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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
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000371 return EGL_SUCCESS;
372}
373
374// do any one-time device initialization
375// NOTE: this is also needed after a device lost/reset
376// to reset the scene status and ensure the default states are reset.
377void Renderer11::initializeDevice()
378{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000379 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000380 mInputLayoutCache.initialize(mDevice, mDeviceContext);
381
382 ASSERT(!mVertexDataManager && !mIndexDataManager);
383 mVertexDataManager = new VertexDataManager(this);
384 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000385
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000386 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000387}
388
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000389int Renderer11::generateConfigs(ConfigDesc **configDescList)
390{
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000391 unsigned int numRenderFormats = ArraySize(RenderTargetFormats);
392 unsigned int numDepthFormats = ArraySize(DepthStencilFormats);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000393 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
394 int numConfigs = 0;
395
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000396 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000397 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000398 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000399 {
400 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
401
402 UINT formatSupport = 0;
403 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000404
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000405 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
406 {
407 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
408
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000409 bool depthStencilFormatOK = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000410
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000411 if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
412 {
413 UINT formatSupport = 0;
414 result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
415 depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
416 }
417
418 if (depthStencilFormatOK)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000419 {
420 ConfigDesc newConfig;
421 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
422 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
423 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
424 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
425
426 (*configDescList)[numConfigs++] = newConfig;
427 }
428 }
429 }
430 }
431
432 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000433}
434
435void Renderer11::deleteConfigs(ConfigDesc *configDescList)
436{
437 delete [] (configDescList);
438}
439
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000440void Renderer11::sync(bool block)
441{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000442 if (block)
443 {
444 HRESULT result;
445
446 if (!mSyncQuery)
447 {
448 D3D11_QUERY_DESC queryDesc;
449 queryDesc.Query = D3D11_QUERY_EVENT;
450 queryDesc.MiscFlags = 0;
451
452 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
453 ASSERT(SUCCEEDED(result));
454 }
455
456 mDeviceContext->End(mSyncQuery);
457 mDeviceContext->Flush();
458
459 do
460 {
461 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
462
463 // Keep polling, but allow other threads to do something useful first
464 Sleep(0);
465
466 if (testDeviceLost(true))
467 {
468 return;
469 }
470 }
471 while (result == S_FALSE);
472 }
473 else
474 {
475 mDeviceContext->Flush();
476 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000477}
478
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000479SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
480{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000481 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000482}
483
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000484void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
485{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000486 if (type == gl::SAMPLER_PIXEL)
487 {
488 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
489 {
490 ERR("Pixel shader sampler index %i is not valid.", index);
491 return;
492 }
493
494 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
495 {
496 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
497
498 if (!dxSamplerState)
499 {
500 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
501 "sampler state for pixel shaders at slot %i.", index);
502 }
503
504 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
505
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000506 mCurPixelSamplerStates[index] = samplerState;
507 }
508
509 mForceSetPixelSamplerStates[index] = false;
510 }
511 else if (type == gl::SAMPLER_VERTEX)
512 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000513 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000514 {
515 ERR("Vertex shader sampler index %i is not valid.", index);
516 return;
517 }
518
519 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
520 {
521 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
522
523 if (!dxSamplerState)
524 {
525 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
526 "sampler state for vertex shaders at slot %i.", index);
527 }
528
529 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
530
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000531 mCurVertexSamplerStates[index] = samplerState;
532 }
533
534 mForceSetVertexSamplerStates[index] = false;
535 }
536 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000537}
538
539void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
540{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000541 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000542 unsigned int serial = 0;
543 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000544
545 if (texture)
546 {
547 TextureStorageInterface *texStorage = texture->getNativeTexture();
548 if (texStorage)
549 {
550 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
551 textureSRV = storage11->getSRV();
552 }
553
554 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
555 // missing the shader resource view
556 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000557
558 serial = texture->getTextureSerial();
559 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000560 }
561
562 if (type == gl::SAMPLER_PIXEL)
563 {
564 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
565 {
566 ERR("Pixel shader sampler index %i is not valid.", index);
567 return;
568 }
569
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000570 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
571 {
572 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
573 }
574
575 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000576 }
577 else if (type == gl::SAMPLER_VERTEX)
578 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000579 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000580 {
581 ERR("Vertex shader sampler index %i is not valid.", index);
582 return;
583 }
584
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000585 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
586 {
587 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
588 }
589
590 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000591 }
592 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000593}
594
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000595void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000596{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000597 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000598 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000599 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
600 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000601 if (!dxRasterState)
602 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000603 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000604 "rasterizer state.");
605 }
606
607 mDeviceContext->RSSetState(dxRasterState);
608
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000609 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000610 }
611
612 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000613}
614
615void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
616 unsigned int sampleMask)
617{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000618 if (mForceSetBlendState ||
619 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
620 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
621 sampleMask != mCurSampleMask)
622 {
623 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
624 if (!dxBlendState)
625 {
626 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
627 "blend state.");
628 }
629
630 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
631 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
632
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000633 mCurBlendState = blendState;
634 mCurBlendColor = blendColor;
635 mCurSampleMask = sampleMask;
636 }
637
638 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000639}
640
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000641void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000642 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000643{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000644 if (mForceSetDepthStencilState ||
645 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
646 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
647 {
648 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
649 stencilRef != stencilBackRef ||
650 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
651 {
652 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
653 "invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000654 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000655 }
656
657 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
658 if (!dxDepthStencilState)
659 {
660 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
661 "setting the default depth stencil state.");
662 }
663
664 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
665
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000666 mCurDepthStencilState = depthStencilState;
667 mCurStencilRef = stencilRef;
668 mCurStencilBackRef = stencilBackRef;
669 }
670
671 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000672}
673
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000674void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000675{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000676 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
677 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000678 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000679 if (enabled)
680 {
681 D3D11_RECT rect;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000682 rect.left = std::max(0, scissor.x);
683 rect.top = std::max(0, scissor.y);
684 rect.right = scissor.x + std::max(0, scissor.width);
685 rect.bottom = scissor.y + std::max(0, scissor.height);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000686
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000687 mDeviceContext->RSSetScissorRects(1, &rect);
688 }
689
690 if (enabled != mScissorEnabled)
691 {
692 mForceSetRasterState = true;
693 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000694
695 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000696 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000697 }
698
699 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000700}
701
daniel@transgaming.com12985182012-12-20 20:56:31 +0000702bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000703 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000704{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000705 gl::Rectangle actualViewport = viewport;
706 float actualZNear = gl::clamp01(zNear);
707 float actualZFar = gl::clamp01(zFar);
708 if (ignoreViewport)
709 {
710 actualViewport.x = 0;
711 actualViewport.y = 0;
712 actualViewport.width = mRenderTargetDesc.width;
713 actualViewport.height = mRenderTargetDesc.height;
714 actualZNear = 0.0f;
715 actualZFar = 1.0f;
716 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000717
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000718 // Get D3D viewport bounds, which depends on the feature level
719 const Range& viewportBounds = getViewportBounds();
720
721 // 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 +0000722 D3D11_VIEWPORT dxViewport;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000723 dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end);
724 dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end);
725 dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension());
726 dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension());
727 dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX));
728 dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY));
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000729 dxViewport.MinDepth = actualZNear;
730 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000731
732 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
733 {
734 return false; // Nothing to render
735 }
736
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000737 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
738 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000739
daniel@transgaming.com53670042012-11-28 20:55:51 +0000740 if (viewportChanged)
741 {
742 mDeviceContext->RSSetViewports(1, &dxViewport);
743
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000744 mCurViewport = actualViewport;
745 mCurNear = actualZNear;
746 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000747
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +0000748 mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f;
749 mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f;
750 mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
751 mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000752
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000753 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
754 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000755
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000756 mVertexConstants.depthRange[0] = actualZNear;
757 mVertexConstants.depthRange[1] = actualZFar;
758 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000759
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000760 mPixelConstants.depthRange[0] = actualZNear;
761 mPixelConstants.depthRange[1] = actualZFar;
762 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000763 }
764
765 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000766 return true;
767}
768
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000769bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
770{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000771 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000772
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000773 switch (mode)
774 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000775 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
776 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000777 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000778 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
779 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
780 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000781 // emulate fans via rewriting index buffer
782 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000783 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000784 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000785 }
786
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000787 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000788
789 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000790}
791
792bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000793{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000794 // Get the color render buffer and serial
795 gl::Renderbuffer *renderbufferObject = NULL;
796 unsigned int renderTargetSerial = 0;
797 if (framebuffer->getColorbufferType() != GL_NONE)
798 {
799 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000800
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000801 if (!renderbufferObject)
802 {
803 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000804 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000805 }
806
shannon.woods@transgaming.com3e3da582013-02-28 23:09:03 +0000807 // check for zero-sized default framebuffer, which is a special case.
808 // in this case we do not wish to modify any state and just silently return false.
809 // this will not report any gl error but will cause the calling method to return.
