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-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp3527
1 files changed, 3527 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp
new file mode 100644
index 0000000000..17a13f97d6
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp
@@ -0,0 +1,3527 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2012-2014 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 "common/utilities.h"
+#include "common/platform.h"
+#include "libGLESv2/Buffer.h"
+#include "libGLESv2/FramebufferAttachment.h"
+#include "libGLESv2/ProgramBinary.h"
+#include "libGLESv2/Framebuffer.h"
+#include "libGLESv2/renderer/d3d/TextureD3D.h"
+#include "libGLESv2/renderer/d3d/d3d11/Renderer11.h"
+#include "libGLESv2/renderer/d3d/d3d11/RenderTarget11.h"
+#include "libGLESv2/renderer/d3d/d3d11/renderer11_utils.h"
+#include "libGLESv2/renderer/d3d/d3d11/formatutils11.h"
+#include "libGLESv2/renderer/d3d/d3d11/ShaderExecutable11.h"
+#include "libGLESv2/renderer/d3d/d3d11/SwapChain11.h"
+#include "libGLESv2/renderer/d3d/d3d11/Image11.h"
+#include "libGLESv2/renderer/d3d/d3d11/VertexBuffer11.h"
+#include "libGLESv2/renderer/d3d/d3d11/IndexBuffer11.h"
+#include "libGLESv2/renderer/d3d/d3d11/Buffer11.h"
+#include "libGLESv2/renderer/d3d/VertexDataManager.h"
+#include "libGLESv2/renderer/d3d/IndexDataManager.h"
+#include "libGLESv2/renderer/d3d/d3d11/TextureStorage11.h"
+#include "libGLESv2/renderer/d3d/d3d11/Query11.h"
+#include "libGLESv2/renderer/d3d/d3d11/Fence11.h"
+#include "libGLESv2/renderer/d3d/d3d11/Blit11.h"
+#include "libGLESv2/renderer/d3d/d3d11/Clear11.h"
+#include "libGLESv2/renderer/d3d/d3d11/PixelTransfer11.h"
+#include "libGLESv2/renderer/d3d/d3d11/VertexArray11.h"
+#include "libGLESv2/renderer/d3d/d3d11/Buffer11.h"
+#include "libEGL/Display.h"
+
+// Enable ANGLE_SKIP_DXGI_1_2_CHECK if there is not a possibility of using cross-process
+// HWNDs or the Windows 7 Platform Update (KB2670838) is expected to be installed.
+#ifndef ANGLE_SKIP_DXGI_1_2_CHECK
+#define ANGLE_SKIP_DXGI_1_2_CHECK 0
+#endif
+
+#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, EGLNativeDisplayType hDc, EGLint requestedDisplay)
+ : Renderer(display),
+ mDc(hDc),
+ mRequestedDisplay(requestedDisplay)
+{
+ mVertexDataManager = NULL;
+ mIndexDataManager = NULL;
+
+ mLineLoopIB = NULL;
+ mTriangleFanIB = NULL;
+
+ mBlit = NULL;
+ mPixelTransfer = NULL;
+
+ mClear = NULL;
+
+ mSyncQuery = NULL;
+
+ mD3d11Module = NULL;
+ mDxgiModule = NULL;
+
+ mDeviceLost = false;
+
+ mMaxSupportedSamples = 0;
+
+ mDevice = NULL;
+ mDeviceContext = NULL;
+ mDxgiAdapter = NULL;
+ mDxgiFactory = NULL;
+
+ mDriverConstantBufferVS = NULL;
+ mDriverConstantBufferPS = NULL;
+
+ mAppliedVertexShader = NULL;
+ mAppliedGeometryShader = NULL;
+ mCurPointGeometryShader = NULL;
+ mAppliedPixelShader = NULL;
+}
+
+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 (!mCompiler.initialize())
+ {
+ return EGL_NOT_INITIALIZED;
+ }
+
+#if !defined(ANGLE_PLATFORM_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_0,
+ D3D_FEATURE_LEVEL_10_1,
+ D3D_FEATURE_LEVEL_10_0,
+#if !defined(ANGLE_ENABLE_D3D9)
+ D3D_FEATURE_LEVEL_9_3,
+ D3D_FEATURE_LEVEL_9_2,
+ D3D_FEATURE_LEVEL_9_1,
+#endif
+ };
+
+ D3D_DRIVER_TYPE driverType = D3D_DRIVER_TYPE_HARDWARE;
+ if (mRequestedDisplay == EGL_PLATFORM_ANGLE_TYPE_D3D11_WARP_ANGLE)
+ {
+ driverType = D3D_DRIVER_TYPE_WARP;
+ }
+
+ HRESULT result = S_OK;
+
+#ifdef _DEBUG
+ result = D3D11CreateDevice(NULL,
+ driverType,
+ 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,
+ driverType,
+ 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 !ANGLE_SKIP_DXGI_1_2_CHECK && !defined(ANGLE_PLATFORM_WINRT)
+ // In order to create a swap chain for an HWND owned by another process, DXGI 1.2 is required.
