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authorAndrew Knight <andrew.knight@digia.com>2014-02-24 11:18:33 +0200
committerThe Qt Project <gerrit-noreply@qt-project.org>2014-02-26 07:56:50 +0100
commita7d093e740b1e20874b5ebeb37b5c5d76ae19e42 (patch)
tree573b63025dbaa090392e468e1a90de8104054578 /src/3rdparty/angle/src/libGLESv2/renderer/Renderer11.cpp
parent45e17d0cc74d3444e23c18f73d6ac155659cec55 (diff)
Upgrade ANGLE to 1.3.5bb7ec572d0a
This brings Qt's copy of ANGLE up to ANGLE master, which contains a number of bugfixes as well as restructuring for the upcoming ES 3.0 support. This version brings considerable stability improvements to the D3D11 renderer. The static translator project files have been merged to align with the ANGLE source tree. Two new patches have been applied to fix errors in upstream ANGLE: - 0011-ANGLE-Fix-compilation-error-on-MinGW-caused-by-trace.patch The event trace header in ANGLE's third_party directory has an unused template which causes a compilation error on MinGW. Disable this part of the code. - 0012-ANGLE-fix-semantic-index-lookup.patch The sorted semantic index table was returning a direct mapping to the new indices, instead of the old indices. This caused a mismatch in the GL type lookup for the translated attribute. All other patches have been rebased, removed if no longer needed, and renamed to clear up the application order: - 0001-Fix-compilation-for-MSVC-2008-and-std-tuple.patch No changes. - 0001-Fix-compilation-with-MinGW-mingw-tdm64-gcc-4.8.1.patch No changes. Renamed to 0002. - 0001-Fix-compilation-with-MinGW-gcc-64-bit.patch No changes. Renamed to 0003. - 0001-Make-it-possible-to-link-ANGLE-statically-for-single.patch Modified patch to adapt to new DLL loading structure. Renamed to 0004. - 0005-Fix-build-when-SSE2-is-not-available.patch No changes. - 0011-Fix-compilation-of-libGLESv2-with-older-MinGW-w64-he.patch No changes. Renamed to 0006. - 0006-Make-DX9-DX11-mutually-exclusive.patch Made the patch less invasive by allowing D3D9 code to run unless explicitly disabled (e.g. on WinRT, where it doesn't compile). This makes the patch smaller and allows Desktop Windows to compile both D3D9 and D3D11 codepaths. Renamed to 0007. - 0015-ANGLE-Dynamically-load-D3D-compiler-from-a-list-of-k.patch No changes. Renamed to 0008. - 0012-ANGLE-Support-WinRT.patch Made D3D11_level9 initialization only possible if D3D9 is disabled. This makes sure Desktop PCs use the old D3D9 codepath instead of the less-tested D3D11_level9 codepath. Renamed to 0009. - 0013-Enable-D3D11-for-feature-level-9-cards.patch Conveniently smaller patch due to buffer implementation improvements upstream. Renamed to 0010. - 0014-ANGLE-D3D11-Alwayls-execute-QueryInterface.patch This was a fix for patch 0009, so was integrated there. Removed. - 0016-ANGLE-D3D11-Fix-build-on-desktop-Windows.patch This was a fix for patch 0009, so it was integrated there. Removed. - 0001-ANGLE-Fix-compilation-with-MSVC2013.patch Fixed upstream. Removed. - 0007-ANGLE-Fix-typedefs-for-Win64.patch Fixed upstream. Removed. - 0004-Fix-black-screen-after-minimizing-OpenGL-window-with.patch The issue has been fixed in Qt itself. Removed. - 0008-DX11-Prevent-assert-when-view-is-minimized-or-.patch The cause of the problem was the same as patch 0004, but for the D3D11 codepath. Removed. Change-Id: Id69484ab3a3e013050741c462fb1b06dfb0fd112 Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com> Reviewed-by: Kai Koehne <kai.koehne@digia.com> Reviewed-by: Oliver Wolff <oliver.wolff@digia.com>
Diffstat (limited to 'src/3rdparty/angle/src/libGLESv2/renderer/Renderer11.cpp')
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/Renderer11.cpp3672
1 files changed, 0 insertions, 3672 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/Renderer11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/Renderer11.cpp
deleted file mode 100644
index f83e9e91ce..0000000000
--- a/src/3rdparty/angle/src/libGLESv2/renderer/Renderer11.cpp
+++ /dev/null
@@ -1,3672 +0,0 @@
-#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/clearsingle11ps.h"
-#include "libGLESv2/renderer/shaders/compiled/clearmultiple11ps.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;
- mClearSinglePS = NULL;
- mClearMultiplePS = 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;
- }
-
-#if !defined(ANGLE_OS_WINRT)