810 if (renderbufferObject->getWidth() == 0 || renderbufferObject->getHeight() == 0)
811 {
812 return false;
813 }
814
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000815 renderTargetSerial = renderbufferObject->getSerial();
816 }
817
818 // Get the depth stencil render buffer and serials
819 gl::Renderbuffer *depthStencil = NULL;
820 unsigned int depthbufferSerial = 0;
821 unsigned int stencilbufferSerial = 0;
822 if (framebuffer->getDepthbufferType() != GL_NONE)
823 {
824 depthStencil = framebuffer->getDepthbuffer();
825 if (!depthStencil)
826 {
827 ERR("Depth stencil pointer unexpectedly null.");
828 return false;
829 }
830
831 depthbufferSerial = depthStencil->getSerial();
832 }
833 else if (framebuffer->getStencilbufferType() != GL_NONE)
834 {
835 depthStencil = framebuffer->getStencilbuffer();
836 if (!depthStencil)
837 {
838 ERR("Depth stencil pointer unexpectedly null.");
839 return false;
840 }
841
842 stencilbufferSerial = depthStencil->getSerial();
843 }
844
845 // Extract the render target dimensions and view
846 unsigned int renderTargetWidth = 0;
847 unsigned int renderTargetHeight = 0;
848 GLenum renderTargetFormat = 0;
849 ID3D11RenderTargetView* framebufferRTV = NULL;
850 if (renderbufferObject)
851 {
852 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
853 if (!renderTarget)
854 {
855 ERR("render target pointer unexpectedly null.");
856 return false;
857 }
858
859 framebufferRTV = renderTarget->getRenderTargetView();
860 if (!framebufferRTV)
861 {
862 ERR("render target view pointer unexpectedly null.");
863 return false;
864 }
865
866 renderTargetWidth = renderbufferObject->getWidth();
867 renderTargetHeight = renderbufferObject->getHeight();
868 renderTargetFormat = renderbufferObject->getActualFormat();
869 }
870
871 // Extract the depth stencil sizes and view
872 unsigned int depthSize = 0;
873 unsigned int stencilSize = 0;
874 ID3D11DepthStencilView* framebufferDSV = NULL;
875 if (depthStencil)
876 {
877 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
878 if (!depthStencilRenderTarget)
879 {
880 ERR("render target pointer unexpectedly null.");
881 if (framebufferRTV)
882 {
883 framebufferRTV->Release();
884 }
885 return false;
886 }
887
888 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
889 if (!framebufferDSV)
890 {
891 ERR("depth stencil view pointer unexpectedly null.");
892 if (framebufferRTV)
893 {
894 framebufferRTV->Release();
895 }
896 return false;
897 }
898
899 // If there is no render buffer, the width, height and format values come from
900 // the depth stencil
901 if (!renderbufferObject)
902 {
903 renderTargetWidth = depthStencil->getWidth();
904 renderTargetHeight = depthStencil->getHeight();
905 renderTargetFormat = depthStencil->getActualFormat();
906 }
907
908 depthSize = depthStencil->getDepthSize();
909 stencilSize = depthStencil->getStencilSize();
910 }
911
912 // Apply the render target and depth stencil
913 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
914 renderTargetSerial != mAppliedRenderTargetSerial ||
915 depthbufferSerial != mAppliedDepthbufferSerial ||
916 stencilbufferSerial != mAppliedStencilbufferSerial)
917 {
918 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
919
920 mRenderTargetDesc.width = renderTargetWidth;
921 mRenderTargetDesc.height = renderTargetHeight;
922 mRenderTargetDesc.format = renderTargetFormat;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000923 mForceSetViewport = true;
924 mForceSetScissor = true;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000925
926 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
927 {
928 mCurDepthSize = depthSize;
929 mForceSetRasterState = true;
930 }
931
932 mCurStencilSize = stencilSize;
933
934 mAppliedRenderTargetSerial = renderTargetSerial;
935 mAppliedDepthbufferSerial = depthbufferSerial;
936 mAppliedStencilbufferSerial = stencilbufferSerial;
937 mRenderTargetDescInitialized = true;
938 mDepthStencilInitialized = true;
939 }
940
941 if (framebufferRTV)
942 {
943 framebufferRTV->Release();
944 }
945 if (framebufferDSV)
946 {
947 framebufferDSV->Release();
948 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000949
950 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000951}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000952
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000953GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000954{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000955 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
956 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
957 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000958 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000959 return err;
960 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000961
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000962 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000963}
964
daniel@transgaming.com31240482012-11-28 21:06:41 +0000965GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000966{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000967 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000968
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000969 if (err == GL_NO_ERROR)
970 {
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +0000971 if (indexInfo->storage)
972 {
973 if (indexInfo->serial != mAppliedStorageIBSerial || indexInfo->startOffset != mAppliedIBOffset)
974 {
975 BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(indexInfo->storage);
976 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
977
978 mDeviceContext->IASetIndexBuffer(storage->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
979
980 mAppliedIBSerial = 0;
981 mAppliedStorageIBSerial = storage->getSerial();
982 mAppliedIBOffset = indexInfo->startOffset;
983 }
984 }
985 else if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000986 {
987 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
988
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000989 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +0000990
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000991 mAppliedIBSerial = indexInfo->serial;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +0000992 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000993 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000994 }
995 }
996
997 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000998}
999
1000void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
1001{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001002 if (mode == GL_LINE_LOOP)
1003 {
1004 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1005 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001006 else if (mode == GL_TRIANGLE_FAN)
1007 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001008 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001009 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001010 else if (instances > 0)
1011 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001012 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001013 }
1014 else
1015 {
1016 mDeviceContext->Draw(count, 0);
1017 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001018}
1019
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001020void 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 +00001021{
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001022 if (mode == GL_LINE_LOOP)
1023 {
1024 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
1025 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001026 else if (mode == GL_TRIANGLE_FAN)
1027 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001028 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
1029 }
1030 else if (instances > 0)
1031 {
1032 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001033 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001034 else
1035 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +00001036 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001037 }
1038}
1039
1040void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1041{
1042 // Get the raw indices for an indexed draw
1043 if (type != GL_NONE && elementArrayBuffer)
1044 {
1045 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001046 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001047 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001048 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001049 }
1050
1051 if (!mLineLoopIB)
1052 {
1053 mLineLoopIB = new StreamingIndexBufferInterface(this);
1054 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1055 {
1056 delete mLineLoopIB;
1057 mLineLoopIB = NULL;
1058
1059 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001060 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001061 }
1062 }
1063
1064 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
1065 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1066 {
1067 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001068 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001069 }
1070
1071 void* mappedMemory = NULL;
1072 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1073 if (offset == -1 || mappedMemory == NULL)
1074 {
1075 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001076 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001077 }
1078
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001079 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001080 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001081
1082 switch (type)
1083 {
1084 case GL_NONE: // Non-indexed draw
1085 for (int i = 0; i < count; i++)
1086 {
1087 data[i] = i;
1088 }
1089 data[count] = 0;
1090 break;
1091 case GL_UNSIGNED_BYTE:
1092 for (int i = 0; i < count; i++)
1093 {
1094 data[i] = static_cast<const GLubyte*>(indices)[i];
1095 }
1096 data[count] = static_cast<const GLubyte*>(indices)[0];
1097 break;
1098 case GL_UNSIGNED_SHORT:
1099 for (int i = 0; i < count; i++)
1100 {
1101 data[i] = static_cast<const GLushort*>(indices)[i];
1102 }
1103 data[count] = static_cast<const GLushort*>(indices)[0];
1104 break;
1105 case GL_UNSIGNED_INT:
1106 for (int i = 0; i < count; i++)
1107 {
1108 data[i] = static_cast<const GLuint*>(indices)[i];
1109 }
1110 data[count] = static_cast<const GLuint*>(indices)[0];
1111 break;
1112 default: UNREACHABLE();
1113 }
1114
1115 if (!mLineLoopIB->unmapBuffer())
1116 {
1117 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001118 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001119 }
1120
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001121 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001122 {
1123 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
1124
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001125 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001126 mAppliedIBSerial = mLineLoopIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001127 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001128 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001129 }
1130
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001131 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001132}
1133
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001134void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001135{
1136 // Get the raw indices for an indexed draw
1137 if (type != GL_NONE && elementArrayBuffer)
1138 {
1139 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001140 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001141 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001142 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001143 }
1144
1145 if (!mTriangleFanIB)
1146 {
1147 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1148 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1149 {
1150 delete mTriangleFanIB;
1151 mTriangleFanIB = NULL;
1152
1153 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001154 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001155 }
1156 }
1157
1158 const int numTris = count - 2;
1159 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
1160 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1161 {
1162 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001163 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001164 }
1165
1166 void* mappedMemory = NULL;
1167 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
1168 if (offset == -1 || mappedMemory == NULL)
1169 {
1170 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001171 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001172 }
1173
1174 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1175 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
1176
1177 switch (type)
1178 {
1179 case GL_NONE: // Non-indexed draw
1180 for (int i = 0; i < numTris; i++)
1181 {
1182 data[i*3 + 0] = 0;
1183 data[i*3 + 1] = i + 1;
1184 data[i*3 + 2] = i + 2;
1185 }
1186 break;
1187 case GL_UNSIGNED_BYTE:
1188 for (int i = 0; i < numTris; i++)
1189 {
1190 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1191 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1192 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1193 }
1194 break;
1195 case GL_UNSIGNED_SHORT:
1196 for (int i = 0; i < numTris; i++)
1197 {