+ // The easiest way to check is to query for a IDXGIDevice2.
+ bool requireDXGI1_2 = false;
+ HWND hwnd = WindowFromDC(mDc);
+ if (hwnd)
+ {
+ DWORD currentProcessId = GetCurrentProcessId();
+ DWORD wndProcessId;
+ GetWindowThreadProcessId(hwnd, &wndProcessId);
+ requireDXGI1_2 = (currentProcessId != wndProcessId);
+ }
+ else
+ {
+ requireDXGI1_2 = true;
+ }
+
+ if (requireDXGI1_2)
+ {
+ IDXGIDevice2 *dxgiDevice2 = NULL;
+ result = mDevice->QueryInterface(__uuidof(IDXGIDevice2), (void**)&dxgiDevice2);
+ if (FAILED(result))
+ {
+ ERR("DXGI 1.2 required to present to HWNDs owned by another process.\n");
+ return EGL_NOT_INITIALIZED;
+ }
+ SafeRelease(dxgiDevice2);
+ }
+#endif
+
+#if !defined(ANGLE_PLATFORM_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;
+ }
+
+ SafeRelease(dxgiDevice);
+
+ 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_DRAW_RENDERTARGETVIEW_NOT_SET
+ };
+
+ D3D11_INFO_QUEUE_FILTER filter = {0};
+ filter.DenyList.NumIDs = ArraySize(hideMessages);
+ filter.DenyList.pIDList = hideMessages;
+
+ infoQueue->AddStorageFilterEntries(&filter);
+ SafeRelease(infoQueue);
+ }
+#endif
+
+ mMaxSupportedSamples = 0;
+
+ const d3d11::DXGIFormatSet &dxgiFormats = d3d11::GetAllUsedDXGIFormats();
+ for (d3d11::DXGIFormatSet::const_iterator i = dxgiFormats.begin(); i != dxgiFormats.end(); ++i)
+ {
+ MultisampleSupportInfo support = getMultisampleSupportInfo(*i);
+ mMultisampleSupportMap.insert(std::make_pair(*i, support));
+ mMaxSupportedSamples = std::max(mMaxSupportedSamples, support.maxSupportedSamples);
+ }
+
+ initializeDevice();
+
+ 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);
+
+ ASSERT(!mBlit);
+ mBlit = new Blit11(this);
+
+ ASSERT(!mClear);
+ mClear = new Clear11(this);
+
+ ASSERT(!mPixelTransfer);
+ mPixelTransfer = new PixelTransfer11(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 depthStencilSupport = 0;
+ result = mDevice->CheckFormatSupport(depthStencilFormat, &depthStencilSupport);
+ depthStencilFormatOK = SUCCEEDED(result) && (depthStencilSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
+ }
+
+ if (depthStencilFormatOK)
+ {
+ ConfigDesc newConfig;
+ newConfig.renderTargetFormat = d3d11_gl::GetInternalFormat(renderTargetFormat);
+ newConfig.depthStencilFormat = d3d11_gl::GetInternalFormat(depthStencilFormat);
+ newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
+ newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
+ newConfig.es3Capable = true;
+
+ (*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::generateSwizzle(gl::Texture *texture)
+{
+ if (texture)
+ {
+ TextureStorageInterface *texStorage = texture->getNativeTexture();
+ if (texStorage)
+ {
+ TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
+
+ storage11->generateSwizzles(texture->getSamplerState().swizzleRed,
+ texture->getSamplerState().swizzleGreen,
+ texture->getSamplerState().swizzleBlue,
+ texture->getSamplerState().swizzleAlpha);
+ }
+ }
+}
+
+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;
+ bool forceSetTexture = false;
+
+ if (texture)
+ {
+ TextureStorageInterface *texStorage = texture->getNativeTexture();
+ if (texStorage)
+ {
+ TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
+ gl::SamplerState samplerState;
+ texture->getSamplerStateWithNativeOffset(&samplerState);
+ textureSRV = storage11->getSRV(samplerState);
+ }
+
+ // 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);
+
+ 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 || mCurPixelSRVs[index] != textureSRV)
+ {
+ mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
