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authorAndrew Knight <andrew.knight@digia.com>2013-04-03 19:57:09 +0300
committerThe Qt Project <gerrit-noreply@qt-project.org>2013-04-08 11:35:44 +0200
commit710ad8ce1bd5d01ce048851d210ac3831ca17dde (patch)
treebb3f645e57a7887341113275c9caa2583f7e2dfa /src/3rdparty/angle/src/libGLESv2/renderer/Renderer11.cpp
parent8307ab784eb4d8d22441ee61f02cb381684ca3a2 (diff)
Upgrade ANGLE to DX11 Proto
Upgrades ANGLE to dx11proto (dx11-MRT-support tag), which splits out support for DirectX9 & DirectX11. The DX9 codepath is used by default; CONFIG+=angle_d3d11 must be passed to the ANGLE project to build for DX11. Existing patches to ANGLE have been updated (or removed if no longer needed), and a patch has been added to make DX9/DX11 codepaths mutually exclusive. Change-Id: Ibe13befadb94f04883eca449d0ee1f0da955ff92 Reviewed-by: Oswald Buddenhagen <oswald.buddenhagen@digia.com> Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com> Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com> Reviewed-by: Axel Waggershauser <awagger@gmail.com>
Diffstat (limited to 'src/3rdparty/angle/src/libGLESv2/renderer/Renderer11.cpp')
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/Renderer11.cpp3531
1 files changed, 3531 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/Renderer11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/Renderer11.cpp
new file mode 100644
index 0000000000..cf083963e1
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/Renderer11.cpp
@@ -0,0 +1,3531 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
+
+#include "libGLESv2/main.h"
+#include "libGLESv2/utilities.h"
+#include "libGLESv2/Buffer.h"
+#include "libGLESv2/ProgramBinary.h"
+#include "libGLESv2/Framebuffer.h"
+#include "libGLESv2/RenderBuffer.h"
+#include "libGLESv2/renderer/Renderer11.h"
+#include "libGLESv2/renderer/RenderTarget11.h"
+#include "libGLESv2/renderer/renderer11_utils.h"
+#include "libGLESv2/renderer/ShaderExecutable11.h"
+#include "libGLESv2/renderer/SwapChain11.h"
+#include "libGLESv2/renderer/Image11.h"
+#include "libGLESv2/renderer/VertexBuffer11.h"
+#include "libGLESv2/renderer/IndexBuffer11.h"
+#include "libGLESv2/renderer/BufferStorage11.h"
+#include "libGLESv2/renderer/VertexDataManager.h"
+#include "libGLESv2/renderer/IndexDataManager.h"
+#include "libGLESv2/renderer/TextureStorage11.h"
+#include "libGLESv2/renderer/Query11.h"
+#include "libGLESv2/renderer/Fence11.h"
+
+#include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h"
+#include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h"
+#include "libGLESv2/renderer/shaders/compiled/passthroughrgb11ps.h"
+#include "libGLESv2/renderer/shaders/compiled/passthroughlum11ps.h"
+#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha11ps.h"
+
+#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
+#include "libGLESv2/renderer/shaders/compiled/clear11ps.h"
+
+#include "libEGL/Display.h"
+
+#ifdef _DEBUG
+// this flag enables suppressing some spurious warnings that pop up in certain WebGL samples
+// and conformance tests. to enable all warnings, remove this define.
+#define ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS 1
+#endif
+
+namespace rx
+{
+static const DXGI_FORMAT RenderTargetFormats[] =
+ {
+ DXGI_FORMAT_B8G8R8A8_UNORM,
+ DXGI_FORMAT_R8G8B8A8_UNORM
+ };
+
+static const DXGI_FORMAT DepthStencilFormats[] =
+ {
+ DXGI_FORMAT_UNKNOWN,
+ DXGI_FORMAT_D24_UNORM_S8_UINT,
+ DXGI_FORMAT_D16_UNORM
+ };
+
+enum
+{
+ MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
+};
+
+Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
+{
+ mVertexDataManager = NULL;
+ mIndexDataManager = NULL;
+
+ mLineLoopIB = NULL;
+ mTriangleFanIB = NULL;
+
+ mCopyResourcesInitialized = false;
+ mCopyVB = NULL;
+ mCopySampler = NULL;
+ mCopyIL = NULL;
+ mCopyVS = NULL;
+ mCopyRGBAPS = NULL;
+ mCopyRGBPS = NULL;
+ mCopyLumPS = NULL;
+ mCopyLumAlphaPS = NULL;
+
+ mClearResourcesInitialized = false;
+ mClearVB = NULL;
+ mClearIL = NULL;
+ mClearVS = NULL;
+ mClearPS = NULL;
+ mClearScissorRS = NULL;
+ mClearNoScissorRS = NULL;
+
+ mSyncQuery = NULL;
+
+ mD3d11Module = NULL;
+ mDxgiModule = NULL;
+
+ mDeviceLost = false;
+
+ mMaxSupportedSamples = 0;
+
+ mDevice = NULL;
+ mDeviceContext = NULL;
+ mDxgiAdapter = NULL;
+ mDxgiFactory = NULL;
+
+ mDriverConstantBufferVS = NULL;
+ mDriverConstantBufferPS = NULL;
+
+ mBGRATextureSupport = false;
+
+ mIsGeometryShaderActive = false;
+}
+
+Renderer11::~Renderer11()
+{
+ release();
+}
+
+Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
+ return static_cast<rx::Renderer11*>(renderer);
+}
+
+#ifndef __d3d11_1_h__
+#define D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET ((D3D11_MESSAGE_ID)3146081)
+#endif
+
+EGLint Renderer11::initialize()
+{
+ if (!initializeCompiler())
+ {
+ return EGL_NOT_INITIALIZED;
+ }
+
+ mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
+ mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
+
+ if (mD3d11Module == NULL || mDxgiModule == NULL)
+ {
+ ERR("Could not load D3D11 or DXGI library - aborting!\n");
+ return EGL_NOT_INITIALIZED;
+ }
+
+ // create the D3D11 device
+ ASSERT(mDevice == NULL);
+ PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
+
+ if (D3D11CreateDevice == NULL)
+ {
+ ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
+ return EGL_NOT_INITIALIZED;
+ }
+
+ D3D_FEATURE_LEVEL featureLevels[] =
+ {
+ D3D_FEATURE_LEVEL_11_0,
+ D3D_FEATURE_LEVEL_10_1,
+ D3D_FEATURE_LEVEL_10_0,
+ };
+
+ HRESULT result = D3D11CreateDevice(NULL,
+ D3D_DRIVER_TYPE_HARDWARE,
+ NULL,
+ #if defined(_DEBUG)
+ D3D11_CREATE_DEVICE_DEBUG,
+ #else
+ 0,
+ #endif
+ featureLevels,
+ ArraySize(featureLevels),
+ D3D11_SDK_VERSION,
+ &mDevice,
+ &mFeatureLevel,
+ &mDeviceContext);
+
+ if (!mDevice || FAILED(result))
+ {
+ ERR("Could not create D3D11 device - aborting!\n");
+ return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
+ }
+
+ IDXGIDevice *dxgiDevice = NULL;
+ result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
+
+ if (FAILED(result))
+ {
+ ERR("Could not query DXGI device - aborting!\n");
+ return EGL_NOT_INITIALIZED;
+ }
+
+ result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
+
+ if (FAILED(result))
+ {
+ ERR("Could not retrieve DXGI adapter - aborting!\n");
+ return EGL_NOT_INITIALIZED;
+ }
+
+ dxgiDevice->Release();
+
+ mDxgiAdapter->GetDesc(&mAdapterDescription);
+ memset(mDescription, 0, sizeof(mDescription));
+ wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
+
+ result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
+
+ if (!mDxgiFactory || FAILED(result))
+ {
+ ERR("Could not create DXGI factory - aborting!\n");
+ return EGL_NOT_INITIALIZED;
+ }
+
+ // Disable some spurious D3D11 debug warnings to prevent them from flooding the output log
+#if defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG)
+ ID3D11InfoQueue *infoQueue;
+ result = mDevice->QueryInterface(__uuidof(ID3D11InfoQueue), (void **)&infoQueue);
+
+ if (SUCCEEDED(result))
+ {
+ D3D11_MESSAGE_ID hideMessages[] =
+ {
+ D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETS_HAZARD,
+ D3D11_MESSAGE_ID_DEVICE_PSSETSHADERRESOURCES_HAZARD,
+ D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET
+ };
+
+ D3D11_INFO_QUEUE_FILTER filter = {0};
+ filter.DenyList.NumIDs = ArraySize(hideMessages);
+ filter.DenyList.pIDList = hideMessages;
+
+ infoQueue->AddStorageFilterEntries(&filter);
+
+ infoQueue->Release();
+ }
+#endif
+
+ unsigned int maxSupportedSamples = 0;
+ unsigned int rtFormatCount = ArraySize(RenderTargetFormats);
+ unsigned int dsFormatCount = ArraySize(DepthStencilFormats);
+ for (unsigned int i = 0; i < rtFormatCount + dsFormatCount; ++i)
+ {
+ DXGI_FORMAT format = (i < rtFormatCount) ? RenderTargetFormats[i] : DepthStencilFormats[i - rtFormatCount];
+ if (format != DXGI_FORMAT_UNKNOWN)
+ {
+ UINT formatSupport;
+ result = mDevice->CheckFormatSupport(format, &formatSupport);
+ if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
+ {
+ MultisampleSupportInfo supportInfo;
+
+ for (unsigned int j = 1; j <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; j++)
+ {
+ result = mDevice->CheckMultisampleQualityLevels(format, j, &supportInfo.qualityLevels[j - 1]);
+ if (SUCCEEDED(result) && supportInfo.qualityLevels[j - 1] > 0)
+ {
+ maxSupportedSamples = std::max(j, maxSupportedSamples);
+ }
+ else
+ {
+ supportInfo.qualityLevels[j - 1] = 0;
+ }
+ }
+
+ mMultisampleSupportMap.insert(std::make_pair(format, supportInfo));
+ }
+ }
+ }
+ mMaxSupportedSamples = maxSupportedSamples;
+
+ initializeDevice();
+
+ // BGRA texture support is optional in feature levels 10 and 10_1
+ UINT formatSupport;
+ result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
+ if (FAILED(result))
+ {
+ ERR("Error checking BGRA format support: 0x%08X", result);
+ }
+ else
+ {
+ const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
+ mBGRATextureSupport = (formatSupport & flags) == flags;
+ }
+
+ // Check floating point texture support
+ static const unsigned int requiredTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE;
+ static const unsigned int requiredRenderableFlags = D3D11_FORMAT_SUPPORT_RENDER_TARGET;
+ static const unsigned int requiredFilterFlags = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
+
+ DXGI_FORMAT float16Formats[] =
+ {
+ DXGI_FORMAT_R16_FLOAT,
+ DXGI_FORMAT_R16G16_FLOAT,
+ DXGI_FORMAT_R16G16B16A16_FLOAT,
+ };
+
+ DXGI_FORMAT float32Formats[] =
+ {
+ DXGI_FORMAT_R32_FLOAT,
+ DXGI_FORMAT_R32G32_FLOAT,
+ DXGI_FORMAT_R32G32B32_FLOAT,
+ DXGI_FORMAT_R32G32B32A32_FLOAT,
+ };
+
+ mFloat16TextureSupport = true;
+ mFloat16FilterSupport = true;
+ mFloat16RenderSupport = true;
+ for (unsigned int i = 0; i < ArraySize(float16Formats); i++)
+ {
+ if (SUCCEEDED(mDevice->CheckFormatSupport(float16Formats[i], &formatSupport)))
+ {
+ mFloat16TextureSupport = mFloat16TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
+ mFloat16FilterSupport = mFloat16FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
+ mFloat16RenderSupport = mFloat16RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
+ }
+ else
+ {
+ mFloat16TextureSupport = false;
+ mFloat16RenderSupport = false;
+ mFloat16FilterSupport = false;
+ }
+ }
+
+ mFloat32TextureSupport = true;
+ mFloat32FilterSupport = true;
+ mFloat32RenderSupport = true;
+ for (unsigned int i = 0; i < ArraySize(float32Formats); i++)
+ {
+ if (SUCCEEDED(mDevice->CheckFormatSupport(float32Formats[i], &formatSupport)))
+ {
+ mFloat32TextureSupport = mFloat32TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
+ mFloat32FilterSupport = mFloat32FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
+ mFloat32RenderSupport = mFloat32RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
+ }
+ else
+ {
+ mFloat32TextureSupport = false;
+ mFloat32FilterSupport = false;
+ mFloat32RenderSupport = false;
+ }
+ }
+
+ // Check compressed texture support
+ const unsigned int requiredCompressedTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D;
+
+ if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC1_UNORM, &formatSupport)))
+ {
+ mDXT1TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
+ }
+ else
+ {
+ mDXT1TextureSupport = false;
+ }
+
+ if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC3_UNORM, &formatSupport)))
+ {
+ mDXT3TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
+ }
+ else
+ {
+ mDXT3TextureSupport = false;
+ }
+
+ if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC5_UNORM, &formatSupport)))
+ {
+ mDXT5TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
+ }
+ else
+ {
+ mDXT5TextureSupport = false;
+ }
+
+ // Check depth texture support
+ DXGI_FORMAT depthTextureFormats[] =
+ {
+ DXGI_FORMAT_D16_UNORM,
+ DXGI_FORMAT_D24_UNORM_S8_UINT,
+ };
+
+ static const unsigned int requiredDepthTextureFlags = D3D11_FORMAT_SUPPORT_DEPTH_STENCIL |
+ D3D11_FORMAT_SUPPORT_TEXTURE2D;
+
+ mDepthTextureSupport = true;
+ for (unsigned int i = 0; i < ArraySize(depthTextureFormats); i++)
+ {
+ if (SUCCEEDED(mDevice->CheckFormatSupport(depthTextureFormats[i], &formatSupport)))
+ {
+ mDepthTextureSupport = mDepthTextureSupport && ((formatSupport & requiredDepthTextureFlags) == requiredDepthTextureFlags);
+ }
+ else
+ {
+ mDepthTextureSupport = false;
+ }
+ }
+