1198 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1199 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1200 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1201 }
1202 break;
1203 case GL_UNSIGNED_INT:
1204 for (int i = 0; i < numTris; i++)
1205 {
1206 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1207 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1208 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1209 }
1210 break;
1211 default: UNREACHABLE();
1212 }
1213
1214 if (!mTriangleFanIB->unmapBuffer())
1215 {
1216 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001217 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001218 }
1219
1220 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1221 {
1222 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1223
1224 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1225 mAppliedIBSerial = mTriangleFanIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001226 mAppliedStorageIBSerial = 0;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001227 mAppliedIBOffset = indexBufferOffset;
1228 }
1229
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001230 if (instances > 0)
1231 {
1232 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1233 }
1234 else
1235 {
1236 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1237 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001238}
1239
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001240void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1241{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001242 unsigned int programBinarySerial = programBinary->getSerial();
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001243 const bool updateProgramState = (programBinarySerial != mAppliedProgramBinarySerial);
1244
1245 if (updateProgramState)
daniel@transgaming.come4991412012-12-20 20:55:34 +00001246 {
1247 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1248 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001249
daniel@transgaming.come4991412012-12-20 20:55:34 +00001250 ID3D11VertexShader *vertexShader = NULL;
1251 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001252
daniel@transgaming.come4991412012-12-20 20:55:34 +00001253 ID3D11PixelShader *pixelShader = NULL;
1254 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001255
daniel@transgaming.come4991412012-12-20 20:55:34 +00001256 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1257 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001258
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001259 programBinary->dirtyAllUniforms();
1260
1261 mAppliedProgramBinarySerial = programBinarySerial;
1262 }
1263
1264 // Only use the geometry shader currently for point sprite drawing
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001265 const bool usesGeometryShader = (programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode);
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001266
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001267 if (updateProgramState || usesGeometryShader != mIsGeometryShaderActive)
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001268 {
1269 if (usesGeometryShader)
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001270 {
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001271 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
1272 ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001273 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1274 }
1275 else
1276 {
1277 mDeviceContext->GSSetShader(NULL, NULL, 0);
1278 }
1279
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001280 mIsGeometryShaderActive = usesGeometryShader;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001281 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001282}
1283
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001284void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001285{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001286 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1287 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001288
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001289 unsigned int totalRegisterCountVS = 0;
1290 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001291
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001292 bool vertexUniformsDirty = false;
1293 bool pixelUniformsDirty = false;
1294
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001295 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1296 {
1297 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001298
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001299 if (uniform->vsRegisterIndex >= 0)
1300 {
1301 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001302 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001303 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001304
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001305 if (uniform->psRegisterIndex >= 0)
1306 {
1307 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001308 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001309 }
1310 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001311
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001312 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1313 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1314
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001315 float (*mapVS)[4] = NULL;
1316 float (*mapPS)[4] = NULL;
1317
1318 if (totalRegisterCountVS > 0 && vertexUniformsDirty)
1319 {
1320 D3D11_MAPPED_SUBRESOURCE map = {0};
1321 HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1322 ASSERT(SUCCEEDED(result));
1323 mapVS = (float(*)[4])map.pData;
1324 }
1325
1326 if (totalRegisterCountPS > 0 && pixelUniformsDirty)
1327 {
1328 D3D11_MAPPED_SUBRESOURCE map = {0};
1329 HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1330 ASSERT(SUCCEEDED(result));
1331 mapPS = (float(*)[4])map.pData;
1332 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001333
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001334 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001335 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001336 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001337
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001338 if (uniform->type != GL_SAMPLER_2D && uniform->type != GL_SAMPLER_CUBE)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001339 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001340 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001341 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001342 memcpy(mapVS + uniform->vsRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001343 }
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001344
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001345 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001346 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001347 memcpy(mapPS + uniform->psRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001348 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001349 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001350
1351 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001352 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001353
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001354 if (mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001355 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001356 mDeviceContext->Unmap(vertexConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001357 }
1358
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001359 if (mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001360 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001361 mDeviceContext->Unmap(pixelConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001362 }
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001363
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001364 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1365 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001366
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001367 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001368 if (!mDriverConstantBufferVS)
1369 {
1370 D3D11_BUFFER_DESC constantBufferDescription = {0};
1371 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1372 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1373 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1374 constantBufferDescription.CPUAccessFlags = 0;
1375 constantBufferDescription.MiscFlags = 0;
1376 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001377
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001378 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001379 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001380
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001381 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1382 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001383
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001384 if (!mDriverConstantBufferPS)
1385 {
1386 D3D11_BUFFER_DESC constantBufferDescription = {0};
1387 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1388 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1389 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1390 constantBufferDescription.CPUAccessFlags = 0;
1391 constantBufferDescription.MiscFlags = 0;
1392 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001393
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001394 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001395 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001396
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001397 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1398 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001399
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001400 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1401 {
1402 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1403 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1404 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001405
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001406 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1407 {
1408 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1409 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1410 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001411
1412 // needed for the point sprite geometry shader
1413 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001414}
1415
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001416void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001417{
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001418 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1419 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1420 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1421 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001422
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001423 unsigned int stencilUnmasked = 0x0;
1424 if (frameBuffer->hasStencil())
1425 {
1426 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1427 stencilUnmasked = (0x1 << stencilSize) - 1;
1428 }
1429 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1430 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001431
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001432 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1433 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1434 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001435
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001436 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1437 {
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001438 maskedClear(clearParams);
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001439 }
1440 else
1441 {
1442 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1443 {
1444 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
1445 if (renderbufferObject)
1446 {
1447 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1448 if (!renderTarget)
1449 {
1450 ERR("render target pointer unexpectedly null.");
1451 return;
1452 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001453
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001454 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1455 if (!framebufferRTV)
1456 {
1457 ERR("render target view pointer unexpectedly null.");
1458 return;
1459 }
1460
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001461 const float clearValues[4] = { clearParams.colorClearValue.red,
1462 clearParams.colorClearValue.green,
1463 clearParams.colorClearValue.blue,
1464 clearParams.colorClearValue.alpha };
1465 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001466
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001467 framebufferRTV->Release();
1468 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001469 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001470 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001471 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001472 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1473 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001474 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001475 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1476 if (!renderTarget)
1477 {