- 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;
- }
-#endif
-
- D3D_FEATURE_LEVEL featureLevels[] =
- {
- D3D_FEATURE_LEVEL_11_1,
- D3D_FEATURE_LEVEL_11_0,
- D3D_FEATURE_LEVEL_10_1,
- D3D_FEATURE_LEVEL_10_0,
- D3D_FEATURE_LEVEL_9_3,
- D3D_FEATURE_LEVEL_9_2,
- D3D_FEATURE_LEVEL_9_1,
- };
-
- HRESULT result = S_OK;
-
-#ifdef _DEBUG
- result = D3D11CreateDevice(NULL,
- D3D_DRIVER_TYPE_HARDWARE,
- NULL,
- D3D11_CREATE_DEVICE_DEBUG,
- featureLevels,
- ArraySize(featureLevels),
- D3D11_SDK_VERSION,
- &mDevice,
- &mFeatureLevel,
- &mDeviceContext);
-
- if (!mDevice || FAILED(result))
- {
- ERR("Failed creating Debug D3D11 device - falling back to release runtime.\n");
- }
-
- if (!mDevice || FAILED(result))
-#endif
- {
- result = D3D11CreateDevice(NULL,
- D3D_DRIVER_TYPE_HARDWARE,
- NULL,
- 0,
- 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
- }
- }
-
-#if !defined(ANGLE_OS_WINRT)
- IDXGIDevice *dxgiDevice = NULL;
-#else
- IDXGIDevice1 *dxgiDevice = NULL;
-#endif
- result = mDevice->QueryInterface(IID_PPV_ARGS(&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_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(EGLNativeWindowType 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.");
- }
-
- float blendColors[4] = {0.0f};
- if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
- blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
- {
- blendColors[0] = blendColor.red;
- blendColors[1] = blendColor.green;
- blendColors[2] = blendColor.blue;
- blendColors[3] = blendColor.alpha;
- }
- else
- {
- blendColors[0] = blendColor.alpha;
- blendColors[1] = blendColor.alpha;
- blendColors[2] = blendColor.alpha;
- blendColors[3] = 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;
-
- GLsizei minCount = 0;
-
- switch (mode)
- {
- case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; minCount = 1; break;
- case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; minCount = 2; break;
- case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break;
- case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break;
- case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break;
- case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; minCount = 3; break;
- // emulate fans via rewriting index buffer
- case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break;
- default:
- return gl::error(GL_INVALID_ENUM, false);
- }
-
- if (primitiveTopology != mCurrentPrimitiveTopology)
- {
- mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
- mCurrentPrimitiveTopology = primitiveTopology;
- }
-
- return count >= minCount;
-}
-
-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;
- }
-
- 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));
- }
-}
-
-template <typename T>
-static void drawLineLoopIndexed(T *data, GLenum type, const GLvoid *indices, GLsizei count)
-{
- 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();
- }
-}
-
-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);
- }
- }
-
- // Checked by Renderer11::applyPrimitiveType
- ASSERT(count >= 0);
-
- if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int)))
- {
- ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP, too many indices required.");
- return gl::error(GL_OUT_OF_MEMORY);
- }
-
- const unsigned int spaceNeeded = (static_cast<unsigned int>(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;
- unsigned int offset;
- if (!mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset))
- {
- ERR("Could not map index buffer for GL_LINE_LOOP.");
- return gl::error(GL_OUT_OF_MEMORY);
- }
-
- if (get32BitIndexSupport())
- drawLineLoopIndexed(reinterpret_cast<unsigned int*>(mappedMemory), type, indices, count);
- else
- drawLineLoopIndexed(reinterpret_cast<unsigned short*>(mappedMemory), type, indices, count);
-
- unsigned int indexBufferOffset = offset;
-
- 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);
-}
-
-template <typename T>
-static void drawTriangleFanIndexed(T *data, GLenum type, const GLvoid *indices, unsigned int numTris)
-{
- switch (type)
- {
- case GL_NONE: // Non-indexed draw
- for (unsigned 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 (unsigned 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 (unsigned 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 (unsigned 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();