+ }
+
+ mCurPixelSRVs[index] = textureSRV;
+ }
+ 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 || mCurVertexSRVs[index] != textureSRV)
+ {
+ mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
+ }
+
+ mCurVertexSRVs[index] = textureSRV;
+ }
+ else UNREACHABLE();
+}
+
+bool Renderer11::setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], const gl::Buffer *fragmentUniformBuffers[])
+{
+ for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; uniformBufferIndex++)
+ {
+ const gl::Buffer *uniformBuffer = vertexUniformBuffers[uniformBufferIndex];
+ if (uniformBuffer)
+ {
+ Buffer11 *bufferStorage = Buffer11::makeBuffer11(uniformBuffer->getImplementation());
+ ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(BUFFER_USAGE_UNIFORM);
+
+ if (!constantBuffer)
+ {
+ return false;
+ }
+
+ if (mCurrentConstantBufferVS[uniformBufferIndex] != bufferStorage->getSerial())
+ {
+ mDeviceContext->VSSetConstantBuffers(getReservedVertexUniformBuffers() + uniformBufferIndex,
+ 1, &constantBuffer);
+ mCurrentConstantBufferVS[uniformBufferIndex] = bufferStorage->getSerial();
+ }
+ }
+ }
+
+ for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS; uniformBufferIndex++)
+ {
+ const gl::Buffer *uniformBuffer = fragmentUniformBuffers[uniformBufferIndex];
+ if (uniformBuffer)
+ {
+ Buffer11 *bufferStorage = Buffer11::makeBuffer11(uniformBuffer->getImplementation());
+ ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(BUFFER_USAGE_UNIFORM);
+
+ if (!constantBuffer)
+ {
+ return false;
+ }
+
+ if (mCurrentConstantBufferPS[uniformBufferIndex] != bufferStorage->getSerial())
+ {
+ mDeviceContext->PSSetConstantBuffers(getReservedFragmentUniformBuffers() + uniformBufferIndex,
+ 1, &constantBuffer);
+ mCurrentConstantBufferPS[uniformBufferIndex] = bufferStorage->getSerial();
+ }
+ }
+ }
+
+ return true;
+}
+
+void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
+{
+ if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
+ {
+ ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled);
+ 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(gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
+ unsigned int sampleMask)
+{
+ if (mForceSetBlendState ||
+ memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
+ memcmp(&blendColor, &mCurBlendColor, sizeof(gl::ColorF)) != 0 ||
+ sampleMask != mCurSampleMask)
+ {
+ ID3D11BlendState *dxBlendState = mStateCache.getBlendState(framebuffer, 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)
+ {
+ ASSERT(depthStencilState.stencilWritemask == depthStencilState.stencilBackWritemask);
+ ASSERT(stencilRef == stencilBackRef);
+ ASSERT(depthStencilState.stencilMask == depthStencilState.stencilBackMask);
+
+ ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
+ if (!dxDepthStencilState)
+ {
+ ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
+ "setting the default depth stencil state.");
+ }
+
+ // Max D3D11 stencil reference value is 0xFF, corresponding to the max 8 bits in a stencil buffer
+ // GL specifies we should clamp the ref value to the nearest bit depth when doing stencil ops
+ META_ASSERT(D3D11_DEFAULT_STENCIL_READ_MASK == 0xFF);
+ META_ASSERT(D3D11_DEFAULT_STENCIL_WRITE_MASK == 0xFF);
+ UINT dxStencilRef = std::min<UINT>(stencilRef, 0xFFu);
+
+ mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, dxStencilRef);
+
+ 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;
+ }
+
+ const gl::Caps& caps = getRendererCaps();
+
+ // 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, -static_cast<int>(caps.maxViewportWidth), static_cast<int>(caps.maxViewportWidth));