+ return EGL_SUCCESS;
+}
+
+// do any one-time device initialization
+// NOTE: this is also needed after a device lost/reset
+// to reset the scene status and ensure the default states are reset.
+void Renderer11::initializeDevice()
+{
+ mStateCache.initialize(mDevice);
+ mInputLayoutCache.initialize(mDevice, mDeviceContext);
+
+ ASSERT(!mVertexDataManager && !mIndexDataManager);
+ mVertexDataManager = new VertexDataManager(this);
+ mIndexDataManager = new IndexDataManager(this);
+
+ markAllStateDirty();
+}
+
+int Renderer11::generateConfigs(ConfigDesc **configDescList)
+{
+ unsigned int numRenderFormats = ArraySize(RenderTargetFormats);
+ unsigned int numDepthFormats = ArraySize(DepthStencilFormats);
+ (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
+ int numConfigs = 0;
+
+ for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
+ {
+ for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
+ {
+ DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
+
+ UINT formatSupport = 0;
+ HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
+
+ if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
+ {
+ DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
+
+ bool depthStencilFormatOK = true;
+
+ if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ UINT formatSupport = 0;
+ result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
+ depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
+ }
+
+ if (depthStencilFormatOK)
+ {
+ ConfigDesc newConfig;
+ newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
+ newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
+ newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
+ newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
+
+ (*configDescList)[numConfigs++] = newConfig;
+ }
+ }
+ }
+ }
+
+ return numConfigs;
+}
+
+void Renderer11::deleteConfigs(ConfigDesc *configDescList)
+{
+ delete [] (configDescList);
+}
+
+void Renderer11::sync(bool block)
+{
+ if (block)
+ {
+ HRESULT result;
+
+ if (!mSyncQuery)
+ {
+ D3D11_QUERY_DESC queryDesc;
+ queryDesc.Query = D3D11_QUERY_EVENT;
+ queryDesc.MiscFlags = 0;
+
+ result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
+ ASSERT(SUCCEEDED(result));
+ }
+
+ mDeviceContext->End(mSyncQuery);
+ mDeviceContext->Flush();
+
+ do
+ {
+ result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
+
+ // Keep polling, but allow other threads to do something useful first
+ Sleep(0);
+
+ if (testDeviceLost(true))
+ {
+ return;
+ }
+ }
+ while (result == S_FALSE);
+ }
+ else
+ {
+ mDeviceContext->Flush();
+ }
+}
+
+SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
+{
+ return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
+}
+
+void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
+{
+ if (type == gl::SAMPLER_PIXEL)
+ {
+ if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
+ {
+ ERR("Pixel shader sampler index %i is not valid.", index);
+ return;
+ }
+
+ if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
+ {
+ ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
+
+ if (!dxSamplerState)
+ {
+ ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
+ "sampler state for pixel shaders at slot %i.", index);
+ }
+
+ mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
+
+ mCurPixelSamplerStates[index] = samplerState;
+ }
+
+ mForceSetPixelSamplerStates[index] = false;
+ }
+ else if (type == gl::SAMPLER_VERTEX)
+ {
+ if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
+ {
+ ERR("Vertex shader sampler index %i is not valid.", index);
+ return;
+ }
+
+ if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
+ {
+ ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
+
+ if (!dxSamplerState)
+ {
+ ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
+ "sampler state for vertex shaders at slot %i.", index);
+ }
+
+ mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
+
+ mCurVertexSamplerStates[index] = samplerState;
+ }
+
+ mForceSetVertexSamplerStates[index] = false;
+ }
+ else UNREACHABLE();
+}
+
+void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
+{
+ ID3D11ShaderResourceView *textureSRV = NULL;
+ unsigned int serial = 0;
+ bool forceSetTexture = false;
+
+ if (texture)
+ {
+ TextureStorageInterface *texStorage = texture->getNativeTexture();
+ if (texStorage)
+ {
+ TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
+ textureSRV = storage11->getSRV();
+ }
+
+ // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
+ // missing the shader resource view
+ ASSERT(textureSRV != NULL);
+
+ serial = texture->getTextureSerial();
+ forceSetTexture = texture->hasDirtyImages();
+ }
+
+ if (type == gl::SAMPLER_PIXEL)
+ {
+ if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
+ {
+ ERR("Pixel shader sampler index %i is not valid.", index);
+ return;
+ }
+
+ if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
+ {
+ mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
+ }
+
+ mCurPixelTextureSerials[index] = serial;
+ }
+ else if (type == gl::SAMPLER_VERTEX)
+ {
+ if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
+ {
+ ERR("Vertex shader sampler index %i is not valid.", index);
+ return;
+ }
+
+ if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
+ {
+ mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
+ }
+
+ mCurVertexTextureSerials[index] = serial;
+ }
+ else UNREACHABLE();
+}
+
+void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
+{
+ if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
+ {
+ ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
+ mCurDepthSize);
+ if (!dxRasterState)
+ {
+ ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
+ "rasterizer state.");
+ }
+
+ mDeviceContext->RSSetState(dxRasterState);
+
+ mCurRasterState = rasterState;
+ }
+
+ mForceSetRasterState = false;
+}
+
+void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
+ unsigned int sampleMask)
+{
+ if (mForceSetBlendState ||
+ memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
+ memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
+ sampleMask != mCurSampleMask)
+ {
+ ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
+ if (!dxBlendState)
+ {
+ ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
+ "blend state.");
+ }
+
+ const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
+ mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
+
+ mCurBlendState = blendState;
+ mCurBlendColor = blendColor;
+ mCurSampleMask = sampleMask;
+ }
+
+ mForceSetBlendState = false;
+}
+
+void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
+ int stencilBackRef, bool frontFaceCCW)
+{
+ if (mForceSetDepthStencilState ||
+ memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
+ stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
+ {
+ if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
+ stencilRef != stencilBackRef ||
+ depthStencilState.stencilMask != depthStencilState.stencilBackMask)
+ {
+ ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
+ "invalid under WebGL.");
+ return gl::error(GL_INVALID_OPERATION);
+ }
+
+ ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
+ if (!dxDepthStencilState)
+ {
+ ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
+ "setting the default depth stencil state.");
+ }
+
+ mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
+
+ mCurDepthStencilState = depthStencilState;
+ mCurStencilRef = stencilRef;
+ mCurStencilBackRef = stencilBackRef;
+ }
+
+ mForceSetDepthStencilState = false;
+}
+
+void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
+{
+ if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
+ enabled != mScissorEnabled)
+ {
+ if (enabled)
+ {
+ D3D11_RECT rect;
+ rect.left = std::max(0, scissor.x);
+ rect.top = std::max(0, scissor.y);
+ rect.right = scissor.x + std::max(0, scissor.width);
+ rect.bottom = scissor.y + std::max(0, scissor.height);
+
+ mDeviceContext->RSSetScissorRects(1, &rect);
+ }
+
+ if (enabled != mScissorEnabled)
+ {
+ mForceSetRasterState = true;
+ }
+
+ mCurScissor = scissor;
+ mScissorEnabled = enabled;
+ }
+
+ mForceSetScissor = false;
+}
+
+bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
+ bool ignoreViewport)
+{
+ gl::Rectangle actualViewport = viewport;
+ float actualZNear = gl::clamp01(zNear);
+ float actualZFar = gl::clamp01(zFar);
+ if (ignoreViewport)
+ {
+ actualViewport.x = 0;
+ actualViewport.y = 0;
+ actualViewport.width = mRenderTargetDesc.width;
+ actualViewport.height = mRenderTargetDesc.height;
+ actualZNear = 0.0f;
+ actualZFar = 1.0f;
+ }
+
+ // Get D3D viewport bounds, which depends on the feature level
+ const Range& viewportBounds = getViewportBounds();
+
+ // Clamp width and height first to the gl maximum, then clamp further if we extend past the D3D maximum bounds
+ D3D11_VIEWPORT dxViewport;
+ dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end);
+ dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end);
+ dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension());
+ dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension());
+ dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX));
+ dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY));
+ dxViewport.MinDepth = actualZNear;
+ dxViewport.MaxDepth = actualZFar;
+
+ if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
+ {
+ return false; // Nothing to render
+ }
+
+ bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
+ actualZNear != mCurNear || actualZFar != mCurFar;
+
+ if (viewportChanged)
+ {
+ mDeviceContext->RSSetViewports(1, &dxViewport);
+
+ mCurViewport = actualViewport;
+ mCurNear = actualZNear;
+ mCurFar = actualZFar;
+
+ mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f;
+ mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f;
+ mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
+ mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
+
+ mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
+ mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
+
+ mVertexConstants.depthRange[0] = actualZNear;
+ mVertexConstants.depthRange[1] = actualZFar;
+ mVertexConstants.depthRange[2] = actualZFar - actualZNear;
+
+ mPixelConstants.depthRange[0] = actualZNear;
+ mPixelConstants.depthRange[1] = actualZFar;
+ mPixelConstants.depthRange[2] = actualZFar - actualZNear;
+ }
+
+ mForceSetViewport = false;
+ return true;
+}
+
+bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
+{
+ D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
+
+ switch (mode)
+ {
+ case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
+ case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
+ case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
+ case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
+ case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
+ case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
+ // emulate fans via rewriting index buffer
+ case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
+ default:
+ return gl::error(GL_INVALID_ENUM, false);
+ }
+
+ mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
+
+ return count > 0;
+}
+
+bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
+{
+ // Get the color render buffer and serial
+ // Also extract the render target dimensions and view
+ unsigned int renderTargetWidth = 0;
+ unsigned int renderTargetHeight = 0;
+ GLenum renderTargetFormat = 0;
+ unsigned int renderTargetSerials[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {0};
+ ID3D11RenderTargetView* framebufferRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
+ bool missingColorRenderTarget = true;
+
+ for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
+ {
+ const GLenum drawBufferState = framebuffer->getDrawBufferState(colorAttachment);
+
+ if (framebuffer->getColorbufferType(colorAttachment) != GL_NONE && drawBufferState != GL_NONE)
+ {
+ // the draw buffer must be either "none", "back" for the default buffer or the same index as this color (in order)
+ ASSERT(drawBufferState == GL_BACK || drawBufferState == (GL_COLOR_ATTACHMENT0_EXT + colorAttachment));
+
+ gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(colorAttachment);
+
+ if (!colorbuffer)
+ {
+ ERR("render target pointer unexpectedly null.");
+ return false;
+ }
+
+ // check for zero-sized default framebuffer, which is a special case.