1478 ERR("render target pointer unexpectedly null.");
1479 return;
1480 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001481
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001482 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1483 if (!framebufferDSV)
1484 {
1485 ERR("depth stencil view pointer unexpectedly null.");
1486 return;
1487 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001488
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001489 UINT clearFlags = 0;
1490 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1491 {
1492 clearFlags |= D3D11_CLEAR_DEPTH;
1493 }
1494 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1495 {
1496 clearFlags |= D3D11_CLEAR_STENCIL;
1497 }
1498
shannon.woods@transgaming.combe211b32013-02-28 23:17:16 +00001499 float depthClear = gl::clamp01(clearParams.depthClearValue);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001500 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1501
1502 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001503
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001504 framebufferDSV->Release();
1505 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001506 }
1507 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001508}
1509
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001510void Renderer11::maskedClear(const gl::ClearParameters &clearParams)
1511{
1512 HRESULT result;
1513
1514 if (!mClearResourcesInitialized)
1515 {
1516 ASSERT(!mClearVB && !mClearVS && !mClearPS && !mClearScissorRS && !mClearNoScissorRS);
1517
1518 D3D11_BUFFER_DESC vbDesc;
1519 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1520 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1521 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1522 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1523 vbDesc.MiscFlags = 0;
1524 vbDesc.StructureByteStride = 0;
1525
1526 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1527 ASSERT(SUCCEEDED(result));
1528 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1529
1530 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1531 {
1532 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1533 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1534 };
1535
1536 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1537 ASSERT(SUCCEEDED(result));
1538 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1539
1540 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1541 ASSERT(SUCCEEDED(result));
1542 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1543
1544 result = mDevice->CreatePixelShader(g_PS_Clear, sizeof(g_PS_Clear), NULL, &mClearPS);
1545 ASSERT(SUCCEEDED(result));
1546 d3d11::SetDebugName(mClearPS, "Renderer11 masked clear pixel shader");
1547
1548 D3D11_RASTERIZER_DESC rsScissorDesc;
1549 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1550 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1551 rsScissorDesc.FrontCounterClockwise = FALSE;
1552 rsScissorDesc.DepthBias = 0;
1553 rsScissorDesc.DepthBiasClamp = 0.0f;
1554 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1555 rsScissorDesc.DepthClipEnable = FALSE;
1556 rsScissorDesc.ScissorEnable = TRUE;
1557 rsScissorDesc.MultisampleEnable = FALSE;
1558 rsScissorDesc.AntialiasedLineEnable = FALSE;
1559
1560 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1561 ASSERT(SUCCEEDED(result));
1562 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1563
1564 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1565 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1566 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1567 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1568 rsNoScissorDesc.DepthBias = 0;
1569 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1570 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1571 rsNoScissorDesc.DepthClipEnable = FALSE;
1572 rsNoScissorDesc.ScissorEnable = FALSE;
1573 rsNoScissorDesc.MultisampleEnable = FALSE;
1574 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1575
1576 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1577 ASSERT(SUCCEEDED(result));
1578 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1579
1580 mClearResourcesInitialized = true;
1581 }
1582
1583 // Prepare the depth stencil state to write depth values if the depth should be cleared
1584 // and stencil values if the stencil should be cleared
1585 gl::DepthStencilState glDSState;
1586 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1587 glDSState.depthFunc = GL_ALWAYS;
1588 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1589 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1590 glDSState.stencilFunc = GL_ALWAYS;
1591 glDSState.stencilMask = 0;
1592 glDSState.stencilFail = GL_REPLACE;
1593 glDSState.stencilPassDepthFail = GL_REPLACE;
1594 glDSState.stencilPassDepthPass = GL_REPLACE;
1595 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1596 glDSState.stencilBackFunc = GL_ALWAYS;
1597 glDSState.stencilBackMask = 0;
1598 glDSState.stencilBackFail = GL_REPLACE;
1599 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1600 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1601 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1602
1603 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1604
1605 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1606
1607 // Prepare the blend state to use a write mask if the color buffer should be cleared
1608 gl::BlendState glBlendState;
1609 glBlendState.blend = false;
1610 glBlendState.sourceBlendRGB = GL_ONE;
1611 glBlendState.destBlendRGB = GL_ZERO;
1612 glBlendState.sourceBlendAlpha = GL_ONE;
1613 glBlendState.destBlendAlpha = GL_ZERO;
1614 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1615 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1616 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1617 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1618 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
shannon.woods@transgaming.com50ea9932013-02-28 23:13:40 +00001619 glBlendState.colorMaskAlpha = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskAlpha : false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001620 glBlendState.sampleAlphaToCoverage = false;
1621 glBlendState.dither = false;
1622
1623 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1624 static const UINT sampleMask = 0xFFFFFFFF;
1625
1626 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1627
1628 // Set the vertices
1629 D3D11_MAPPED_SUBRESOURCE mappedResource;
1630 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1631 if (FAILED(result))
1632 {
1633 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1634 return;
1635 }
1636
1637 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1638
1639 float depthClear = gl::clamp01(clearParams.depthClearValue);
1640 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1641 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1642 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1643 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1644
1645 mDeviceContext->Unmap(mClearVB, 0);
1646
1647 // Apply state
1648 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1649 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1650 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1651
1652 // Apply shaders
1653 mDeviceContext->IASetInputLayout(mClearIL);
1654 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
1655 mDeviceContext->PSSetShader(mClearPS, NULL, 0);
shannon.woods@transgaming.com2c53e472013-02-28 23:13:56 +00001656 mDeviceContext->GSSetShader(NULL, NULL, 0);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001657
1658 // Apply vertex buffer
1659 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1660 static UINT startIdx = 0;
1661 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1662 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1663
1664 // Draw the clear quad
1665 mDeviceContext->Draw(4, 0);
1666
1667 // Clean up
1668 markAllStateDirty();
1669}
1670
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001671void Renderer11::markAllStateDirty()
1672{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001673 mAppliedRenderTargetSerial = 0;
1674 mAppliedDepthbufferSerial = 0;
1675 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001676 mDepthStencilInitialized = false;
1677 mRenderTargetDescInitialized = false;
1678
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001679 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001680 {
1681 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001682 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001683 }
1684 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1685 {
1686 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001687 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001688 }
1689
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001690 mForceSetBlendState = true;
1691 mForceSetRasterState = true;
1692 mForceSetDepthStencilState = true;
1693 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001694 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001695
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001696 mAppliedIBSerial = 0;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001697 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001698 mAppliedIBOffset = 0;
1699
daniel@transgaming.come4991412012-12-20 20:55:34 +00001700 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001701 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1702 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001703}
1704
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001705void Renderer11::releaseDeviceResources()
1706{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001707 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001708 mInputLayoutCache.clear();
1709
1710 delete mVertexDataManager;
1711 mVertexDataManager = NULL;
1712
1713 delete mIndexDataManager;
1714 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001715
1716 delete mLineLoopIB;
1717 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001718
1719 delete mTriangleFanIB;
1720 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001721
1722 if (mCopyVB)
1723 {
1724 mCopyVB->Release();
1725 mCopyVB = NULL;
1726 }
1727
1728 if (mCopySampler)
1729 {
1730 mCopySampler->Release();
1731 mCopySampler = NULL;
1732 }
1733
1734 if (mCopyIL)
1735 {
1736 mCopyIL->Release();
1737 mCopyIL = NULL;
1738 }
1739
1740 if (mCopyVS)
1741 {
1742 mCopyVS->Release();
1743 mCopyVS = NULL;
1744 }
1745
1746 if (mCopyRGBAPS)
1747 {
1748 mCopyRGBAPS->Release();
1749 mCopyRGBAPS = NULL;
1750 }
1751
1752 if (mCopyRGBPS)
1753 {
1754 mCopyRGBPS->Release();
1755 mCopyRGBPS = NULL;
1756 }
1757
1758 if (mCopyLumPS)
1759 {
1760 mCopyLumPS->Release();
1761 mCopyLumPS = NULL;
1762 }
1763
1764 if (mCopyLumAlphaPS)
1765 {
1766 mCopyLumAlphaPS->Release();
1767 mCopyLumAlphaPS = NULL;
1768 }
1769
1770 mCopyResourcesInitialized = false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001771
1772 if (mClearVB)
1773 {
1774 mClearVB->Release();
1775 mClearVB = NULL;
1776 }
1777
1778 if (mClearIL)
1779 {
1780 mClearIL->Release();
1781 mClearIL = NULL;
1782 }
1783
1784 if (mClearVS)
1785 {
1786 mClearVS->Release();
1787 mClearVS = NULL;
1788 }
1789
1790 if (mClearPS)
1791 {
1792 mClearPS->Release();
1793 mClearPS = NULL;
1794 }
1795
1796 if (mClearScissorRS)
1797 {
1798 mClearScissorRS->Release();
1799 mClearScissorRS = NULL;
1800 }
1801
1802 if (mClearNoScissorRS)
1803 {
1804 mClearNoScissorRS->Release();
1805 mClearNoScissorRS = NULL;
1806 }
1807
1808 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001809
1810 if (mDriverConstantBufferVS)
1811 {
1812 mDriverConstantBufferVS->Release();
1813 mDriverConstantBufferVS = NULL;
1814 }
1815
1816 if (mDriverConstantBufferPS)
1817 {
1818 mDriverConstantBufferPS->Release();
1819 mDriverConstantBufferPS = NULL;
1820 }
daniel@transgaming.combdf787f2013-02-01 03:20:36 +00001821
1822 if (mSyncQuery)
1823 {
1824 mSyncQuery->Release();
1825 mSyncQuery = NULL;
1826 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001827}
1828
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001829void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001830{
1831 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001832 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001833}
1834
1835bool Renderer11::isDeviceLost()
1836{
1837 return mDeviceLost;
1838}
1839
1840// set notify to true to broadcast a message to all contexts of the device loss
1841bool Renderer11::testDeviceLost(bool notify)
1842{
1843 bool isLost = false;
1844
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001845 // GetRemovedReason is used to test if the device is removed
1846 HRESULT result = mDevice->GetDeviceRemovedReason();
1847 isLost = d3d11::isDeviceLostError(result);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001848
1849 if (isLost)
1850 {
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001851 // Log error if this is a new device lost event
1852 if (mDeviceLost == false)
1853 {
1854 ERR("The D3D11 device was removed: 0x%08X", result);
1855 }
1856
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001857 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001858 // we'll probably get this done again by notifyDeviceLost
1859 // but best to remember it!