+ dxViewport.TopLeftY = gl::clamp(actualViewport.y, -static_cast<int>(caps.maxViewportHeight), static_cast<int>(caps.maxViewportHeight));
+ dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(caps.maxViewportWidth - dxViewport.TopLeftX));
+ dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(caps.maxViewportHeight - 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:
+ UNREACHABLE();
+ return 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);
+ gl::FramebufferAttachment *colorbuffer = framebuffer->getColorbuffer(colorAttachment);
+
+ if (colorbuffer && 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));
+
+ // 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;
+ }
+
+ // TODO: Detect if this color buffer is already bound as a texture and unbind it first to prevent
+ // D3D11 warnings.
+ }
+ }
+
+ // Get the depth stencil render buffer and serials
+ gl::FramebufferAttachment *depthStencil = framebuffer->getDepthbuffer();
+ unsigned int depthbufferSerial = 0;
+ unsigned int stencilbufferSerial = 0;
+ if (depthStencil)
+ {
+ depthbufferSerial = depthStencil->getSerial();
+ }
+ else if (framebuffer->getStencilbuffer())
+ {
+ depthStencil = framebuffer->getStencilbuffer();
+ stencilbufferSerial = depthStencil->getSerial();
+ }
+
+ 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();
+ }
+ }
+
+ // Apply the render target and depth stencil
+ if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
+ memcmp(renderTargetSerials, mAppliedRenderTargetSerials, sizeof(renderTargetSerials)) != 0 ||
+ depthbufferSerial != mAppliedDepthbufferSerial ||
+ stencilbufferSerial != mAppliedStencilbufferSerial)
+ {
+ mDeviceContext->OMSetRenderTargets(getRendererCaps().maxDrawBuffers, framebufferRTVs, framebufferDSV);
+
+ mRenderTargetDesc.width = renderTargetWidth;
+ mRenderTargetDesc.height = renderTargetHeight;
+ mRenderTargetDesc.format = renderTargetFormat;
+ mForceSetViewport = true;
+ mForceSetScissor = true;
+ mForceSetBlendState = true;
+
+ if (!mDepthStencilInitialized)
+ {
+ mForceSetRasterState = true;
+ }
+
+ for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
+ {
+ mAppliedRenderTargetSerials[rtIndex] = renderTargetSerials[rtIndex];
+ }
+ mAppliedDepthbufferSerial = depthbufferSerial;
+ mAppliedStencilbufferSerial = stencilbufferSerial;
+ mRenderTargetDescInitialized = true;
+ mDepthStencilInitialized = true;
+ }
+
+ invalidateFramebufferSwizzles(framebuffer);
+
+ return true;
+}
+
+GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, const gl::VertexAttribute vertexAttributes[], const gl::VertexAttribCurrentValueData currentValues[],
+ GLint first, GLsizei count, GLsizei instances)
+{
+ TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
+ GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, currentValues, 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)
+ {
+ IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
+
+ ID3D11Buffer *buffer = NULL;
+ DXGI_FORMAT bufferFormat = indexBuffer->getIndexFormat();
+
+ if (indexInfo->storage)
+ {
+ Buffer11 *storage = Buffer11::makeBuffer11(indexInfo->storage);
+ buffer = storage->getBuffer(BUFFER_USAGE_INDEX);
+ }
+ else
+ {
+ buffer = indexBuffer->getBuffer();
+ }
+
+ if (buffer != mAppliedIB || bufferFormat != mAppliedIBFormat || indexInfo->startOffset != mAppliedIBOffset)
+ {
+ mDeviceContext->IASetIndexBuffer(buffer, bufferFormat, indexInfo->startOffset);
+
+ mAppliedIB = buffer;
+ mAppliedIBFormat = bufferFormat;
+ mAppliedIBOffset = indexInfo->startOffset;
+ }
+ }
+
+ return err;