+ // in this case we do not wish to modify any state and just silently return false.
+ // this will not report any gl error but will cause the calling method to return.
+ if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0)
+ {
+ return false;
+ }
+
+ renderTargetSerials[colorAttachment] = colorbuffer->getSerial();
+
+ // Extract the render target dimensions and view
+ RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
+ if (!renderTarget)
+ {
+ ERR("render target pointer unexpectedly null.");
+ return false;
+ }
+
+ framebufferRTVs[colorAttachment] = renderTarget->getRenderTargetView();
+ if (!framebufferRTVs[colorAttachment])
+ {
+ ERR("render target view pointer unexpectedly null.");
+ return false;
+ }
+
+ if (missingColorRenderTarget)
+ {
+ renderTargetWidth = colorbuffer->getWidth();
+ renderTargetHeight = colorbuffer->getHeight();
+ renderTargetFormat = colorbuffer->getActualFormat();
+ missingColorRenderTarget = false;
+ }
+ }
+ }
+
+ // Get the depth stencil render buffer and serials
+ gl::Renderbuffer *depthStencil = NULL;
+ unsigned int depthbufferSerial = 0;
+ unsigned int stencilbufferSerial = 0;
+ if (framebuffer->getDepthbufferType() != GL_NONE)
+ {
+ depthStencil = framebuffer->getDepthbuffer();
+ if (!depthStencil)
+ {
+ ERR("Depth stencil pointer unexpectedly null.");
+ SafeRelease(framebufferRTVs);
+ return false;
+ }
+
+ depthbufferSerial = depthStencil->getSerial();
+ }
+ else if (framebuffer->getStencilbufferType() != GL_NONE)
+ {
+ depthStencil = framebuffer->getStencilbuffer();
+ if (!depthStencil)
+ {
+ ERR("Depth stencil pointer unexpectedly null.");
+ SafeRelease(framebufferRTVs);
+ return false;
+ }
+
+ stencilbufferSerial = depthStencil->getSerial();
+ }
+
+ // Extract the depth stencil sizes and view
+ unsigned int depthSize = 0;
+ unsigned int stencilSize = 0;
+ ID3D11DepthStencilView* framebufferDSV = NULL;
+ if (depthStencil)
+ {
+ RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
+ if (!depthStencilRenderTarget)
+ {
+ ERR("render target pointer unexpectedly null.");
+ SafeRelease(framebufferRTVs);
+ return false;
+ }
+
+ framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
+ if (!framebufferDSV)
+ {
+ ERR("depth stencil view pointer unexpectedly null.");
+ SafeRelease(framebufferRTVs);
+ return false;
+ }
+
+ // If there is no render buffer, the width, height and format values come from
+ // the depth stencil
+ if (missingColorRenderTarget)
+ {
+ renderTargetWidth = depthStencil->getWidth();
+ renderTargetHeight = depthStencil->getHeight();
+ renderTargetFormat = depthStencil->getActualFormat();
+ }
+
+ depthSize = depthStencil->getDepthSize();
+ stencilSize = depthStencil->getStencilSize();
+ }
+
+ // Apply the render target and depth stencil
+ if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
+ memcmp(renderTargetSerials, mAppliedRenderTargetSerials, sizeof(renderTargetSerials)) != 0 ||
+ depthbufferSerial != mAppliedDepthbufferSerial ||
+ stencilbufferSerial != mAppliedStencilbufferSerial)
+ {
+ mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), framebufferRTVs, framebufferDSV);
+
+ mRenderTargetDesc.width = renderTargetWidth;
+ mRenderTargetDesc.height = renderTargetHeight;
+ mRenderTargetDesc.format = renderTargetFormat;
+ mForceSetViewport = true;
+ mForceSetScissor = true;
+
+ if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
+ {
+ mCurDepthSize = depthSize;
+ mForceSetRasterState = true;
+ }
+
+ mCurStencilSize = stencilSize;
+
+ for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
+ {
+ mAppliedRenderTargetSerials[rtIndex] = renderTargetSerials[rtIndex];
+ }
+ mAppliedDepthbufferSerial = depthbufferSerial;
+ mAppliedStencilbufferSerial = stencilbufferSerial;
+ mRenderTargetDescInitialized = true;
+ mDepthStencilInitialized = true;
+ }
+
+ SafeRelease(framebufferRTVs);
+ SafeRelease(framebufferDSV);
+
+ return true;
+}
+
+GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
+{
+ TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
+ GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
+ if (err != GL_NO_ERROR)
+ {
+ return err;
+ }
+
+ return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
+}
+
+GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
+{
+ GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
+
+ if (err == GL_NO_ERROR)
+ {
+ if (indexInfo->storage)
+ {
+ if (indexInfo->serial != mAppliedStorageIBSerial || indexInfo->startOffset != mAppliedIBOffset)
+ {
+ BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(indexInfo->storage);
+ IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
+
+ mDeviceContext->IASetIndexBuffer(storage->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
+
+ mAppliedIBSerial = 0;
+ mAppliedStorageIBSerial = storage->getSerial();
+ mAppliedIBOffset = indexInfo->startOffset;
+ }
+ }
+ else if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
+ {
+ IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
+
+ mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
+
+ mAppliedIBSerial = indexInfo->serial;
+ mAppliedStorageIBSerial = 0;
+ mAppliedIBOffset = indexInfo->startOffset;
+ }
+ }
+
+ return err;
+}
+
+void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
+{
+ if (mode == GL_LINE_LOOP)
+ {
+ drawLineLoop(count, GL_NONE, NULL, 0, NULL);
+ }
+ else if (mode == GL_TRIANGLE_FAN)
+ {
+ drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
+ }
+ else if (instances > 0)
+ {
+ mDeviceContext->DrawInstanced(count, instances, 0, 0);
+ }
+ else
+ {
+ mDeviceContext->Draw(count, 0);
+ }
+}
+
+void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances)
+{
+ if (mode == GL_LINE_LOOP)
+ {
+ drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
+ }
+ else if (mode == GL_TRIANGLE_FAN)
+ {
+ drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
+ }
+ else if (instances > 0)
+ {
+ mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
+ }
+ else
+ {
+ mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
+ }
+}
+
+void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
+{
+ // Get the raw indices for an indexed draw
+ if (type != GL_NONE && elementArrayBuffer)
+ {
+ gl::Buffer *indexBuffer = elementArrayBuffer;
+ BufferStorage *storage = indexBuffer->getStorage();
+ intptr_t offset = reinterpret_cast<intptr_t>(indices);
+ indices = static_cast<const GLubyte*>(storage->getData()) + offset;
+ }
+
+ if (!mLineLoopIB)
+ {
+ mLineLoopIB = new StreamingIndexBufferInterface(this);
+ if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
+ {
+ delete mLineLoopIB;
+ mLineLoopIB = NULL;
+
+ ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+ }
+
+ const int spaceNeeded = (count + 1) * sizeof(unsigned int);
+ if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
+ {
+ ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ void* mappedMemory = NULL;
+ int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
+ if (offset == -1 || mappedMemory == NULL)
+ {
+ ERR("Could not map index buffer for GL_LINE_LOOP.");
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
+ unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
+
+ switch (type)
+ {
+ case GL_NONE: // Non-indexed draw
+ for (int i = 0; i < count; i++)
+ {
+ data[i] = i;
+ }
+ data[count] = 0;
+ break;
+ case GL_UNSIGNED_BYTE:
+ for (int i = 0; i < count; i++)
+ {
+ data[i] = static_cast<const GLubyte*>(indices)[i];
+ }
+ data[count] = static_cast<const GLubyte*>(indices)[0];
+ break;
+ case GL_UNSIGNED_SHORT:
+ for (int i = 0; i < count; i++)
+ {
+ data[i] = static_cast<const GLushort*>(indices)[i];
+ }
+ data[count] = static_cast<const GLushort*>(indices)[0];
+ break;
+ case GL_UNSIGNED_INT:
+ for (int i = 0; i < count; i++)
+ {
+ data[i] = static_cast<const GLuint*>(indices)[i];
+ }
+ data[count] = static_cast<const GLuint*>(indices)[0];
+ break;
+ default: UNREACHABLE();
+ }
+
+ if (!mLineLoopIB->unmapBuffer())
+ {
+ ERR("Could not unmap index buffer for GL_LINE_LOOP.");
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
+ {
+ IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
+
+ mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
+ mAppliedIBSerial = mLineLoopIB->getSerial();
+ mAppliedStorageIBSerial = 0;
+ mAppliedIBOffset = indexBufferOffset;
+ }
+
+ mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
+}
+
+void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
+{
+ // Get the raw indices for an indexed draw
+ if (type != GL_NONE && elementArrayBuffer)
+ {
+ gl::Buffer *indexBuffer = elementArrayBuffer;
+ BufferStorage *storage = indexBuffer->getStorage();
+ intptr_t offset = reinterpret_cast<intptr_t>(indices);
+ indices = static_cast<const GLubyte*>(storage->getData()) + offset;
+ }
+
+ if (!mTriangleFanIB)
+ {
+ mTriangleFanIB = new StreamingIndexBufferInterface(this);
+ if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
+ {
+ delete mTriangleFanIB;
+ mTriangleFanIB = NULL;
+
+ ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+ }
+
+ const int numTris = count - 2;
+ const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
+ if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
+ {
+ ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ void* mappedMemory = NULL;
+ int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
+ if (offset == -1 || mappedMemory == NULL)
+ {
+ ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
+ unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
+
+ switch (type)
+ {
+ case GL_NONE: // Non-indexed draw
+ for (int i = 0; i < numTris; i++)
+ {
+ data[i*3 + 0] = 0;
+ data[i*3 + 1] = i + 1;
+ data[i*3 + 2] = i + 2;
+ }
+ break;
+ case GL_UNSIGNED_BYTE:
+ for (int i = 0; i < numTris; i++)
+ {
+ data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
+ data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
+ data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
+ }
+ break;
+ case GL_UNSIGNED_SHORT:
+ for (int i = 0; i < numTris; i++)
+ {
+ data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
+ data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
+ data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
+ }
+ break;
+ case GL_UNSIGNED_INT:
+ for (int i = 0; i < numTris; i++)
+ {
+ data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
+ data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
+ data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
+ }
+ break;
+ default: UNREACHABLE();
+ }
+
+ if (!mTriangleFanIB->unmapBuffer())
+ {
+ ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
+ {
+ IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
+
+ mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
+ mAppliedIBSerial = mTriangleFanIB->getSerial();
+ mAppliedStorageIBSerial = 0;
+ mAppliedIBOffset = indexBufferOffset;
+ }
+
+ if (instances > 0)
+ {
+ mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
+ }
+ else
+ {
+ mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
+ }
+}
+
+void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
+{
+ unsigned int programBinarySerial = programBinary->getSerial();
+ const bool updateProgramState = (programBinarySerial != mAppliedProgramBinarySerial);
+
+ if (updateProgramState)
+ {
+ ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
+ ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
+
+ ID3D11VertexShader *vertexShader = NULL;
+ if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
+
+ ID3D11PixelShader *pixelShader = NULL;
+ if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
+
+ mDeviceContext->PSSetShader(pixelShader, NULL, 0);
+ mDeviceContext->VSSetShader(vertexShader, NULL, 0);
+
+ programBinary->dirtyAllUniforms();
+
+ mAppliedProgramBinarySerial = programBinarySerial;
+ }
+
+ // Only use the geometry shader currently for point sprite drawing
+ const bool usesGeometryShader = (programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode);
+
+ if (updateProgramState || usesGeometryShader != mIsGeometryShaderActive)
+ {
+ if (usesGeometryShader)
+ {
+ ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
+ ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
+ mDeviceContext->GSSetShader(geometryShader, NULL, 0);
+ }
+ else
+ {
+ mDeviceContext->GSSetShader(NULL, NULL, 0);
+ }
+
+ mIsGeometryShaderActive = usesGeometryShader;
+ }
+}
+
+void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
+{
+ ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
+ ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
+
+ unsigned int totalRegisterCountVS = 0;
+ unsigned int totalRegisterCountPS = 0;
+
+ bool vertexUniformsDirty = false;
+ bool pixelUniformsDirty = false;
+
+ for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
+ {
+ const gl::Uniform *uniform = *uniform_iterator;
+
+ if (uniform->vsRegisterIndex >= 0)
+ {
+ totalRegisterCountVS += uniform->registerCount;
+ vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
+ }
+
+ if (uniform->psRegisterIndex >= 0)
+ {
+ totalRegisterCountPS += uniform->registerCount;
+ pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
+ }
+ }
+
+ ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
+ ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
+
+ float (*mapVS)[4] = NULL;
+ float (*mapPS)[4] = NULL;
+
+ if (totalRegisterCountVS > 0 && vertexUniformsDirty)
+ {
+ D3D11_MAPPED_SUBRESOURCE map = {0};
+ HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
+ ASSERT(SUCCEEDED(result));
+ mapVS = (float(*)[4])map.pData;
+ }
+
+ if (totalRegisterCountPS > 0 && pixelUniformsDirty)
+ {
+ D3D11_MAPPED_SUBRESOURCE map = {0};
+ HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
+ ASSERT(SUCCEEDED(result));
+ mapPS = (float(*)[4])map.pData;
+ }
+
+ for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
+ {
+ gl::Uniform *uniform = *uniform_iterator;
+
+ if (uniform->type != GL_SAMPLER_2D && uniform->type != GL_SAMPLER_CUBE)
+ {
+ if (uniform->vsRegisterIndex >= 0 && mapVS)
+ {
+ memcpy(mapVS + uniform->vsRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
+ }
+
+ if (uniform->psRegisterIndex >= 0 && mapPS)
+ {
+ memcpy(mapPS + uniform->psRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
+ }
+ }
+
+ uniform->dirty = false;
+ }
+
+ if (mapVS)
+ {
+ mDeviceContext->Unmap(vertexConstantBuffer, 0);
+ }
+
+ if (mapPS)
+ {
+ mDeviceContext->Unmap(pixelConstantBuffer, 0);
+ }
+
+ mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
+ mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
+
+ // Driver uniforms
+ if (!mDriverConstantBufferVS)
+ {
+ D3D11_BUFFER_DESC constantBufferDescription = {0};
+ constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
+ constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
+ constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ constantBufferDescription.CPUAccessFlags = 0;
+ constantBufferDescription.MiscFlags = 0;
+ constantBufferDescription.StructureByteStride = 0;
+
+ HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
+ ASSERT(SUCCEEDED(result));
+
+ mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
+ }
+
+ if (!mDriverConstantBufferPS)
+ {
+ D3D11_BUFFER_DESC constantBufferDescription = {0};
+ constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
+ constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
+ constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ constantBufferDescription.CPUAccessFlags = 0;
+ constantBufferDescription.MiscFlags = 0;
+ constantBufferDescription.StructureByteStride = 0;
+
+ HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
+ ASSERT(SUCCEEDED(result));
+
+ mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
+ }
+
+ if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
+ {
+ mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
+ memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
+ }
+
+ if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
+ {
+ mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
+ memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
+ }
+
+ // needed for the point sprite geometry shader
+ mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
+}
+
+void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
+{
+ bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
+ bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
+ !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
+ clearParams.colorMaskBlue && alphaUnmasked);
+
+ unsigned int stencilUnmasked = 0x0;
+ if (frameBuffer->hasStencil())
+ {
+ unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
+ stencilUnmasked = (0x1 << stencilSize) - 1;
+ }
+ bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
+ (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
+
+ bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
+ mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
+ mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
+
+ if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
+ {
+ maskedClear(clearParams);
+ }
+ else
+ {
+ if (clearParams.mask & GL_COLOR_BUFFER_BIT)
+ {
+ for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
+ {
+ if (frameBuffer->isEnabledColorAttachment(colorAttachment))
+ {
+ gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer(colorAttachment);
+ if (renderbufferObject)
+ {
+ RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
+ if (!renderTarget)
+ {
+ ERR("render target pointer unexpectedly null.");
+ return;
+ }
+
+ ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
+ if (!framebufferRTV)
+ {
+ ERR("render target view pointer unexpectedly null.");
+ return;
+ }
+
+ const float clearValues[4] = { clearParams.colorClearValue.red,
+ clearParams.colorClearValue.green,
+ clearParams.colorClearValue.blue,
+ clearParams.colorClearValue.alpha };
+ mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
+
+ framebufferRTV->Release();
+ }
+ }
+ }
+ }
+ if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
+ {
+ gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
+ if (renderbufferObject)
+ {
+ RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
+ if (!renderTarget)
+ {
+ ERR("render target pointer unexpectedly null.");
+ return;
+ }
+
+ ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
+ if (!framebufferDSV)
+ {
+ ERR("depth stencil view pointer unexpectedly null.");
+ return;
+ }
+
+ UINT clearFlags = 0;
+ if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
+ {
+ clearFlags |= D3D11_CLEAR_DEPTH;
+ }
+ if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
+ {
+ clearFlags |= D3D11_CLEAR_STENCIL;
+ }
+
+ float depthClear = gl::clamp01(clearParams.depthClearValue);
+ UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
+
+ mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
+
+ framebufferDSV->Release();
+ }
+ }
+ }
+}
+
+void Renderer11::maskedClear(const gl::ClearParameters &clearParams)
+{
+ HRESULT result;
+
+ if (!mClearResourcesInitialized)
+ {
+ ASSERT(!mClearVB && !mClearVS && !mClearPS && !mClearScissorRS && !mClearNoScissorRS);
+
+ D3D11_BUFFER_DESC vbDesc;
+ vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
+ vbDesc.Usage = D3D11_USAGE_DYNAMIC;
+ vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ vbDesc.MiscFlags = 0;
+ vbDesc.StructureByteStride = 0;
+
+ result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
+
+ D3D11_INPUT_ELEMENT_DESC quadLayout[] =
+ {
+ { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+
+ result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
+
+ result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
+
+ result = mDevice->CreatePixelShader(g_PS_Clear, sizeof(g_PS_Clear), NULL, &mClearPS);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mClearPS, "Renderer11 masked clear pixel shader");
+
+ D3D11_RASTERIZER_DESC rsScissorDesc;
+ rsScissorDesc.FillMode = D3D11_FILL_SOLID;
+ rsScissorDesc.CullMode = D3D11_CULL_NONE;
+ rsScissorDesc.FrontCounterClockwise = FALSE;
+ rsScissorDesc.DepthBias = 0;
+ rsScissorDesc.DepthBiasClamp = 0.0f;
+ rsScissorDesc.SlopeScaledDepthBias = 0.0f;
+ rsScissorDesc.DepthClipEnable = FALSE;
+ rsScissorDesc.ScissorEnable = TRUE;
+ rsScissorDesc.MultisampleEnable = FALSE;
+ rsScissorDesc.AntialiasedLineEnable = FALSE;
+
+ result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
+
+ D3D11_RASTERIZER_DESC rsNoScissorDesc;
+ rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
+ rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
+ rsNoScissorDesc.FrontCounterClockwise = FALSE;
+ rsNoScissorDesc.DepthBias = 0;
+ rsNoScissorDesc.DepthBiasClamp = 0.0f;
+ rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
+ rsNoScissorDesc.DepthClipEnable = FALSE;
+ rsNoScissorDesc.ScissorEnable = FALSE;
+ rsNoScissorDesc.MultisampleEnable = FALSE;
+ rsNoScissorDesc.AntialiasedLineEnable = FALSE;
+
+ result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
+
+ mClearResourcesInitialized = true;
+ }
+
+ // Prepare the depth stencil state to write depth values if the depth should be cleared
+ // and stencil values if the stencil should be cleared
+ gl::DepthStencilState glDSState;
+ glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
+ glDSState.depthFunc = GL_ALWAYS;
+ glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
+ glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
+ glDSState.stencilFunc = GL_ALWAYS;
+ glDSState.stencilMask = 0;
+ glDSState.stencilFail = GL_REPLACE;
+ glDSState.stencilPassDepthFail = GL_REPLACE;
+ glDSState.stencilPassDepthPass = GL_REPLACE;
+ glDSState.stencilWritemask = clearParams.stencilWriteMask;
+ glDSState.stencilBackFunc = GL_ALWAYS;
+ glDSState.stencilBackMask = 0;
+ glDSState.stencilBackFail = GL_REPLACE;
+ glDSState.stencilBackPassDepthFail = GL_REPLACE;
+ glDSState.stencilBackPassDepthPass = GL_REPLACE;
+ glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
+
+ int stencilClear = clearParams.stencilClearValue & 0x000000FF;
+
+ ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
+
+ // Prepare the blend state to use a write mask if the color buffer should be cleared
+ gl::BlendState glBlendState;
+ glBlendState.blend = false;
+ glBlendState.sourceBlendRGB = GL_ONE;
+ glBlendState.destBlendRGB = GL_ZERO;
+ glBlendState.sourceBlendAlpha = GL_ONE;
+ glBlendState.destBlendAlpha = GL_ZERO;
+ glBlendState.blendEquationRGB = GL_FUNC_ADD;
+ glBlendState.blendEquationAlpha = GL_FUNC_ADD;
+ glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
+ glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
+ glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