- }
-}
-
-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);
- }
- }
-
- // Checked by Renderer11::applyPrimitiveType
- ASSERT(count >= 3);
-
- const unsigned int numTris = count - 2;
-
- if (numTris > (std::numeric_limits<unsigned int>::max() / (sizeof(unsigned int) * 3)))
- {
- ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN, too many indices required.");
- return gl::error(GL_OUT_OF_MEMORY);
- }
-
- const unsigned 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;
- unsigned int offset;
- if (!mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory, &offset))
- {
- ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
- return gl::error(GL_OUT_OF_MEMORY);
- }
-
- if (get32BitIndexSupport())
- drawTriangleFanIndexed(reinterpret_cast<unsigned int*>(mappedMemory), type, indices, numTris);
- else
- drawTriangleFanIndexed(reinterpret_cast<unsigned short*>(mappedMemory), type, indices, numTris);
-
- unsigned int indexBufferOffset = offset;
-
- 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);
- }
-
- if (mCurrentVertexConstantBuffer != vertexConstantBuffer)
- {
- mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
- mCurrentVertexConstantBuffer = vertexConstantBuffer;
- }
-
- if (mCurrentPixelConstantBuffer != pixelConstantBuffer)
- {
- mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
- mCurrentPixelConstantBuffer = 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
- if (mFeatureLevel >= D3D_FEATURE_LEVEL_10_0 && mCurrentGeometryConstantBuffer != mDriverConstantBufferPS)
- {
- mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
- mCurrentGeometryConstantBuffer = 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, frameBuffer->usingExtendedDrawBuffers());
- }
- 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);
- }
- }
- }
- }
- 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);
- }
- }
- }
-}
-
-void Renderer11::maskedClear(const gl::ClearParameters &clearParams, bool usingExtendedDrawBuffers)
-{
- HRESULT result;
-
- if (!mClearResourcesInitialized)
- {
- ASSERT(!mClearVB && !mClearVS && !mClearSinglePS && !mClearMultiplePS && !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_ClearSingle, sizeof(g_PS_ClearSingle), NULL, &mClearSinglePS);
- ASSERT(SUCCEEDED(result));
- d3d11::SetDebugName(mClearSinglePS, "Renderer11 masked clear pixel shader (1 RT)");
-
- result = mDevice->CreatePixelShader(g_PS_ClearMultiple, sizeof(g_PS_ClearMultiple), NULL, &mClearMultiplePS);
- ASSERT(SUCCEEDED(result));
- d3d11::SetDebugName(mClearMultiplePS, "Renderer11 masked clear pixel shader (MRT)");
-
- 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
- ID3D11PixelShader *pixelShader = usingExtendedDrawBuffers ? mClearMultiplePS : mClearSinglePS;
-
- mDeviceContext->IASetInputLayout(mClearIL);
- mDeviceContext->VSSetShader(mClearVS, NULL, 0);
- mDeviceContext->PSSetShader(pixelShader, 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));
-
- mInputLayoutCache.markDirty();
-
- mCurrentVertexConstantBuffer = NULL;
- mCurrentPixelConstantBuffer = NULL;
- mCurrentGeometryConstantBuffer = NULL;
-
- mCurrentPrimitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
-}
-
-void Renderer11::releaseDeviceResources()
-{
- mStateCache.clear();
- mInputLayoutCache.clear();
-
- delete mVertexDataManager;
- mVertexDataManager = NULL;
-
- delete mIndexDataManager;
- mIndexDataManager = NULL;
-
- delete mLineLoopIB;
- mLineLoopIB = NULL;
-
- delete mTriangleFanIB;
- mTriangleFanIB = NULL;
-
- SafeRelease(mCopyVB);
- SafeRelease(mCopySampler);
- SafeRelease(mCopyIL);
- SafeRelease(mCopyIL);
- SafeRelease(mCopyVS);
- SafeRelease(mCopyRGBAPS);
- SafeRelease(mCopyRGBPS);
- SafeRelease(mCopyLumPS);
- SafeRelease(mCopyLumAlphaPS);
-
- mCopyResourcesInitialized = false;
-
- SafeRelease(mClearVB);
- SafeRelease(mClearIL);
- SafeRelease(mClearVS);
- SafeRelease(mClearSinglePS);
- SafeRelease(mClearMultiplePS);
- SafeRelease(mClearScissorRS);
- SafeRelease(mClearNoScissorRS);
-
- mClearResourcesInitialized = false;
-
- SafeRelease(mDriverConstantBufferVS);
- SafeRelease(mDriverConstantBufferPS);
- SafeRelease(mSyncQuery);
-}
-
-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_1,
- D3D_FEATURE_LEVEL_11_0,
- D3D_FEATURE_LEVEL_10_1,
- D3D_FEATURE_LEVEL_10_0,
- D3D_FEATURE_LEVEL_9_3,
- D3D_FEATURE_LEVEL_9_2,
- D3D_FEATURE_LEVEL_9_1,
- };
-