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001860 // Note that we don't want to clear the device loss status here
1861 // -- this needs to be done by resetDevice
1862 mDeviceLost = true;
1863 if (notify)
1864 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001865 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001866 }
1867 }
1868
1869 return isLost;
1870}
1871
1872bool Renderer11::testDeviceResettable()
1873{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001874 // determine if the device is resettable by creating a dummy device
1875 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001876
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001877 if (D3D11CreateDevice == NULL)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001878 {
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001879 return false;
1880 }
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001881
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001882 D3D_FEATURE_LEVEL featureLevels[] =
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001883 {
1884 D3D_FEATURE_LEVEL_11_0,
1885 D3D_FEATURE_LEVEL_10_1,
1886 D3D_FEATURE_LEVEL_10_0,
1887 };
1888
1889 ID3D11Device* dummyDevice;
1890 D3D_FEATURE_LEVEL dummyFeatureLevel;
1891 ID3D11DeviceContext* dummyContext;
1892
1893 HRESULT result = D3D11CreateDevice(NULL,
1894 D3D_DRIVER_TYPE_HARDWARE,
1895 NULL,
1896 #if defined(_DEBUG)
1897 D3D11_CREATE_DEVICE_DEBUG,
1898 #else
1899 0,
1900 #endif
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001901 featureLevels,
1902 ArraySize(featureLevels),
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001903 D3D11_SDK_VERSION,
1904 &dummyDevice,
1905 &dummyFeatureLevel,
1906 &dummyContext);
1907
1908 if (!mDevice || FAILED(result))
1909 {
1910 return false;
1911 }
1912
1913 dummyContext->Release();
1914 dummyDevice->Release();
1915
1916 return true;
1917}
1918
1919void Renderer11::release()
1920{
1921 releaseDeviceResources();
1922
1923 if (mDxgiFactory)
1924 {
1925 mDxgiFactory->Release();
1926 mDxgiFactory = NULL;
1927 }
1928
1929 if (mDxgiAdapter)
1930 {
1931 mDxgiAdapter->Release();
1932 mDxgiAdapter = NULL;
1933 }
1934
1935 if (mDeviceContext)
1936 {
1937 mDeviceContext->ClearState();
1938 mDeviceContext->Flush();
1939 mDeviceContext->Release();
1940 mDeviceContext = NULL;
1941 }
1942
1943 if (mDevice)
1944 {
1945 mDevice->Release();
1946 mDevice = NULL;
1947 }
1948
1949 if (mD3d11Module)
1950 {
1951 FreeLibrary(mD3d11Module);
1952 mD3d11Module = NULL;
1953 }
1954
1955 if (mDxgiModule)
1956 {
1957 FreeLibrary(mDxgiModule);
1958 mDxgiModule = NULL;
1959 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001960}
1961
1962bool Renderer11::resetDevice()
1963{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001964 // recreate everything
1965 release();
1966 EGLint result = initialize();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001967
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001968 if (result != EGL_SUCCESS)
1969 {
1970 ERR("Could not reinitialize D3D11 device: %08X", result);
1971 return false;
1972 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001973
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001974 mDeviceLost = false;
1975
1976 return true;
1977}
1978
1979DWORD Renderer11::getAdapterVendor() const
1980{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001981 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001982}
1983
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001984std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001985{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001986 std::ostringstream rendererString;
1987
1988 rendererString << mDescription;
1989 rendererString << " Direct3D11";
1990
1991 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1992 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1993
1994 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001995}
1996
1997GUID Renderer11::getAdapterIdentifier() const
1998{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00001999 // Use the adapter LUID as our adapter ID
2000 // This number is local to a machine is only guaranteed to be unique between restarts
2001 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
2002 GUID adapterId = {0};
2003 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
2004 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002005}
2006
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00002007bool Renderer11::getBGRATextureSupport() const
2008{
2009 return mBGRATextureSupport;
2010}
2011
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002012bool Renderer11::getDXT1TextureSupport()
2013{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002014 return mDXT1TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002015}
2016
2017bool Renderer11::getDXT3TextureSupport()
2018{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002019 return mDXT3TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002020}
2021
2022bool Renderer11::getDXT5TextureSupport()
2023{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002024 return mDXT5TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002025}
2026
2027bool Renderer11::getDepthTextureSupport() const
2028{
2029 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002030 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002031 return false;
2032}
2033
2034bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
2035{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002036 *renderable = mFloat32RenderSupport;
2037 *filtering = mFloat32FilterSupport;
2038 return mFloat32TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002039}
2040
2041bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
2042{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002043 *renderable = mFloat16RenderSupport;
2044 *filtering = mFloat16FilterSupport;
2045 return mFloat16TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002046}
2047
2048bool Renderer11::getLuminanceTextureSupport()
2049{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002050 return false;
2051}
2052
2053bool Renderer11::getLuminanceAlphaTextureSupport()
2054{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002055 return false;
2056}
2057
2058bool Renderer11::getTextureFilterAnisotropySupport() const
2059{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002060 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002061}
2062
2063float Renderer11::getTextureMaxAnisotropy() const
2064{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002065 switch (mFeatureLevel)
2066 {
2067 case D3D_FEATURE_LEVEL_11_0:
2068 return D3D11_MAX_MAXANISOTROPY;
2069 case D3D_FEATURE_LEVEL_10_1:
2070 case D3D_FEATURE_LEVEL_10_0:
2071 return D3D10_MAX_MAXANISOTROPY;
2072 default: UNREACHABLE();
2073 return 0;
2074 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002075}
2076
2077bool Renderer11::getEventQuerySupport()
2078{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002079 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002080}
2081
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002082Range Renderer11::getViewportBounds() const
2083{
2084 switch (mFeatureLevel)
2085 {
2086 case D3D_FEATURE_LEVEL_11_0:
2087 return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
2088 case D3D_FEATURE_LEVEL_10_1:
2089 case D3D_FEATURE_LEVEL_10_0:
2090 return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
2091 default: UNREACHABLE();
2092 return Range(0, 0);
2093 }
2094}
2095
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002096unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002097{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002098 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2099 switch (mFeatureLevel)
2100 {
2101 case D3D_FEATURE_LEVEL_11_0:
2102 case D3D_FEATURE_LEVEL_10_1:
2103 case D3D_FEATURE_LEVEL_10_0:
2104 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
2105 default: UNREACHABLE();
2106 return 0;
2107 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002108}
2109
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002110unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
2111{
2112 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2113}
2114
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002115unsigned int Renderer11::getReservedVertexUniformVectors() const
2116{
2117 return 0; // Driver uniforms are stored in a separate constant buffer
2118}
2119
2120unsigned int Renderer11::getReservedFragmentUniformVectors() const
2121{
2122 return 0; // Driver uniforms are stored in a separate constant buffer
2123}
2124
2125unsigned int Renderer11::getMaxVertexUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002126{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002127 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2128 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2129 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002130}
2131
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002132unsigned int Renderer11::getMaxFragmentUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002133{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002134 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2135 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2136 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002137}
2138
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002139unsigned int Renderer11::getMaxVaryingVectors() const
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002140{
2141 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
2142 switch (mFeatureLevel)
2143 {
2144 case D3D_FEATURE_LEVEL_11_0:
2145 return D3D11_VS_OUTPUT_REGISTER_COUNT;
2146 case D3D_FEATURE_LEVEL_10_1:
2147 case D3D_FEATURE_LEVEL_10_0:
2148 return D3D10_VS_OUTPUT_REGISTER_COUNT;
2149 default: UNREACHABLE();
2150 return 0;
2151 }
2152}
2153
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002154bool Renderer11::getNonPower2TextureSupport() const
2155{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00002156 switch (mFeatureLevel)
2157 {
2158 case D3D_FEATURE_LEVEL_11_0:
2159 case D3D_FEATURE_LEVEL_10_1:
2160 case D3D_FEATURE_LEVEL_10_0:
2161 return true;
2162 default: UNREACHABLE();
2163 return false;
2164 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002165}
2166
2167bool Renderer11::getOcclusionQuerySupport() const
2168{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002169 switch (mFeatureLevel)
2170 {
2171 case D3D_FEATURE_LEVEL_11_0:
2172 case D3D_FEATURE_LEVEL_10_1:
2173 case D3D_FEATURE_LEVEL_10_0:
2174 return true;
2175 default: UNREACHABLE();
2176 return false;
2177 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002178}
2179
2180bool Renderer11::getInstancingSupport() const
2181{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002182 switch (mFeatureLevel)
2183 {
2184 case D3D_FEATURE_LEVEL_11_0:
2185 case D3D_FEATURE_LEVEL_10_1:
2186 case D3D_FEATURE_LEVEL_10_0:
2187 return true;
2188 default: UNREACHABLE();
2189 return false;
2190 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002191}
2192
2193bool Renderer11::getShareHandleSupport() const
2194{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002195 // We only currently support share handles with BGRA surfaces, because
2196 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002197 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002198 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002199}
2200
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002201bool Renderer11::getDerivativeInstructionSupport() const
2202{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002203 switch (mFeatureLevel)
2204 {
2205 case D3D_FEATURE_LEVEL_11_0:
2206 case D3D_FEATURE_LEVEL_10_1:
2207 case D3D_FEATURE_LEVEL_10_0:
2208 return true;
2209 default: UNREACHABLE();
2210 return false;
2211 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002212}
2213
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002214bool Renderer11::getPostSubBufferSupport() const
2215{
2216 // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2.
2217 return false;
2218}
2219
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002220int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002221{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002222 switch (mFeatureLevel)
2223 {
2224 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002225 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002226 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2227 default: UNREACHABLE(); return 0;
2228 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002229}
2230
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002231int Renderer11::getMinorShaderModel() const
2232{
2233 switch (mFeatureLevel)
2234 {
2235 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2236 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2237 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2238 default: UNREACHABLE(); return 0;
2239 }
2240}
2241
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002242float Renderer11::getMaxPointSize() const
2243{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002244 // choose a reasonable maximum. we enforce this in the shader.
2245 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2246 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002247}
2248
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002249int Renderer11::getMaxViewportDimension() const
2250{
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002251 // Maximum viewport size must be at least as large as the largest render buffer (or larger).
2252 // In our case return the maximum texture size, which is the maximum render buffer size.