+ glBlendState.colorMaskAlpha = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskAlpha : false;
+ glBlendState.sampleAlphaToCoverage = false;
+ glBlendState.dither = false;
+
+ static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
+ static const UINT sampleMask = 0xFFFFFFFF;
+
+ ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
+
+ // Set the vertices
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
+ return;
+ }
+
+ d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
+
+ float depthClear = gl::clamp01(clearParams.depthClearValue);
+ d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
+ d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
+ d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
+ d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
+
+ mDeviceContext->Unmap(mClearVB, 0);
+
+ // Apply state
+ mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
+ mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
+ mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
+
+ // Apply shaders
+ mDeviceContext->IASetInputLayout(mClearIL);
+ mDeviceContext->VSSetShader(mClearVS, NULL, 0);
+ mDeviceContext->PSSetShader(mClearPS, NULL, 0);
+ mDeviceContext->GSSetShader(NULL, NULL, 0);
+
+ // Apply vertex buffer
+ static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
+ static UINT startIdx = 0;
+ mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
+ mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+
+ // Draw the clear quad
+ mDeviceContext->Draw(4, 0);
+
+ // Clean up
+ markAllStateDirty();
+}
+
+void Renderer11::markAllStateDirty()
+{
+ for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
+ {
+ mAppliedRenderTargetSerials[rtIndex] = 0;
+ }
+ mAppliedDepthbufferSerial = 0;
+ mAppliedStencilbufferSerial = 0;
+ mDepthStencilInitialized = false;
+ mRenderTargetDescInitialized = false;
+
+ for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
+ {
+ mForceSetVertexSamplerStates[i] = true;
+ mCurVertexTextureSerials[i] = 0;
+ }
+ for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
+ {
+ mForceSetPixelSamplerStates[i] = true;
+ mCurPixelTextureSerials[i] = 0;
+ }
+
+ mForceSetBlendState = true;
+ mForceSetRasterState = true;
+ mForceSetDepthStencilState = true;
+ mForceSetScissor = true;
+ mForceSetViewport = true;
+
+ mAppliedIBSerial = 0;
+ mAppliedStorageIBSerial = 0;
+ mAppliedIBOffset = 0;
+
+ mAppliedProgramBinarySerial = 0;
+ memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
+ memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
+}
+
+void Renderer11::releaseDeviceResources()
+{
+ mStateCache.clear();
+ mInputLayoutCache.clear();
+
+ delete mVertexDataManager;
+ mVertexDataManager = NULL;
+
+ delete mIndexDataManager;
+ mIndexDataManager = NULL;
+
+ delete mLineLoopIB;
+ mLineLoopIB = NULL;
+
+ delete mTriangleFanIB;
+ mTriangleFanIB = NULL;
+
+ if (mCopyVB)
+ {
+ mCopyVB->Release();
+ mCopyVB = NULL;
+ }
+
+ if (mCopySampler)
+ {
+ mCopySampler->Release();
+ mCopySampler = NULL;
+ }
+
+ if (mCopyIL)
+ {
+ mCopyIL->Release();
+ mCopyIL = NULL;
+ }
+
+ if (mCopyVS)
+ {
+ mCopyVS->Release();
+ mCopyVS = NULL;
+ }
+
+ if (mCopyRGBAPS)
+ {
+ mCopyRGBAPS->Release();
+ mCopyRGBAPS = NULL;
+ }
+
+ if (mCopyRGBPS)
+ {
+ mCopyRGBPS->Release();
+ mCopyRGBPS = NULL;
+ }
+
+ if (mCopyLumPS)
+ {
+ mCopyLumPS->Release();
+ mCopyLumPS = NULL;
+ }
+
+ if (mCopyLumAlphaPS)
+ {
+ mCopyLumAlphaPS->Release();
+ mCopyLumAlphaPS = NULL;
+ }
+
+ mCopyResourcesInitialized = false;
+
+ if (mClearVB)
+ {
+ mClearVB->Release();
+ mClearVB = NULL;
+ }
+
+ if (mClearIL)
+ {
+ mClearIL->Release();
+ mClearIL = NULL;
+ }
+
+ if (mClearVS)
+ {
+ mClearVS->Release();
+ mClearVS = NULL;
+ }
+
+ if (mClearPS)
+ {
+ mClearPS->Release();
+ mClearPS = NULL;
+ }
+
+ if (mClearScissorRS)
+ {
+ mClearScissorRS->Release();
+ mClearScissorRS = NULL;
+ }
+
+ if (mClearNoScissorRS)
+ {
+ mClearNoScissorRS->Release();
+ mClearNoScissorRS = NULL;
+ }
+
+ mClearResourcesInitialized = false;
+
+ if (mDriverConstantBufferVS)
+ {
+ mDriverConstantBufferVS->Release();
+ mDriverConstantBufferVS = NULL;
+ }
+
+ if (mDriverConstantBufferPS)
+ {
+ mDriverConstantBufferPS->Release();
+ mDriverConstantBufferPS = NULL;
+ }
+
+ if (mSyncQuery)
+ {
+ mSyncQuery->Release();
+ mSyncQuery = NULL;
+ }
+}
+
+void Renderer11::notifyDeviceLost()
+{
+ mDeviceLost = true;
+ mDisplay->notifyDeviceLost();
+}
+
+bool Renderer11::isDeviceLost()
+{
+ return mDeviceLost;
+}
+
+// set notify to true to broadcast a message to all contexts of the device loss
+bool Renderer11::testDeviceLost(bool notify)
+{
+ bool isLost = false;
+
+ // GetRemovedReason is used to test if the device is removed
+ HRESULT result = mDevice->GetDeviceRemovedReason();
+ isLost = d3d11::isDeviceLostError(result);
+
+ if (isLost)
+ {
+ // Log error if this is a new device lost event
+ if (mDeviceLost == false)
+ {
+ ERR("The D3D11 device was removed: 0x%08X", result);
+ }
+
+ // ensure we note the device loss --
+ // we'll probably get this done again by notifyDeviceLost
+ // but best to remember it!
+ // Note that we don't want to clear the device loss status here
+ // -- this needs to be done by resetDevice
+ mDeviceLost = true;
+ if (notify)
+ {
+ notifyDeviceLost();
+ }
+ }
+
+ return isLost;
+}
+
+bool Renderer11::testDeviceResettable()
+{
+ // determine if the device is resettable by creating a dummy device
+ PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
+
+ if (D3D11CreateDevice == NULL)
+ {
+ return false;
+ }
+
+ D3D_FEATURE_LEVEL featureLevels[] =
+ {
+ D3D_FEATURE_LEVEL_11_0,
+ D3D_FEATURE_LEVEL_10_1,
+ D3D_FEATURE_LEVEL_10_0,
+ };
+
+ ID3D11Device* dummyDevice;
+ D3D_FEATURE_LEVEL dummyFeatureLevel;
+ ID3D11DeviceContext* dummyContext;
+
+ HRESULT result = D3D11CreateDevice(NULL,
+ D3D_DRIVER_TYPE_HARDWARE,
+ NULL,
+ #if defined(_DEBUG)
+ D3D11_CREATE_DEVICE_DEBUG,
+ #else
+ 0,
+ #endif
+ featureLevels,
+ ArraySize(featureLevels),
+ D3D11_SDK_VERSION,
+ &dummyDevice,
+ &dummyFeatureLevel,
+ &dummyContext);
+
+ if (!mDevice || FAILED(result))
+ {
+ return false;
+ }
+
+ dummyContext->Release();
+ dummyDevice->Release();
+
+ return true;
+}
+
+void Renderer11::release()
+{
+ releaseDeviceResources();
+
+ if (mDxgiFactory)
+ {
+ mDxgiFactory->Release();
+ mDxgiFactory = NULL;
+ }
+
+ if (mDxgiAdapter)
+ {
+ mDxgiAdapter->Release();
+ mDxgiAdapter = NULL;
+ }
+
+ if (mDeviceContext)
+ {
+ mDeviceContext->ClearState();
+ mDeviceContext->Flush();
+ mDeviceContext->Release();
+ mDeviceContext = NULL;
+ }
+
+ if (mDevice)
+ {
+ mDevice->Release();
+ mDevice = NULL;
+ }
+
+ if (mD3d11Module)
+ {
+ FreeLibrary(mD3d11Module);
+ mD3d11Module = NULL;
+ }
+
+ if (mDxgiModule)
+ {
+ FreeLibrary(mDxgiModule);
+ mDxgiModule = NULL;
+ }
+}
+
+bool Renderer11::resetDevice()
+{
+ // recreate everything
+ release();
+ EGLint result = initialize();
+
+ if (result != EGL_SUCCESS)
+ {
+ ERR("Could not reinitialize D3D11 device: %08X", result);
+ return false;
+ }
+
+ mDeviceLost = false;
+
+ return true;
+}
+
+DWORD Renderer11::getAdapterVendor() const
+{
+ return mAdapterDescription.VendorId;
+}
+
+std::string Renderer11::getRendererDescription() const
+{
+ std::ostringstream rendererString;
+
+ rendererString << mDescription;
+ rendererString << " Direct3D11";
+
+ rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
+ rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
+
+ return rendererString.str();
+}
+
+GUID Renderer11::getAdapterIdentifier() const
+{
+ // Use the adapter LUID as our adapter ID
+ // This number is local to a machine is only guaranteed to be unique between restarts
+ META_ASSERT(sizeof(LUID) <= sizeof(GUID));
+ GUID adapterId = {0};
+ memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
+ return adapterId;
+}
+
+bool Renderer11::getBGRATextureSupport() const
+{
+ return mBGRATextureSupport;
+}
+
+bool Renderer11::getDXT1TextureSupport()
+{
+ return mDXT1TextureSupport;
+}
+
+bool Renderer11::getDXT3TextureSupport()
+{
+ return mDXT3TextureSupport;
+}
+
+bool Renderer11::getDXT5TextureSupport()
+{
+ return mDXT5TextureSupport;
+}
+
+bool Renderer11::getDepthTextureSupport() const
+{
+ return mDepthTextureSupport;
+}
+
+bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
+{
+ *renderable = mFloat32RenderSupport;
+ *filtering = mFloat32FilterSupport;
+ return mFloat32TextureSupport;
+}
+
+bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
+{
+ *renderable = mFloat16RenderSupport;
+ *filtering = mFloat16FilterSupport;
+ return mFloat16TextureSupport;
+}
+
+bool Renderer11::getLuminanceTextureSupport()
+{
+ return false;
+}
+
+bool Renderer11::getLuminanceAlphaTextureSupport()
+{
+ return false;
+}
+
+bool Renderer11::getTextureFilterAnisotropySupport() const
+{
+ return true;
+}
+
+float Renderer11::getTextureMaxAnisotropy() const
+{
+ switch (mFeatureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_0:
+ return D3D11_MAX_MAXANISOTROPY;
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0:
+ return D3D10_MAX_MAXANISOTROPY;
+ default: UNREACHABLE();
+ return 0;
+ }
+}
+
+bool Renderer11::getEventQuerySupport()
+{
+ return true;
+}
+
+Range Renderer11::getViewportBounds() const
+{
+ switch (mFeatureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_0:
+ return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0:
+ return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
+ default: UNREACHABLE();
+ return Range(0, 0);
+ }
+}
+
+unsigned int Renderer11::getMaxVertexTextureImageUnits() const
+{
+ META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
+ switch (mFeatureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_0:
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0:
+ return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
+ default: UNREACHABLE();
+ return 0;
+ }
+}
+
+unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
+{
+ return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
+}
+
+unsigned int Renderer11::getReservedVertexUniformVectors() const
+{
+ return 0; // Driver uniforms are stored in a separate constant buffer
+}
+
+unsigned int Renderer11::getReservedFragmentUniformVectors() const
+{
+ return 0; // Driver uniforms are stored in a separate constant buffer
+}
+
+unsigned int Renderer11::getMaxVertexUniformVectors() const
+{
+ META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
+ ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
+ return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
+}
+
+unsigned int Renderer11::getMaxFragmentUniformVectors() const
+{
+ META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
+ ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
+ return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
+}
+
+unsigned int Renderer11::getMaxVaryingVectors() const
+{
+ META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
+ switch (mFeatureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_0:
+ return D3D11_VS_OUTPUT_REGISTER_COUNT;
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0:
+ return D3D10_VS_OUTPUT_REGISTER_COUNT;
+ default: UNREACHABLE();
+ return 0;
+ }
+}
+
+bool Renderer11::getNonPower2TextureSupport() const
+{
+ switch (mFeatureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_0:
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0:
+ return true;
+ default: UNREACHABLE();
+ return false;
+ }
+}
+
+bool Renderer11::getOcclusionQuerySupport() const
+{
+ switch (mFeatureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_0:
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0:
+ return true;
+ default: UNREACHABLE();
+ return false;
+ }
+}
+
+bool Renderer11::getInstancingSupport() const
+{
+ switch (mFeatureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_0:
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0:
+ return true;
+ default: UNREACHABLE();
+ return false;
+ }
+}
+
+bool Renderer11::getShareHandleSupport() const
+{
+ // We only currently support share handles with BGRA surfaces, because
+ // chrome needs BGRA. Once chrome fixes this, we should always support them.
+ // PIX doesn't seem to support using share handles, so disable them.
+ return getBGRATextureSupport() && !gl::perfActive();
+}
+
+bool Renderer11::getDerivativeInstructionSupport() const
+{
+ switch (mFeatureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_0:
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0:
+ return true;
+ default: UNREACHABLE();
+ return false;
+ }
+}
+
+bool Renderer11::getPostSubBufferSupport() const
+{
+ // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2.
+ return false;
+}
+
+int Renderer11::getMajorShaderModel() const
+{
+ switch (mFeatureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
+ case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+int Renderer11::getMinorShaderModel() const
+{
+ switch (mFeatureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
+ case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+float Renderer11::getMaxPointSize() const
+{
+ // choose a reasonable maximum. we enforce this in the shader.
+ // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
+ return 1024.0f;
+}
+
+int Renderer11::getMaxViewportDimension() const
+{
+ // Maximum viewport size must be at least as large as the largest render buffer (or larger).
+ // In our case return the maximum texture size, which is the maximum render buffer size.
+ META_ASSERT(D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D11_VIEWPORT_BOUNDS_MAX);
+ META_ASSERT(D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D10_VIEWPORT_BOUNDS_MAX);
+
+ switch (mFeatureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_0:
+ return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0:
+ return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
+ default: UNREACHABLE();
+ return 0;
+ }
+}
+
+int Renderer11::getMaxTextureWidth() const
+{
+ switch (mFeatureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+int Renderer11::getMaxTextureHeight() const
+{
+ switch (mFeatureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+bool Renderer11::get32BitIndexSupport() const
+{
+ switch (mFeatureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_0:
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
+ default: UNREACHABLE(); return false;
+ }
+}
+
+int Renderer11::getMinSwapInterval() const
+{
+ return 0;
+}
+
+int Renderer11::getMaxSwapInterval() const
+{
+ return 4;
+}
+
+int Renderer11::getMaxSupportedSamples() const
+{
+ return mMaxSupportedSamples;
+}
+
+int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
+{
+ if (requested == 0)
+ {
+ return 0;
+ }
+
+ MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
+ if (iter != mMultisampleSupportMap.end())
+ {
+ const MultisampleSupportInfo& info = iter->second;
+ for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
+ {
+ if (info.qualityLevels[i] > 0)
+ {
+ return i + 1;
+ }
+ }
+ }
+
+ return -1;
+}
+
+unsigned int Renderer11::getMaxRenderTargets() const
+{
+ META_ASSERT(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
+ META_ASSERT(D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
+
+ switch (mFeatureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_0:
+ return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0:
+ return D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
+ default:
+ UNREACHABLE();
+ return 1;
+ }
+}
+
+bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
+{
+ if (source && dest)
+ {
+ TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
+ TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
+
+ mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
+ return true;
+ }
+
+ return false;
+}
+
+bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
+{
+ if (source && dest)
+ {
+ TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
+ TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
+
+ mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
+ return true;
+ }
+
+ return false;
+}
+
+bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
+{
+ gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
+ if (!colorbuffer)
+ {
+ ERR("Failed to retrieve the color buffer from the frame buffer.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
+ if (!sourceRenderTarget)
+ {
+ ERR("Failed to retrieve the render target from the frame buffer.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
+ if (!source)
+ {
+ ERR("Failed to retrieve the render target view from the render target.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
+ if (!storage11)
+ {
+ source->Release();
+ ERR("Failed to retrieve the texture storage from the destination.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
+ if (!destRenderTarget)
+ {
+ source->Release();
+ ERR("Failed to retrieve the render target from the destination storage.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
+ if (!dest)
+ {
+ source->Release();
+ ERR("Failed to retrieve the render target view from the destination render target.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ gl::Rectangle destRect;
+ destRect.x = xoffset;
+ destRect.y = yoffset;
+ destRect.width = sourceRect.width;
+ destRect.height = sourceRect.height;
+
+ bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
+ dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
+
+ source->Release();
+ dest->Release();
+
+ return ret;
+}
+
+bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
+{
+ gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
+ if (!colorbuffer)
+ {
+ ERR("Failed to retrieve the color buffer from the frame buffer.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
+ if (!sourceRenderTarget)
+ {
+ ERR("Failed to retrieve the render target from the frame buffer.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
+ if (!source)
+ {
+ ERR("Failed to retrieve the render target view from the render target.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
+ if (!storage11)
+ {
+ source->Release();
+ ERR("Failed to retrieve the texture storage from the destination.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
+ if (!destRenderTarget)
+ {
+ source->Release();
+ ERR("Failed to retrieve the render target from the destination storage.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
+ if (!dest)
+ {
+ source->Release();
+ ERR("Failed to retrieve the render target view from the destination render target.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ gl::Rectangle destRect;
+ destRect.x = xoffset;
+ destRect.y = yoffset;
+ destRect.width = sourceRect.width;
+ destRect.height = sourceRect.height;
+
+ bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
+ dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
+
+ source->Release();
+ dest->Release();
+
+ return ret;
+}
+
+bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight,
+ ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat)
+{
+ HRESULT result;
+
+ if (!mCopyResourcesInitialized)
+ {
+ ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS);
+
+ D3D11_BUFFER_DESC vbDesc;
+ vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
+ vbDesc.Usage = D3D11_USAGE_DYNAMIC;
+ vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ vbDesc.MiscFlags = 0;
+ vbDesc.StructureByteStride = 0;
+
+ result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
+
+ D3D11_SAMPLER_DESC samplerDesc;
+ samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
+ samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
+ samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
+ samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
+ samplerDesc.MipLODBias = 0.0f;
+ samplerDesc.MaxAnisotropy = 0;
+ samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
+ samplerDesc.BorderColor[0] = 0.0f;
+ samplerDesc.BorderColor[1] = 0.0f;
+ samplerDesc.BorderColor[2] = 0.0f;
+ samplerDesc.BorderColor[3] = 0.0f;
+ samplerDesc.MinLOD = 0.0f;
+ samplerDesc.MaxLOD = 0.0f;
+
+ result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
+
+ D3D11_INPUT_ELEMENT_DESC quadLayout[] =
+ {
+ { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+
+ result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout");
+
+ result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader");
+
+ result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader");
+
+ result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader");
+
+ result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader");
+
+ result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader");
+
+ mCopyResourcesInitialized = true;
+ }
+
+ // Verify the source and destination area sizes
+ if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
+ sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
+ destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
+ destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight))
+ {
+ return gl::error(GL_INVALID_VALUE, false);
+ }
+
+ // Set vertices
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
+
+ // Create a quad in homogeneous coordinates
+ float x1 = (destArea.x / float(destWidth)) * 2.0f - 1.0f;
+ float y1 = ((destHeight - destArea.y - destArea.height) / float(destHeight)) * 2.0f - 1.0f;
+ float x2 = ((destArea.x + destArea.width) / float(destWidth)) * 2.0f - 1.0f;
+ float y2 = ((destHeight - destArea.y) / float(destHeight)) * 2.0f - 1.0f;
+
+ float u1 = sourceArea.x / float(sourceWidth);
+ float v1 = sourceArea.y / float(sourceHeight);
+ float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
+ float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
+
+ d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
+ d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
+ d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
+ d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
+
+ mDeviceContext->Unmap(mCopyVB, 0);
+
+ static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
+ static UINT startIdx = 0;
+ mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
+
+ // Apply state
+ mDeviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
+ mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
+ mDeviceContext->RSSetState(NULL);
+
+ // Apply shaders
+ mDeviceContext->IASetInputLayout(mCopyIL);
+ mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+ mDeviceContext->VSSetShader(mCopyVS, NULL, 0);
+
+ ID3D11PixelShader *ps = NULL;
+ switch(destFormat)
+ {
+ case GL_RGBA: ps = mCopyRGBAPS; break;
+ case GL_RGB: ps = mCopyRGBPS; break;
+ case GL_ALPHA: ps = mCopyRGBAPS; break;
+ case GL_BGRA_EXT: ps = mCopyRGBAPS; break;