- 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_1:
- 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;
- case D3D_FEATURE_LEVEL_9_3:
- case D3D_FEATURE_LEVEL_9_2:
- return 16;
- case D3D_FEATURE_LEVEL_9_1:
- return D3D_FL9_1_DEFAULT_MAX_ANISOTROPY;
- default: UNREACHABLE();
- return 0;
- }
-}
-
-bool Renderer11::getEventQuerySupport()
-{
- return true;
-}
-
-Range Renderer11::getViewportBounds() const
-{
- switch (mFeatureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- 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);
- case D3D_FEATURE_LEVEL_9_3:
- return Range(D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION * -2, D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2);
- case D3D_FEATURE_LEVEL_9_2:
- case D3D_FEATURE_LEVEL_9_1:
- return Range(D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION * -2, D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2);
- 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_1:
- 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;
- case D3D_FEATURE_LEVEL_9_3:
- case D3D_FEATURE_LEVEL_9_2:
- case D3D_FEATURE_LEVEL_9_1:
- return 0;
- 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);
- switch (mFeatureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- case D3D_FEATURE_LEVEL_11_0:
- case D3D_FEATURE_LEVEL_10_1:
- case D3D_FEATURE_LEVEL_10_0:
- return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
- case D3D_FEATURE_LEVEL_9_3:
- case D3D_FEATURE_LEVEL_9_2:
- case D3D_FEATURE_LEVEL_9_1:
- return MAX_VERTEX_UNIFORM_VECTORS_D3D9;
- default:
- UNIMPLEMENTED();
- return 0;
- }
-}
-
-unsigned int Renderer11::getMaxFragmentUniformVectors() const
-{
- META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
- switch (mFeatureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- case D3D_FEATURE_LEVEL_11_0:
- case D3D_FEATURE_LEVEL_10_1:
- case D3D_FEATURE_LEVEL_10_0:
- return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
- case D3D_FEATURE_LEVEL_9_3:
- return 221;
- case D3D_FEATURE_LEVEL_9_2:
- case D3D_FEATURE_LEVEL_9_1:
- return 29;
- default: UNREACHABLE();
- return 0;
- }
-}
-
-unsigned int Renderer11::getMaxVaryingVectors() const
-{
- META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
- switch (mFeatureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- case D3D_FEATURE_LEVEL_11_0:
- return D3D11_VS_OUTPUT_REGISTER_COUNT;
- case D3D_FEATURE_LEVEL_10_1:
- return D3D10_1_VS_OUTPUT_REGISTER_COUNT;
- case D3D_FEATURE_LEVEL_10_0:
- return D3D10_VS_OUTPUT_REGISTER_COUNT;
- case D3D_FEATURE_LEVEL_9_3:
- case D3D_FEATURE_LEVEL_9_2:
- case D3D_FEATURE_LEVEL_9_1:
- return 8;
- default: UNREACHABLE();
- return 0;
- }
-}
-
-bool Renderer11::getNonPower2TextureSupport() const
-{
- switch (mFeatureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- case D3D_FEATURE_LEVEL_11_0:
- case D3D_FEATURE_LEVEL_10_1:
- case D3D_FEATURE_LEVEL_10_0:
- return true;
- case D3D_FEATURE_LEVEL_9_3:
- case D3D_FEATURE_LEVEL_9_2:
- case D3D_FEATURE_LEVEL_9_1:
- return false;
- default: UNREACHABLE();
- return false;
- }
-}
-
-bool Renderer11::getOcclusionQuerySupport() const
-{
- switch (mFeatureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- case D3D_FEATURE_LEVEL_11_0:
- case D3D_FEATURE_LEVEL_10_1:
- case D3D_FEATURE_LEVEL_10_0:
- case D3D_FEATURE_LEVEL_9_3:
- case D3D_FEATURE_LEVEL_9_2:
- return true;
- case D3D_FEATURE_LEVEL_9_1:
- return false;
- default: UNREACHABLE();
- return false;
- }
-}
-
-bool Renderer11::getInstancingSupport() const
-{
- switch (mFeatureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- case D3D_FEATURE_LEVEL_11_0:
- case D3D_FEATURE_LEVEL_10_1:
- case D3D_FEATURE_LEVEL_10_0:
- case D3D_FEATURE_LEVEL_9_3:
- return true;
- case D3D_FEATURE_LEVEL_9_2:
- case D3D_FEATURE_LEVEL_9_1:
- return false;
- 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_1:
- case D3D_FEATURE_LEVEL_11_0:
- case D3D_FEATURE_LEVEL_10_1:
- case D3D_FEATURE_LEVEL_10_0:
- case D3D_FEATURE_LEVEL_9_3:
- return true;
- case D3D_FEATURE_LEVEL_9_2:
- case D3D_FEATURE_LEVEL_9_1:
- return false;
- 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_1:
- 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
- case D3D_FEATURE_LEVEL_9_3:
- case D3D_FEATURE_LEVEL_9_2:
- case D3D_FEATURE_LEVEL_9_1: return 4; // SM4 level 9, but treat as 4
- default: UNREACHABLE(); return 0;
- }
-}
-