2253 META_ASSERT(D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D11_VIEWPORT_BOUNDS_MAX);
2254 META_ASSERT(D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D10_VIEWPORT_BOUNDS_MAX);
2255
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002256 switch (mFeatureLevel)
2257 {
2258 case D3D_FEATURE_LEVEL_11_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002259 return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002260 case D3D_FEATURE_LEVEL_10_1:
2261 case D3D_FEATURE_LEVEL_10_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002262 return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002263 default: UNREACHABLE();
2264 return 0;
2265 }
2266}
2267
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002268int Renderer11::getMaxTextureWidth() const
2269{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002270 switch (mFeatureLevel)
2271 {
2272 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2273 case D3D_FEATURE_LEVEL_10_1:
2274 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2275 default: UNREACHABLE(); return 0;
2276 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002277}
2278
2279int Renderer11::getMaxTextureHeight() const
2280{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002281 switch (mFeatureLevel)
2282 {
2283 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2284 case D3D_FEATURE_LEVEL_10_1:
2285 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2286 default: UNREACHABLE(); return 0;
2287 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002288}
2289
2290bool Renderer11::get32BitIndexSupport() const
2291{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002292 switch (mFeatureLevel)
2293 {
2294 case D3D_FEATURE_LEVEL_11_0:
2295 case D3D_FEATURE_LEVEL_10_1:
2296 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2297 default: UNREACHABLE(); return false;
2298 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002299}
2300
2301int Renderer11::getMinSwapInterval() const
2302{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002303 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002304}
2305
2306int Renderer11::getMaxSwapInterval() const
2307{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002308 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002309}
2310
2311int Renderer11::getMaxSupportedSamples() const
2312{
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +00002313 return mMaxSupportedSamples;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002314}
2315
shannon.woods@transgaming.com88fbd0f2013-02-28 23:05:46 +00002316int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
2317{
2318 if (requested == 0)
2319 {
2320 return 0;
2321 }
2322
2323 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2324 if (iter != mMultisampleSupportMap.end())
2325 {
2326 const MultisampleSupportInfo& info = iter->second;
2327 for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2328 {
2329 if (info.qualityLevels[i] > 0)
2330 {
2331 return i + 1;
2332 }
2333 }
2334 }
2335
2336 return -1;
2337}
2338
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002339bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002340{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002341 if (source && dest)
2342 {
2343 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2344 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2345
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002346 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002347 return true;
2348 }
2349
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002350 return false;
2351}
2352
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002353bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002354{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002355 if (source && dest)
2356 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002357 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2358 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002359
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002360 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002361 return true;
2362 }
2363
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002364 return false;
2365}
2366
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002367bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002368 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002369{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002370 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2371 if (!colorbuffer)
2372 {
2373 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002374 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002375 }
2376
2377 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2378 if (!sourceRenderTarget)
2379 {
2380 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002381 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002382 }
2383
2384 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2385 if (!source)
2386 {
2387 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002388 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002389 }
2390
2391 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2392 if (!storage11)
2393 {
2394 source->Release();
2395 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002396 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002397 }
2398
2399 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2400 if (!destRenderTarget)
2401 {
2402 source->Release();
2403 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002404 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002405 }
2406
2407 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2408 if (!dest)
2409 {
2410 source->Release();
2411 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002412 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002413 }
2414
2415 gl::Rectangle destRect;
2416 destRect.x = xoffset;
2417 destRect.y = yoffset;
2418 destRect.width = sourceRect.width;
2419 destRect.height = sourceRect.height;
2420
2421 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2422 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2423
2424 source->Release();
2425 dest->Release();
2426
2427 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002428}
2429
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002430bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002431 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002432{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002433 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2434 if (!colorbuffer)
2435 {
2436 ERR("Failed to retrieve the color buffer from the frame buffer.");
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 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2441 if (!sourceRenderTarget)
2442 {
2443 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002444 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002445 }
2446
2447 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2448 if (!source)
2449 {
2450 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002451 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002452 }
2453
2454 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2455 if (!storage11)
2456 {
2457 source->Release();
2458 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002459 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002460 }
2461
2462 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
2463 if (!destRenderTarget)
2464 {
2465 source->Release();
2466 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002467 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002468 }
2469
2470 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2471 if (!dest)
2472 {
2473 source->Release();
2474 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002475 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002476 }
2477
2478 gl::Rectangle destRect;
2479 destRect.x = xoffset;
2480 destRect.y = yoffset;
2481 destRect.width = sourceRect.width;
2482 destRect.height = sourceRect.height;
2483
2484 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2485 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2486
2487 source->Release();
2488 dest->Release();
2489
2490 return ret;
2491}
2492
2493bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight,
2494 ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat)
2495{
2496 HRESULT result;
2497
2498 if (!mCopyResourcesInitialized)
2499 {
2500 ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS);
2501
2502 D3D11_BUFFER_DESC vbDesc;
2503 vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
2504 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
2505 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
2506 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2507 vbDesc.MiscFlags = 0;
2508 vbDesc.StructureByteStride = 0;
2509
2510 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
2511 ASSERT(SUCCEEDED(result));
2512 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
2513
2514 D3D11_SAMPLER_DESC samplerDesc;
2515 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
2516 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
2517 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
2518 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
2519 samplerDesc.MipLODBias = 0.0f;
2520 samplerDesc.MaxAnisotropy = 0;
2521 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
2522 samplerDesc.BorderColor[0] = 0.0f;
2523 samplerDesc.BorderColor[1] = 0.0f;
2524 samplerDesc.BorderColor[2] = 0.0f;
2525 samplerDesc.BorderColor[3] = 0.0f;
2526 samplerDesc.MinLOD = 0.0f;
2527 samplerDesc.MaxLOD = 0.0f;
2528
2529 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
2530 ASSERT(SUCCEEDED(result));
2531 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
2532
2533 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
2534 {
2535 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2536 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2537 };
2538
2539 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL);
2540 ASSERT(SUCCEEDED(result));
2541 d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout");
2542
2543 result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS);
2544 ASSERT(SUCCEEDED(result));
2545 d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader");
2546
2547 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS);
2548 ASSERT(SUCCEEDED(result));
2549 d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader");
2550
2551 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS);
2552 ASSERT(SUCCEEDED(result));
2553 d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader");
2554
2555 result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS);
2556 ASSERT(SUCCEEDED(result));
2557 d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader");
2558
2559 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS);
2560 ASSERT(SUCCEEDED(result));
2561 d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader");
2562
2563 mCopyResourcesInitialized = true;
2564 }
2565
2566 // Verify the source and destination area sizes
2567 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
2568 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
2569 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
2570 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight))
2571 {
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002572 return gl::error(GL_INVALID_VALUE, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002573 }
2574
2575 // Set vertices
2576 D3D11_MAPPED_SUBRESOURCE mappedResource;
2577 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
2578 if (FAILED(result))
2579 {
2580 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002581 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002582 }
2583
2584 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
2585
2586 // Create a quad in homogeneous coordinates
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002587 float x1 = (destArea.x / float(destWidth)) * 2.0f - 1.0f;
shannon.woods@transgaming.comcfdfd462013-02-28 23:13:01 +00002588 float y1 = ((destHeight - destArea.y - destArea.height) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002589 float x2 = ((destArea.x + destArea.width) / float(destWidth)) * 2.0f - 1.0f;
shannon.woods@transgaming.comcfdfd462013-02-28 23:13:01 +00002590 float y2 = ((destHeight - destArea.y) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002591
2592 float u1 = sourceArea.x / float(sourceWidth);
2593 float v1 = sourceArea.y / float(sourceHeight);
2594 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
2595 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
2596
2597 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
2598 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
2599 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
2600 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
2601
2602 mDeviceContext->Unmap(mCopyVB, 0);
2603
2604 static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
2605 static UINT startIdx = 0;
2606 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
2607
2608 // Apply state
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002609 mDeviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002610 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
2611 mDeviceContext->RSSetState(NULL);
2612
2613 // Apply shaders
2614 mDeviceContext->IASetInputLayout(mCopyIL);
2615 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
2616 mDeviceContext->VSSetShader(mCopyVS, NULL, 0);
2617
2618 ID3D11PixelShader *ps = NULL;
2619 switch(destFormat)
2620 {
2621 case GL_RGBA: ps = mCopyRGBAPS; break;