+ case GL_LUMINANCE: ps = mCopyLumPS; break;
+ case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break;
+ default: UNREACHABLE(); ps = NULL; break;
+ }
+
+ mDeviceContext->PSSetShader(ps, NULL, 0);
+ mDeviceContext->GSSetShader(NULL, NULL, 0);
+
+ // Unset the currently bound shader resource to avoid conflicts
+ static ID3D11ShaderResourceView *const nullSRV = NULL;
+ mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
+
+ // Apply render target
+ setOneTimeRenderTarget(dest);
+
+ // Set the viewport
+ D3D11_VIEWPORT viewport;
+ viewport.TopLeftX = 0;
+ viewport.TopLeftY = 0;
+ viewport.Width = destWidth;
+ viewport.Height = destHeight;
+ viewport.MinDepth = 0.0f;
+ viewport.MaxDepth = 1.0f;
+ mDeviceContext->RSSetViewports(1, &viewport);
+
+ // Apply textures
+ mDeviceContext->PSSetShaderResources(0, 1, &source);
+ mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
+
+ // Draw the quad
+ mDeviceContext->Draw(4, 0);
+
+ // Unbind textures and render targets and vertex buffer
+ mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
+
+ unapplyRenderTargets();
+
+ UINT zero = 0;
+ ID3D11Buffer *const nullBuffer = NULL;
+ mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
+
+ markAllStateDirty();
+
+ return true;
+}
+
+void Renderer11::unapplyRenderTargets()
+{
+ setOneTimeRenderTarget(NULL);
+}
+
+void Renderer11::setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView)
+{
+ ID3D11RenderTargetView *rtvArray[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
+
+ rtvArray[0] = renderTargetView;
+
+ mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), rtvArray, NULL);
+
+ // Do not preserve the serial for this one-time-use render target
+ for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
+ {
+ mAppliedRenderTargetSerials[rtIndex] = 0;
+ }
+}
+
+RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
+{
+ SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
+ RenderTarget11 *renderTarget = NULL;
+
+ if (depth)
+ {
+ // Note: depth stencil may be NULL for 0 sized surfaces
+ renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
+ swapChain11->getDepthStencilTexture(), NULL,
+ swapChain11->getWidth(), swapChain11->getHeight());
+ }
+ else
+ {
+ // Note: render target may be NULL for 0 sized surfaces
+ renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
+ swapChain11->getOffscreenTexture(),
+ swapChain11->getRenderTargetShaderResource(),
+ swapChain11->getWidth(), swapChain11->getHeight());
+ }
+ return renderTarget;
+}
+
+RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
+{
+ RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
+ return renderTarget;
+}
+
+ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
+{
+ ShaderExecutable11 *executable = NULL;
+
+ switch (type)
+ {
+ case rx::SHADER_VERTEX:
+ {
+ ID3D11VertexShader *vshader = NULL;
+ HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
+ ASSERT(SUCCEEDED(result));
+
+ if (vshader)
+ {
+ executable = new ShaderExecutable11(function, length, vshader);
+ }
+ }
+ break;
+ case rx::SHADER_PIXEL:
+ {
+ ID3D11PixelShader *pshader = NULL;
+ HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
+ ASSERT(SUCCEEDED(result));
+
+ if (pshader)
+ {
+ executable = new ShaderExecutable11(function, length, pshader);
+ }
+ }
+ break;
+ case rx::SHADER_GEOMETRY:
+ {
+ ID3D11GeometryShader *gshader = NULL;
+ HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
+ ASSERT(SUCCEEDED(result));
+
+ if (gshader)
+ {
+ executable = new ShaderExecutable11(function, length, gshader);
+ }
+ }
+ break;
+ default:
+ UNREACHABLE();
+ break;
+ }
+
+ return executable;
+}
+
+ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
+{
+ const char *profile = NULL;
+
+ switch (type)
+ {
+ case rx::SHADER_VERTEX:
+ profile = "vs_4_0";
+ break;
+ case rx::SHADER_PIXEL:
+ profile = "ps_4_0";
+ break;
+ case rx::SHADER_GEOMETRY:
+ profile = "gs_4_0";
+ break;
+ default:
+ UNREACHABLE();
+ return NULL;
+ }
+
+ ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, D3DCOMPILE_OPTIMIZATION_LEVEL0, false);
+ if (!binary)
+ return NULL;
+
+ ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
+ binary->Release();
+
+ return executable;
+}
+
+VertexBuffer *Renderer11::createVertexBuffer()
+{
+ return new VertexBuffer11(this);
+}
+
+IndexBuffer *Renderer11::createIndexBuffer()
+{
+ return new IndexBuffer11(this);
+}
+
+BufferStorage *Renderer11::createBufferStorage()
+{
+ return new BufferStorage11(this);
+}
+
+QueryImpl *Renderer11::createQuery(GLenum type)
+{
+ return new Query11(this, type);
+}
+
+FenceImpl *Renderer11::createFence()
+{
+ return new Fence11(this);
+}
+
+bool Renderer11::getRenderTargetResource(gl::Renderbuffer *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
+{
+ ASSERT(colorbuffer != NULL);
+
+ RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
+ if (renderTarget)
+ {
+ *subresourceIndex = renderTarget->getSubresourceIndex();
+
+ ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
+ if (colorBufferRTV)
+ {
+ ID3D11Resource *textureResource = NULL;
+ colorBufferRTV->GetResource(&textureResource);
+ colorBufferRTV->Release();
+
+ if (textureResource)
+ {
+ HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
+ textureResource->Release();
+
+ if (SUCCEEDED(result))
+ {
+ return true;
+ }
+ else
+ {
+ ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
+ "HRESULT: 0x%X.", result);
+ }
+ }
+ }
+ }
+
+ return false;
+}
+
+bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
+ bool blitRenderTarget, bool blitDepthStencil)
+{
+ if (blitRenderTarget)
+ {
+ gl::Renderbuffer *readBuffer = readTarget->getReadColorbuffer();
+
+ if (!readBuffer)
+ {
+ ERR("Failed to retrieve the read buffer from the read framebuffer.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ RenderTarget *readRenderTarget = readBuffer->getRenderTarget();
+
+ for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
+ {
+ if (drawTarget->isEnabledColorAttachment(colorAttachment))
+ {
+ gl::Renderbuffer *drawBuffer = drawTarget->getColorbuffer(colorAttachment);
+
+ if (!drawBuffer)
+ {
+ ERR("Failed to retrieve the draw buffer from the draw framebuffer.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ RenderTarget *drawRenderTarget = drawBuffer->getRenderTarget();
+
+ if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, false))
+ {
+ return false;
+ }
+ }
+ }
+ }
+
+ if (blitDepthStencil)
+ {
+ gl::Renderbuffer *readBuffer = readTarget->getDepthOrStencilbuffer();
+ gl::Renderbuffer *drawBuffer = drawTarget->getDepthOrStencilbuffer();
+
+ if (!readBuffer)
+ {
+ ERR("Failed to retrieve the read depth-stencil buffer from the read framebuffer.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ if (!drawBuffer)
+ {
+ ERR("Failed to retrieve the draw depth-stencil buffer from the draw framebuffer.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ RenderTarget *readRenderTarget = readBuffer->getDepthStencil();
+ RenderTarget *drawRenderTarget = drawBuffer->getDepthStencil();
+
+ if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, true))
+ {
+ return false;
+ }
+ }
+
+ return true;
+}
+
+void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
+ GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
+{
+ ID3D11Texture2D *colorBufferTexture = NULL;
+ unsigned int subresourceIndex = 0;
+
+ gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
+
+ if (colorbuffer && getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture))
+ {
+ gl::Rectangle area;
+ area.x = x;
+ area.y = y;
+ area.width = width;
+ area.height = height;
+
+ readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
+ packReverseRowOrder, packAlignment, pixels);
+
+ colorBufferTexture->Release();
+ colorBufferTexture = NULL;
+ }
+}
+
+Image *Renderer11::createImage()
+{
+ return new Image11();
+}
+
+void Renderer11::generateMipmap(Image *dest, Image *src)
+{
+ Image11 *dest11 = Image11::makeImage11(dest);
+ Image11 *src11 = Image11::makeImage11(src);
+ Image11::generateMipmap(dest11, src11);
+}
+
+TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
+{
+ SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
+ return new TextureStorage11_2D(this, swapChain11);
+}
+
+TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
+{
+ return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
+}
+
+TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
+{
+ return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
+}
+
+static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
+{
+ if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
+ destFormat == GL_ALPHA &&
+ destType == GL_UNSIGNED_BYTE)
+ {
+ return 1;
+ }
+ else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
+ destFormat == GL_RGBA &&
+ destType == GL_UNSIGNED_BYTE)
+ {
+ return 4;
+ }
+ else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
+ destFormat == GL_BGRA_EXT &&
+ destType == GL_UNSIGNED_BYTE)
+ {
+ return 4;
+ }
+ else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
+ destFormat == GL_RGBA &&
+ destType == GL_HALF_FLOAT_OES)
+ {
+ return 8;
+ }
+ else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
+ destFormat == GL_RGB &&
+ destType == GL_FLOAT)
+ {
+ return 12;
+ }
+ else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
+ destFormat == GL_RGBA &&
+ destType == GL_FLOAT)
+ {
+ return 16;
+ }
+ else
+ {
+ return 0;
+ }
+}
+
+static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
+ unsigned int y, int inputPitch, gl::Color *outColor)
+{
+ switch (format)
+ {
+ case DXGI_FORMAT_R8G8B8A8_UNORM:
+ {
+ unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
+ outColor->red = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
+ outColor->green = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
+ outColor->blue = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
+ outColor->alpha = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
+ }
+ break;
+
+ case DXGI_FORMAT_A8_UNORM:
+ {
+ outColor->red = 0.0f;
+ outColor->green = 0.0f;
+ outColor->blue = 0.0f;
+ outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
+ }
+ break;
+
+ case DXGI_FORMAT_R32G32B32A32_FLOAT:
+ {
+ outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
+ outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
+ outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
+ outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
+ }
+ break;
+
+ case DXGI_FORMAT_R32G32B32_FLOAT:
+ {
+ outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
+ outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
+ outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
+ outColor->alpha = 1.0f;
+ }
+ break;
+
+ case DXGI_FORMAT_R16G16B16A16_FLOAT:
+ {
+ outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
+ outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
+ outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
+ outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
+ }
+ break;
+
+ case DXGI_FORMAT_B8G8R8A8_UNORM:
+ {
+ unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
+ outColor->red = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
+ outColor->blue = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
+ outColor->green = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