-int Renderer11::getMinorShaderModel() const
-{
- switch (mFeatureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- 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
- case D3D_FEATURE_LEVEL_9_3:
- case D3D_FEATURE_LEVEL_9_2:
- case D3D_FEATURE_LEVEL_9_1: return 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_1:
- 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
- case D3D_FEATURE_LEVEL_9_3:
- return D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 4096
- case D3D_FEATURE_LEVEL_9_2:
- case D3D_FEATURE_LEVEL_9_1:
- return D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 2048
- default: UNREACHABLE();
- return 0;
- }
-}
-
-int Renderer11::getMaxTextureWidth() const
-{
- switch (mFeatureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- 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
- case D3D_FEATURE_LEVEL_9_3: return D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 4096
- case D3D_FEATURE_LEVEL_9_2:
- case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 2048
- default: UNREACHABLE(); return 0;
- }
-}
-
-int Renderer11::getMaxTextureHeight() const
-{
- switch (mFeatureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- 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
- case D3D_FEATURE_LEVEL_9_3: return D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 4096
- case D3D_FEATURE_LEVEL_9_2:
- case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 2048
- default: UNREACHABLE(); return 0;
- }
-}
-
-bool Renderer11::get32BitIndexSupport() const
-{
- switch (mFeatureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- 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
- case D3D_FEATURE_LEVEL_9_3:
- case D3D_FEATURE_LEVEL_9_2:
- case D3D_FEATURE_LEVEL_9_1: return false;
- 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);
- META_ASSERT(D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
- META_ASSERT(D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
-
- switch (mFeatureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- 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
- case D3D_FEATURE_LEVEL_9_3:
- return D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT; // 4
- case D3D_FEATURE_LEVEL_9_2:
- case D3D_FEATURE_LEVEL_9_1:
- return D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT; // 1
- 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)
- {
- 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)
- {
- 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)
- {
- 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);
-
- 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)
- {
- 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)
- {
- 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)
- {
- 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);
-
- 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)
-{
- std::string profile;
-
- 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;
- }
-
- if (mFeatureLevel == D3D_FEATURE_LEVEL_9_3)
- profile += "_level_9_3";
- else if (mFeatureLevel == D3D_FEATURE_LEVEL_9_2 || mFeatureLevel == D3D_FEATURE_LEVEL_9_1)
- profile += "_level_9_1";
-
- ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile.c_str(), 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);
-
- 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 *drawRenderTarget11 = RenderTarget11::makeRenderTarget11(drawRenderTarget);
- if (!drawRenderTarget)
- {
- 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();
-
- 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)
- {
- readTexture = resolveMultisampledTexture(readRenderTarget11->getTexture(), readRenderTarget11->getSubresourceIndex());
- readSubresource = 0;
- }
- else
- {
- readTexture = readRenderTarget11->getTexture();
- readTexture->AddRef();
- 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);
- }
-
- 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);
-
- SafeRelease(readTexture);
-
- 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;
- }
-}
-
-bool Renderer11::getLUID(LUID *adapterLuid) const
-{
- adapterLuid->HighPart = 0;
- adapterLuid->LowPart = 0;
-
- if (!mDxgiAdapter)
- {
- return false;
- }
-
- DXGI_ADAPTER_DESC adapterDesc;
- if (FAILED(mDxgiAdapter->GetDesc(&adapterDesc)))
- {
- return false;
- }
-
- *adapterLuid = adapterDesc.AdapterLuid;
- return true;
-}
-
-}