
3272 srcBox.back = 1;
3273
3274 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
3275
3276 srcTex->Release();
3277 srcTex = NULL;
3278
3279 D3D11_MAPPED_SUBRESOURCE mapping;
3280 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
3281
3282 unsigned char *source;
3283 int inputPitch;
3284 if (packReverseRowOrder)
3285 {
3286 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
3287 inputPitch = -static_cast<int>(mapping.RowPitch);
3288 }
3289 else
3290 {
3291 source = static_cast<unsigned char*>(mapping.pData);
3292 inputPitch = static_cast<int>(mapping.RowPitch);
3293 }
3294
3295 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
3296 if (fastPixelSize != 0)
3297 {
3298 unsigned char *dest = static_cast<unsigned char*>(pixels);
3299 for (int j = 0; j < area.height; j++)
3300 {
3301 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
3302 }
3303 }
3304 else
3305 {
3306 gl::Color pixelColor;
3307 for (int j = 0; j < area.height; j++)
3308 {
3309 for (int i = 0; i < area.width; i++)
3310 {
3311 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
3312 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
3313 }
3314 }
3315 }
3316
3317 mDeviceContext->Unmap(stagingTex, 0);
3318
3319 stagingTex->Release();
3320 stagingTex = NULL;
3321}
3322
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003323bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget,
3324 const gl::Rectangle &drawRect, BlitTarget target)
3325{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00003326 // TODO: mrt support
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003327 ASSERT(readRect.width == drawRect.width && readRect.height == drawRect.height);
3328
3329 gl::Renderbuffer *readBuffer = NULL;
3330 switch (target)
3331 {
3332 case BLIT_RENDERTARGET:
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00003333 readBuffer = readTarget->getColorbuffer(0);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003334 break;
3335 case BLIT_DEPTHSTENCIL:
3336 readBuffer = readTarget->getDepthOrStencilbuffer();
3337 break;
3338 default: UNREACHABLE();
3339 }
3340 if (!readBuffer)
3341 {
3342 ERR("Failed to retrieve the color buffer from the read target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003343 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003344 }
3345
3346 RenderTarget11 *sourceRenderTarget = NULL;
3347 switch (target)
3348 {
3349 case BLIT_RENDERTARGET:
3350 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getRenderTarget());
3351 break;
3352 case BLIT_DEPTHSTENCIL:
3353 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getDepthStencil());
3354 break;
3355 default: UNREACHABLE();
3356 }
3357 if (!sourceRenderTarget)
3358 {
3359 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003360 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003361 }
3362
3363 ID3D11Texture2D *source = NULL;
3364 unsigned int sourceSubresource = 0;
3365 if (sourceRenderTarget->getSamples() > 0)
3366 {
3367 ID3D11Texture2D *unresolvedTexture = sourceRenderTarget->getTexture();
3368
3369 source = resolveMultisampledTexture(unresolvedTexture, sourceRenderTarget->getSubresourceIndex());
3370 sourceSubresource = 0;
3371
3372 unresolvedTexture->Release();
3373 }
3374 else
3375 {
3376 source = sourceRenderTarget->getTexture();
3377 sourceSubresource = sourceRenderTarget->getSubresourceIndex();
3378 }
3379
3380 if (!source)
3381 {
3382 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003383 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003384 }
3385
3386
3387 gl::Renderbuffer *drawBuffer = NULL;
3388 switch (target)
3389 {
3390 case BLIT_RENDERTARGET:
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00003391 drawBuffer = drawTarget->getColorbuffer(0);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003392 break;
3393 case BLIT_DEPTHSTENCIL:
3394 drawBuffer = drawTarget->getDepthOrStencilbuffer();
3395 break;
3396 default: UNREACHABLE();
3397 }
3398 if (!drawBuffer)
3399 {
3400 source->Release();
3401 ERR("Failed to retrieve the color buffer from the draw buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003402 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003403 }
3404
3405 RenderTarget11 *drawRenderTarget = NULL;
3406 switch (target)
3407 {
3408 case BLIT_RENDERTARGET:
3409 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getRenderTarget());
3410 break;
3411 case BLIT_DEPTHSTENCIL:
3412 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getDepthStencil());
3413 break;
3414 default: UNREACHABLE();
3415 }
3416 if (!drawRenderTarget)
3417 {
3418 source->Release();
3419 ERR("Failed to retrieve the render target from the render buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003420 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003421 }
3422
3423 ID3D11Texture2D *dest = drawRenderTarget->getTexture();
3424 unsigned int destSubresource = drawRenderTarget->getSubresourceIndex();
3425
3426 D3D11_BOX srcBox;
3427 srcBox.left = readRect.x;
3428 srcBox.right = readRect.x + readRect.width;
3429 srcBox.top = readRect.y;
3430 srcBox.bottom = readRect.y + readRect.height;
3431 srcBox.front = 0;
3432 srcBox.back = 1;
3433
3434 mDeviceContext->CopySubresourceRegion(dest, destSubresource, drawRect.x, drawRect.y, 0,
3435 source, sourceSubresource, &srcBox);
3436
3437 source->Release();
3438 dest->Release();
3439
3440 return true;
3441}
3442
shannon.woods@transgaming.comd67f9ce2013-02-28 23:06:09 +00003443ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
3444{
3445 D3D11_TEXTURE2D_DESC textureDesc;
3446 source->GetDesc(&textureDesc);
3447
3448 if (textureDesc.SampleDesc.Count > 1)
3449 {
3450 D3D11_TEXTURE2D_DESC resolveDesc;
3451 resolveDesc.Width = textureDesc.Width;
3452 resolveDesc.Height = textureDesc.Height;
3453 resolveDesc.MipLevels = 1;
3454 resolveDesc.ArraySize = 1;
3455 resolveDesc.Format = textureDesc.Format;
3456 resolveDesc.SampleDesc.Count = 1;
3457 resolveDesc.SampleDesc.Quality = 0;
3458 resolveDesc.Usage = textureDesc.Usage;
3459 resolveDesc.BindFlags = textureDesc.BindFlags;
3460 resolveDesc.CPUAccessFlags = 0;
3461 resolveDesc.MiscFlags = 0;
3462
3463 ID3D11Texture2D *resolveTexture = NULL;
3464 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
3465 if (FAILED(result))
3466 {
3467 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
3468 return NULL;
3469 }
3470
3471 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
3472 return resolveTexture;
3473 }
3474 else
3475 {
3476 source->AddRef();
3477 return source;
3478 }
3479}
3480
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003481}