+ outColor->alpha = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
+ }
+ break;
+
+ case DXGI_FORMAT_R8_UNORM:
+ {
+ outColor->red = *(data + x + y * inputPitch) / 255.0f;
+ outColor->green = 0.0f;
+ outColor->blue = 0.0f;
+ outColor->alpha = 1.0f;
+ }
+ break;
+
+ case DXGI_FORMAT_R8G8_UNORM:
+ {
+ unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
+
+ outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
+ outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
+ outColor->blue = 0.0f;
+ outColor->alpha = 1.0f;
+ }
+ break;
+
+ case DXGI_FORMAT_R16_FLOAT:
+ {
+ outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
+ outColor->green = 0.0f;
+ outColor->blue = 0.0f;
+ outColor->alpha = 1.0f;
+ }
+ break;
+
+ case DXGI_FORMAT_R16G16_FLOAT:
+ {
+ outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
+ outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
+ outColor->blue = 0.0f;
+ outColor->alpha = 1.0f;
+ }
+ break;
+
+ default:
+ ERR("ReadPixelColor not implemented for DXGI format %u.", format);
+ UNIMPLEMENTED();
+ break;
+ }
+}
+
+static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
+ unsigned int y, int outputPitch, void *outData)
+{
+ unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
+ unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
+
+ switch (format)
+ {
+ case GL_RGBA:
+ switch (type)
+ {
+ case GL_UNSIGNED_BYTE:
+ byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
+ byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
+ byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
+ byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
+ break;
+
+ default:
+ ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
+ UNIMPLEMENTED();
+ break;
+ }
+ break;
+
+ case GL_BGRA_EXT:
+ switch (type)
+ {
+ case GL_UNSIGNED_BYTE:
+ byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
+ byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
+ byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
+ byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
+ break;
+
+ case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
+ // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
+ // this type is packed as follows:
+ // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
+ // --------------------------------------------------------------------------------
+ // | 4th | 3rd | 2nd | 1st component |
+ // --------------------------------------------------------------------------------
+ // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
+ shortData[x + y * outputPitch / sizeof(unsigned short)] =
+ (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
+ (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
+ (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
+ (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
+ break;
+
+ case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
+ // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
+ // this type is packed as follows:
+ // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
+ // --------------------------------------------------------------------------------
+ // | 4th | 3rd | 2nd | 1st component |
+ // --------------------------------------------------------------------------------
+ // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
+ shortData[x + y * outputPitch / sizeof(unsigned short)] =
+ (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
+ (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
+ (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
+ (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
+ break;
+
+ default:
+ ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
+ UNIMPLEMENTED();
+ break;
+ }
+ break;
+
+ case GL_RGB:
+ switch (type)
+ {
+ case GL_UNSIGNED_SHORT_5_6_5:
+ shortData[x + y * outputPitch / sizeof(unsigned short)] =
+ (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
+ (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
+ (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
+ break;
+
+ case GL_UNSIGNED_BYTE:
+ byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
+ byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
+ byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
+ break;
+
+ default:
+ ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
+ UNIMPLEMENTED();
+ break;
+ }
+ break;
+
+ default:
+ ERR("WritePixelColor not implemented for format 0x%X.", format);
+ UNIMPLEMENTED();
+ break;
+ }
+}
+
+void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
+ GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
+ GLint packAlignment, void *pixels)
+{
+ D3D11_TEXTURE2D_DESC textureDesc;
+ texture->GetDesc(&textureDesc);
+
+ D3D11_TEXTURE2D_DESC stagingDesc;
+ stagingDesc.Width = area.width;
+ stagingDesc.Height = area.height;
+ stagingDesc.MipLevels = 1;
+ stagingDesc.ArraySize = 1;
+ stagingDesc.Format = textureDesc.Format;
+ stagingDesc.SampleDesc.Count = 1;
+ stagingDesc.SampleDesc.Quality = 0;
+ stagingDesc.Usage = D3D11_USAGE_STAGING;
+ stagingDesc.BindFlags = 0;
+ stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
+ stagingDesc.MiscFlags = 0;
+
+ ID3D11Texture2D* stagingTex = NULL;
+ HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
+ if (FAILED(result))
+ {
+ ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
+ return;
+ }
+
+ ID3D11Texture2D* srcTex = NULL;
+ if (textureDesc.SampleDesc.Count > 1)
+ {
+ D3D11_TEXTURE2D_DESC resolveDesc;
+ resolveDesc.Width = textureDesc.Width;
+ resolveDesc.Height = textureDesc.Height;
+ resolveDesc.MipLevels = 1;
+ resolveDesc.ArraySize = 1;
+ resolveDesc.Format = textureDesc.Format;
+ resolveDesc.SampleDesc.Count = 1;
+ resolveDesc.SampleDesc.Quality = 0;
+ resolveDesc.Usage = D3D11_USAGE_DEFAULT;
+ resolveDesc.BindFlags = 0;
+ resolveDesc.CPUAccessFlags = 0;
+ resolveDesc.MiscFlags = 0;
+
+ result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
+ if (FAILED(result))
+ {
+ ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
+ stagingTex->Release();
+ return;
+ }
+
+ mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
+ subResource = 0;
+ }
+ else
+ {
+ srcTex = texture;
+ srcTex->AddRef();
+ }
+
+ D3D11_BOX srcBox;
+ srcBox.left = area.x;
+ srcBox.right = area.x + area.width;
+ srcBox.top = area.y;
+ srcBox.bottom = area.y + area.height;
+ srcBox.front = 0;
+ srcBox.back = 1;
+
+ mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
+
+ srcTex->Release();
+ srcTex = NULL;
+
+ D3D11_MAPPED_SUBRESOURCE mapping;
+ mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
+
+ unsigned char *source;
+ int inputPitch;
+ if (packReverseRowOrder)
+ {
+ source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
+ inputPitch = -static_cast<int>(mapping.RowPitch);
+ }
+ else
+ {
+ source = static_cast<unsigned char*>(mapping.pData);
+ inputPitch = static_cast<int>(mapping.RowPitch);
+ }
+
+ unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
+ if (fastPixelSize != 0)
+ {
+ unsigned char *dest = static_cast<unsigned char*>(pixels);
+ for (int j = 0; j < area.height; j++)
+ {
+ memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
+ }
+ }
+ else if (textureDesc.Format == DXGI_FORMAT_B8G8R8A8_UNORM &&
+ format == GL_RGBA &&
+ type == GL_UNSIGNED_BYTE)
+ {
+ // Fast path for swapping red with blue
+ unsigned char *dest = static_cast<unsigned char*>(pixels);
+
+ for (int j = 0; j < area.height; j++)
+ {
+ for (int i = 0; i < area.width; i++)
+ {
+ unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
+ *(unsigned int*)(dest + 4 * i + j * outputPitch) =
+ (argb & 0xFF00FF00) | // Keep alpha and green
+ (argb & 0x00FF0000) >> 16 | // Move red to blue
+ (argb & 0x000000FF) << 16; // Move blue to red
+ }
+ }
+ }
+ else
+ {
+ gl::Color pixelColor;
+ for (int j = 0; j < area.height; j++)
+ {
+ for (int i = 0; i < area.width; i++)
+ {
+ readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
+ writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
+ }
+ }
+ }
+
+ mDeviceContext->Unmap(stagingTex, 0);
+
+ stagingTex->Release();
+ stagingTex = NULL;
+}
+
+bool Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget,
+ RenderTarget *drawRenderTarget, bool wholeBufferCopy)
+{
+ ASSERT(readRect.width == drawRect.width && readRect.height == drawRect.height);
+
+ RenderTarget11 *readRenderTarget11 = RenderTarget11::makeRenderTarget11(readRenderTarget);
+ if (!readRenderTarget)
+ {
+ ERR("Failed to retrieve the read render target from the read framebuffer.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ ID3D11Texture2D *readTexture = NULL;
+ unsigned int readSubresource = 0;
+ if (readRenderTarget->getSamples() > 0)
+ {
+ ID3D11Texture2D *unresolvedTexture = readRenderTarget11->getTexture();
+
+ readTexture = resolveMultisampledTexture(unresolvedTexture, readRenderTarget11->getSubresourceIndex());
+ readSubresource = 0;
+
+ unresolvedTexture->Release();
+ }
+ else
+ {
+ readTexture = readRenderTarget11->getTexture();
+ readSubresource = readRenderTarget11->getSubresourceIndex();
+ }
+
+ if (!readTexture)
+ {
+ ERR("Failed to retrieve the read render target view from the read render target.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ RenderTarget11 *drawRenderTarget11 = RenderTarget11::makeRenderTarget11(drawRenderTarget);
+ if (!drawRenderTarget)
+ {
+ readTexture->Release();
+ ERR("Failed to retrieve the draw render target from the draw framebuffer.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ ID3D11Texture2D *drawTexture = drawRenderTarget11->getTexture();
+ unsigned int drawSubresource = drawRenderTarget11->getSubresourceIndex();
+
+ D3D11_BOX readBox;
+ readBox.left = readRect.x;
+ readBox.right = readRect.x + readRect.width;
+ readBox.top = readRect.y;
+ readBox.bottom = readRect.y + readRect.height;
+ readBox.front = 0;
+ readBox.back = 1;
+
+ // D3D11 needs depth-stencil CopySubresourceRegions to have a NULL pSrcBox
+ // We also require complete framebuffer copies for depth-stencil blit.
+ D3D11_BOX *pSrcBox = wholeBufferCopy ? NULL : &readBox;
+
+ mDeviceContext->CopySubresourceRegion(drawTexture, drawSubresource, drawRect.x, drawRect.y, 0,
+ readTexture, readSubresource, pSrcBox);
+
+ readTexture->Release();
+ drawTexture->Release();
+
+ return true;
+}
+
+ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
+{
+ D3D11_TEXTURE2D_DESC textureDesc;
+ source->GetDesc(&textureDesc);
+
+ if (textureDesc.SampleDesc.Count > 1)
+ {
+ D3D11_TEXTURE2D_DESC resolveDesc;
+ resolveDesc.Width = textureDesc.Width;
+ resolveDesc.Height = textureDesc.Height;
+ resolveDesc.MipLevels = 1;
+ resolveDesc.ArraySize = 1;
+ resolveDesc.Format = textureDesc.Format;
+ resolveDesc.SampleDesc.Count = 1;
+ resolveDesc.SampleDesc.Quality = 0;
+ resolveDesc.Usage = textureDesc.Usage;
+ resolveDesc.BindFlags = textureDesc.BindFlags;
+ resolveDesc.CPUAccessFlags = 0;
+ resolveDesc.MiscFlags = 0;
+
+ ID3D11Texture2D *resolveTexture = NULL;
+ HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
+ if (FAILED(result))
+ {
+ ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
+ return NULL;
+ }
+
+ mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
+ return resolveTexture;
+ }
+ else
+ {
+ source->AddRef();
+ return source;
+ }
+}
+
+}