2622 case GL_RGB: ps = mCopyRGBPS; break;
2623 case GL_ALPHA: ps = mCopyRGBAPS; break;
2624 case GL_BGRA_EXT: ps = mCopyRGBAPS; break;
2625 case GL_LUMINANCE: ps = mCopyLumPS; break;
2626 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break;
2627 default: UNREACHABLE(); ps = NULL; break;
2628 }
2629
2630 mDeviceContext->PSSetShader(ps, NULL, 0);
shannon.woods@transgaming.com28e7ba02013-02-28 23:09:28 +00002631 mDeviceContext->GSSetShader(NULL, NULL, 0);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002632
2633 // Unset the currently bound shader resource to avoid conflicts
2634 static ID3D11ShaderResourceView *const nullSRV = NULL;
2635 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2636
2637 // Apply render targets
2638 mDeviceContext->OMSetRenderTargets(1, &dest, NULL);
2639
2640 // Set the viewport
2641 D3D11_VIEWPORT viewport;
2642 viewport.TopLeftX = 0;
2643 viewport.TopLeftY = 0;
2644 viewport.Width = destWidth;
2645 viewport.Height = destHeight;
2646 viewport.MinDepth = 0.0f;
2647 viewport.MaxDepth = 1.0f;
2648 mDeviceContext->RSSetViewports(1, &viewport);
2649
2650 // Apply textures
2651 mDeviceContext->PSSetShaderResources(0, 1, &source);
2652 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
2653
2654 // Draw the quad
2655 mDeviceContext->Draw(4, 0);
2656
2657 // Unbind textures and render targets and vertex buffer
2658 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2659
2660 static ID3D11RenderTargetView *const nullRTV = NULL;
2661 mDeviceContext->OMSetRenderTargets(1, &nullRTV, NULL);
2662
2663 static UINT zero = 0;
2664 static ID3D11Buffer *const nullBuffer = NULL;
2665 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
2666
2667 markAllStateDirty();
2668
2669 return true;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002670}
2671
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002672RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2673{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002674 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002675 RenderTarget11 *renderTarget = NULL;
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002676
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002677 if (depth)
2678 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002679 // Note: depth stencil may be NULL for 0 sized surfaces
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002680 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
2681 swapChain11->getDepthStencilTexture(), NULL,
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002682 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002683 }
2684 else
2685 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002686 // Note: render target may be NULL for 0 sized surfaces
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002687 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002688 swapChain11->getOffscreenTexture(),
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002689 swapChain11->getRenderTargetShaderResource(),
2690 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002691 }
2692 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002693}
2694
2695RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2696{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002697 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
2698 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002699}
2700
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002701ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002702{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002703 ShaderExecutable11 *executable = NULL;
2704
2705 switch (type)
2706 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002707 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002708 {
2709 ID3D11VertexShader *vshader = NULL;
2710 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2711 ASSERT(SUCCEEDED(result));
2712
2713 if (vshader)
2714 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002715 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002716 }
2717 }
2718 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002719 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002720 {
2721 ID3D11PixelShader *pshader = NULL;
2722 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2723 ASSERT(SUCCEEDED(result));
2724
2725 if (pshader)
2726 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002727 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002728 }
2729 }
2730 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002731 case rx::SHADER_GEOMETRY:
2732 {
2733 ID3D11GeometryShader *gshader = NULL;
2734 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
2735 ASSERT(SUCCEEDED(result));
2736
2737 if (gshader)
2738 {
2739 executable = new ShaderExecutable11(function, length, gshader);
2740 }
2741 }
2742 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002743 default:
2744 UNREACHABLE();
2745 break;
2746 }
2747
2748 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002749}
2750
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002751ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002752{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002753 const char *profile = NULL;
2754
2755 switch (type)
2756 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002757 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002758 profile = "vs_4_0";
2759 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002760 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002761 profile = "ps_4_0";
2762 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002763 case rx::SHADER_GEOMETRY:
2764 profile = "gs_4_0";
2765 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002766 default:
2767 UNREACHABLE();
2768 return NULL;
2769 }
2770
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +00002771 ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, D3DCOMPILE_OPTIMIZATION_LEVEL0, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002772 if (!binary)
2773 return NULL;
2774
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002775 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002776 binary->Release();
2777
2778 return executable;
2779}
2780
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002781VertexBuffer *Renderer11::createVertexBuffer()
2782{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00002783 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002784}
2785
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002786IndexBuffer *Renderer11::createIndexBuffer()
2787{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00002788 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002789}
2790
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +00002791BufferStorage *Renderer11::createBufferStorage()
2792{
2793 return new BufferStorage11(this);
2794}
2795
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002796QueryImpl *Renderer11::createQuery(GLenum type)
2797{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002798 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002799}
2800
2801FenceImpl *Renderer11::createFence()
2802{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002803 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002804}
2805
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002806bool Renderer11::getRenderTargetResource(gl::Framebuffer *framebuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
2807{
2808 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2809 if (colorbuffer)
2810 {
2811 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2812 if (renderTarget)
2813 {
2814 *subresourceIndex = renderTarget->getSubresourceIndex();
2815
2816 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
2817 if (colorBufferRTV)
2818 {
2819 ID3D11Resource *textureResource = NULL;
2820 colorBufferRTV->GetResource(&textureResource);
2821 colorBufferRTV->Release();
2822
2823 if (textureResource)
2824 {
2825 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
2826 textureResource->Release();
2827
2828 if (SUCCEEDED(result))
2829 {
2830 return true;
2831 }
2832 else
2833 {
2834 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
2835 "HRESULT: 0x%X.", result);
2836 }
2837 }
2838 }
2839 }
2840 }
2841
2842 return false;
2843}
2844
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002845bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002846 bool blitRenderTarget, bool blitDepthStencil)
2847{
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002848 if (blitRenderTarget && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_RENDERTARGET))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002849 {
2850 return false;
2851 }
2852
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002853 if (blitDepthStencil && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_DEPTHSTENCIL))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002854 {
2855 return false;
2856 }
2857
2858 return true;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002859}
2860
2861void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2862 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2863{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002864 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002865 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002866
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002867 if (getRenderTargetResource(framebuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002868 {
2869 gl::Rectangle area;
2870 area.x = x;
2871 area.y = y;
2872 area.width = width;
2873 area.height = height;
2874
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002875 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
2876 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002877
2878 colorBufferTexture->Release();
2879 colorBufferTexture = NULL;
2880 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002881}
2882
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002883Image *Renderer11::createImage()
2884{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00002885 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002886}
2887
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002888void Renderer11::generateMipmap(Image *dest, Image *src)
2889{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00002890 Image11 *dest11 = Image11::makeImage11(dest);
2891 Image11 *src11 = Image11::makeImage11(src);
2892 Image11::generateMipmap(dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002893}
2894
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002895TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
2896{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002897 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
2898 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002899}
2900
2901TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
2902{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002903 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002904}
2905
2906TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
2907{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002908 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002909}
2910
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002911static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
2912{
2913 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
2914 destFormat == GL_ALPHA &&
2915 destType == GL_UNSIGNED_BYTE)
2916 {
2917 return 1;
2918 }
2919 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
2920 destFormat == GL_RGBA &&
2921 destType == GL_UNSIGNED_BYTE)
2922 {
2923 return 4;
2924 }
2925 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
2926 destFormat == GL_BGRA_EXT &&
2927 destType == GL_UNSIGNED_BYTE)
2928 {
2929 return 4;
2930 }
2931 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
2932 destFormat == GL_RGBA &&
2933 destType == GL_HALF_FLOAT_OES)
2934 {
2935 return 8;
2936 }
2937 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
2938 destFormat == GL_RGB &&
2939 destType == GL_FLOAT)
2940 {
2941 return 12;
2942 }
2943 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
2944 destFormat == GL_RGBA &&
2945 destType == GL_FLOAT)
2946 {
2947 return 16;
2948 }
2949 else
2950 {
2951 return 0;
2952 }
2953}
2954
2955static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
2956 unsigned int y, int inputPitch, gl::Color *outColor)
2957{
2958 switch (format)
2959 {
2960 case DXGI_FORMAT_R8G8B8A8_UNORM:
2961 {
2962 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00002963 outColor->red = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
2964 outColor->green = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
2965 outColor->blue = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
2966 outColor->alpha = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002967 }
2968 break;
2969
2970 case DXGI_FORMAT_A8_UNORM:
2971 {
2972 outColor->red = 0.0f;
2973 outColor->green = 0.0f;
2974 outColor->blue = 0.0f;
2975 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
2976 }
2977 break;
2978
2979 case DXGI_FORMAT_R32G32B32A32_FLOAT:
2980 {
2981 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
2982 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
2983 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
2984 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
2985 }
2986 break;
2987
2988 case DXGI_FORMAT_R32G32B32_FLOAT:
2989 {
2990 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
2991 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
2992 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
2993 outColor->alpha = 1.0f;
2994 }
2995 break;
2996
2997 case DXGI_FORMAT_R16G16B16A16_FLOAT:
2998 {
2999 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
3000 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
3001 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
3002 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
3003 }
3004 break;
3005
3006 case DXGI_FORMAT_B8G8R8A8_UNORM:
3007 {
3008 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00003009 outColor->red = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
3010 outColor->blue = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
3011 outColor->green = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
3012 outColor->alpha = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003013 }
3014 break;
3015
3016 case DXGI_FORMAT_R8_UNORM:
3017 {
3018 outColor->red = *(data + x + y * inputPitch) / 255.0f;
3019 outColor->green = 0.0f;
3020 outColor->blue = 0.0f;
3021 outColor->alpha = 1.0f;
3022 }
3023 break;
3024
3025 case DXGI_FORMAT_R8G8_UNORM:
3026 {
3027 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
3028
3029 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
3030 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
3031 outColor->blue = 0.0f;
3032 outColor->alpha = 1.0f;
3033 }
3034 break;
3035
3036 case DXGI_FORMAT_R16_FLOAT:
3037 {
3038 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
3039 outColor->green = 0.0f;
3040 outColor->blue = 0.0f;
3041 outColor->alpha = 1.0f;
3042 }
3043 break;
3044
3045 case DXGI_FORMAT_R16G16_FLOAT:
3046 {
3047 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
3048 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
3049 outColor->blue = 0.0f;
3050 outColor->alpha = 1.0f;
3051 }
3052 break;
3053
3054 default:
3055 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
3056 UNIMPLEMENTED();
3057 break;
3058 }
3059}
3060
3061static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
3062 unsigned int y, int outputPitch, void *outData)
3063{
3064 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
3065 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
3066
3067 switch (format)
3068 {
3069 case GL_RGBA:
3070 switch (type)
3071 {
3072 case GL_UNSIGNED_BYTE:
3073 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3074 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3075 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3076 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3077 break;
3078
3079 default:
3080 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
3081 UNIMPLEMENTED();
3082 break;
3083 }
3084 break;
3085
3086 case GL_BGRA_EXT:
3087 switch (type)
3088 {
3089 case GL_UNSIGNED_BYTE:
3090 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3091 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3092 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
3093 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3094 break;
3095
3096 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
3097 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3098 // this type is packed as follows:
3099 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3100 // --------------------------------------------------------------------------------
3101 // | 4th | 3rd | 2nd | 1st component |
3102 // --------------------------------------------------------------------------------
3103 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3104 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3105 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
3106 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
3107 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
3108 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
3109 break;
3110
3111 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
3112 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3113 // this type is packed as follows:
3114 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3115 // --------------------------------------------------------------------------------
3116 // | 4th | 3rd | 2nd | 1st component |
3117 // --------------------------------------------------------------------------------
3118 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3119 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3120 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
3121 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
3122 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
3123 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
3124 break;
3125
3126 default:
3127 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
3128 UNIMPLEMENTED();
3129 break;
3130 }
3131 break;
3132
3133 case GL_RGB:
3134 switch (type)
3135 {
3136 case GL_UNSIGNED_SHORT_5_6_5:
3137 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3138 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
3139 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
3140 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
3141 break;
3142
3143 case GL_UNSIGNED_BYTE:
3144 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3145 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3146 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3147 break;
3148
3149 default:
3150 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
3151 UNIMPLEMENTED();
3152 break;
3153 }
3154 break;
3155
3156 default:
3157 ERR("WritePixelColor not implemented for format 0x%X.", format);
3158 UNIMPLEMENTED();
3159 break;
3160 }
3161}
3162
3163void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
3164 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
3165 GLint packAlignment, void *pixels)
3166{
3167 D3D11_TEXTURE2D_DESC textureDesc;
3168 texture->GetDesc(&textureDesc);
3169
3170 D3D11_TEXTURE2D_DESC stagingDesc;
3171 stagingDesc.Width = area.width;
3172 stagingDesc.Height = area.height;
3173 stagingDesc.MipLevels = 1;
3174 stagingDesc.ArraySize = 1;
3175 stagingDesc.Format = textureDesc.Format;
3176 stagingDesc.SampleDesc.Count = 1;
3177 stagingDesc.SampleDesc.Quality = 0;
3178 stagingDesc.Usage = D3D11_USAGE_STAGING;
3179 stagingDesc.BindFlags = 0;
3180 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
3181 stagingDesc.MiscFlags = 0;
3182
3183 ID3D11Texture2D* stagingTex = NULL;
3184 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
3185 if (FAILED(result))
3186 {
3187 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
3188 return;
3189 }
3190
3191 ID3D11Texture2D* srcTex = NULL;
3192 if (textureDesc.SampleDesc.Count > 1)
3193 {
3194 D3D11_TEXTURE2D_DESC resolveDesc;
3195 resolveDesc.Width = textureDesc.Width;
3196 resolveDesc.Height = textureDesc.Height;
3197 resolveDesc.MipLevels = 1;
3198 resolveDesc.ArraySize = 1;
3199 resolveDesc.Format = textureDesc.Format;
3200 resolveDesc.SampleDesc.Count = 1;
3201 resolveDesc.SampleDesc.Quality = 0;
3202 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
3203 resolveDesc.BindFlags = 0;
3204 resolveDesc.CPUAccessFlags = 0;
3205 resolveDesc.MiscFlags = 0;
3206
3207 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
3208 if (FAILED(result))
3209 {
3210 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
3211 stagingTex->Release();
3212 return;
3213 }
3214
3215 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
3216 subResource = 0;
3217 }
3218 else
3219 {
3220 srcTex = texture;
3221 srcTex->AddRef();
3222 }
3223
3224 D3D11_BOX srcBox;
3225 srcBox.left = area.x;
3226 srcBox.right = area.x + area.width;
3227 srcBox.top = area.y;
3228 srcBox.bottom = area.y + area.height;
3229 srcBox.front = 0;
3230 srcBox.back = 1;
3231
3232 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
3233
3234 srcTex->Release();
3235 srcTex = NULL;
3236
3237 D3D11_MAPPED_SUBRESOURCE mapping;
3238 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
3239
3240 unsigned char *source;
3241 int inputPitch;
3242 if (packReverseRowOrder)
3243 {
3244 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
3245 inputPitch = -static_cast<int>(mapping.RowPitch);
3246 }
3247 else
3248 {
3249 source = static_cast<unsigned char*>(mapping.pData);
3250 inputPitch = static_cast<int>(mapping.RowPitch);
3251 }
3252
3253 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
3254 if (fastPixelSize != 0)
3255 {
3256 unsigned char *dest = static_cast<unsigned char*>(pixels);
3257 for (int j = 0; j < area.height; j++)
3258 {
3259 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
3260 }
3261 }
3262 else
3263 {
3264 gl::Color pixelColor;
3265 for (int j = 0; j < area.height; j++)
3266 {
3267 for (int i = 0; i < area.width; i++)
3268 {
3269 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
3270 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
3271 }
3272 }
3273 }
3274
3275 mDeviceContext->Unmap(stagingTex, 0);
3276
3277 stagingTex->Release();
3278 stagingTex = NULL;
3279}
3280
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003281bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget,
3282 const gl::Rectangle &drawRect, BlitTarget target)
3283{
3284 ASSERT(readRect.width == drawRect.width && readRect.height == drawRect.height);
3285
3286 gl::Renderbuffer *readBuffer = NULL;
3287 switch (target)
3288 {
3289 case BLIT_RENDERTARGET:
3290 readBuffer = readTarget->getColorbuffer();
3291 break;
3292 case BLIT_DEPTHSTENCIL:
3293 readBuffer = readTarget->getDepthOrStencilbuffer();
3294 break;
3295 default: UNREACHABLE();
3296 }
3297 if (!readBuffer)
3298 {
3299 ERR("Failed to retrieve the color buffer from the read target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003300 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003301 }
3302
3303 RenderTarget11 *sourceRenderTarget = NULL;
3304 switch (target)
3305 {
3306 case BLIT_RENDERTARGET:
3307 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getRenderTarget());
3308 break;
3309 case BLIT_DEPTHSTENCIL:
3310 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getDepthStencil());
3311 break;
3312 default: UNREACHABLE();
3313 }
3314 if (!sourceRenderTarget)
3315 {
3316 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003317 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003318 }
3319
3320 ID3D11Texture2D *source = NULL;
3321 unsigned int sourceSubresource = 0;
3322 if (sourceRenderTarget->getSamples() > 0)
3323 {
3324 ID3D11Texture2D *unresolvedTexture = sourceRenderTarget->getTexture();
3325
3326 source = resolveMultisampledTexture(unresolvedTexture, sourceRenderTarget->getSubresourceIndex());
3327 sourceSubresource = 0;
3328
3329 unresolvedTexture->Release();
3330 }
3331 else
3332 {
3333 source = sourceRenderTarget->getTexture();
3334 sourceSubresource = sourceRenderTarget->getSubresourceIndex();
3335 }
3336
3337 if (!source)
3338 {
3339 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003340 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003341 }
3342
3343
3344 gl::Renderbuffer *drawBuffer = NULL;
3345 switch (target)
3346 {
3347 case BLIT_RENDERTARGET:
3348 drawBuffer = drawTarget->getColorbuffer();
3349 break;
3350 case BLIT_DEPTHSTENCIL:
3351 drawBuffer = drawTarget->getDepthOrStencilbuffer();
3352 break;
3353 default: UNREACHABLE();
3354 }
3355 if (!drawBuffer)
3356 {
3357 source->Release();
3358 ERR("Failed to retrieve the color buffer from the draw buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003359 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003360 }
3361
3362 RenderTarget11 *drawRenderTarget = NULL;
3363 switch (target)
3364 {
3365 case BLIT_RENDERTARGET:
3366 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getRenderTarget());
3367 break;
3368 case BLIT_DEPTHSTENCIL:
3369 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getDepthStencil());
3370 break;
3371 default: UNREACHABLE();
3372 }
3373 if (!drawRenderTarget)
3374 {
3375 source->Release();
3376 ERR("Failed to retrieve the render target from the render buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003377 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003378 }
3379
3380 ID3D11Texture2D *dest = drawRenderTarget->getTexture();
3381 unsigned int destSubresource = drawRenderTarget->getSubresourceIndex();
3382
3383 D3D11_BOX srcBox;
3384 srcBox.left = readRect.x;
3385 srcBox.right = readRect.x + readRect.width;
3386 srcBox.top = readRect.y;
3387 srcBox.bottom = readRect.y + readRect.height;
3388 srcBox.front = 0;
3389 srcBox.back = 1;
3390
3391 mDeviceContext->CopySubresourceRegion(dest, destSubresource, drawRect.x, drawRect.y, 0,
3392 source, sourceSubresource, &srcBox);
3393
3394 source->Release();
3395 dest->Release();
3396
3397 return true;
3398}
3399
shannon.woods@transgaming.comd67f9ce2013-02-28 23:06:09 +00003400ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
3401{
3402 D3D11_TEXTURE2D_DESC textureDesc;
3403 source->GetDesc(&textureDesc);
3404
3405 if (textureDesc.SampleDesc.Count > 1)
3406 {
3407 D3D11_TEXTURE2D_DESC resolveDesc;
3408 resolveDesc.Width = textureDesc.Width;
3409 resolveDesc.Height = textureDesc.Height;
3410 resolveDesc.MipLevels = 1;
3411 resolveDesc.ArraySize = 1;
3412 resolveDesc.Format = textureDesc.Format;
3413 resolveDesc.SampleDesc.Count = 1;
3414 resolveDesc.SampleDesc.Quality = 0;
3415 resolveDesc.Usage = textureDesc.Usage;
3416 resolveDesc.BindFlags = textureDesc.BindFlags;
3417 resolveDesc.CPUAccessFlags = 0;
3418 resolveDesc.MiscFlags = 0;
3419
3420 ID3D11Texture2D *resolveTexture = NULL;
3421 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
3422 if (FAILED(result))
3423 {
3424 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
3425 return NULL;
3426 }
3427
3428 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
3429 return resolveTexture;
3430 }
3431 else
3432 {
3433 source->AddRef();
3434 return source;
3435 }
3436}
3437
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003438}