+}
+
+void Renderer11::applyTransformFeedbackBuffers(gl::Buffer *transformFeedbackBuffers[], GLintptr offsets[])
+{
+ ID3D11Buffer* d3dBuffers[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS];
+ UINT d3dOffsets[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS];
+ bool requiresUpdate = false;
+ for (size_t i = 0; i < gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
+ {
+ if (transformFeedbackBuffers[i])
+ {
+ Buffer11 *storage = Buffer11::makeBuffer11(transformFeedbackBuffers[i]->getImplementation());
+ ID3D11Buffer *buffer = storage->getBuffer(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK);
+
+ d3dBuffers[i] = buffer;
+ d3dOffsets[i] = (mAppliedTFBuffers[i] != buffer) ? static_cast<UINT>(offsets[i]) : -1;
+ }
+ else
+ {
+ d3dBuffers[i] = NULL;
+ d3dOffsets[i] = 0;
+ }
+
+ if (d3dBuffers[i] != mAppliedTFBuffers[i] || offsets[i] != mAppliedTFOffsets[i])
+ {
+ requiresUpdate = true;
+ }
+ }
+
+ if (requiresUpdate)
+ {
+ mDeviceContext->SOSetTargets(ArraySize(d3dBuffers), d3dBuffers, d3dOffsets);
+ for (size_t i = 0; i < gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
+ {
+ mAppliedTFBuffers[i] = d3dBuffers[i];
+ mAppliedTFOffsets[i] = offsets[i];
+ }
+ }
+}
+
+void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances, bool transformFeedbackActive)
+{
+ if (mode == GL_POINTS && transformFeedbackActive)
+ {
+ // Since point sprites are generated with a geometry shader, too many vertices will
+ // be written if transform feedback is active. To work around this, draw only the points
+ // with the stream out shader and no pixel shader to feed the stream out buffers and then
+ // draw again with the point sprite geometry shader to rasterize the point sprites.
+
+ mDeviceContext->PSSetShader(NULL, NULL, 0);
+
+ if (instances > 0)
+ {
+ mDeviceContext->DrawInstanced(count, instances, 0, 0);
+ }
+ else
+ {
+ mDeviceContext->Draw(count, 0);
+ }
+
+ mDeviceContext->GSSetShader(mCurPointGeometryShader, NULL, 0);
+ mDeviceContext->PSSetShader(mAppliedPixelShader, NULL, 0);
+
+ if (instances > 0)
+ {
+ mDeviceContext->DrawInstanced(count, instances, 0, 0);
+ }
+ else
+ {
+ mDeviceContext->Draw(count, 0);
+ }
+
+ mDeviceContext->GSSetShader(mAppliedGeometryShader, NULL, 0);
+ }
+ else 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 fillLineLoopIndices(GLenum type, GLsizei count, const GLvoid *indices, T *data)
+{
+ 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();
+ }
+}
+
+template<typename T>
+static void fillTriangleFanIndices(GLenum type, unsigned int numTris, const GLvoid *indices, T *data)
+{
+ 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::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;
+ BufferImpl *storage = indexBuffer->getImplementation();
+ intptr_t offset = reinterpret_cast<intptr_t>(indices);
+ indices = static_cast<const GLubyte*>(storage->getData()) + offset;
+ }
+
+ // TODO: some level 9 hardware supports 32-bit indices; test and store support instead
+ const int indexType = isLevel9() ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
+
+ if (!mLineLoopIB)
+ {
+ mLineLoopIB = new StreamingIndexBufferInterface(this);
+ if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, indexType))
+ {
+ 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);
+
+ int indexTypeSize = indexType == GL_UNSIGNED_SHORT ? sizeof(unsigned short) : sizeof(unsigned int);
+ if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned int>::max() / indexTypeSize))
+ {
+ 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) * indexTypeSize;
+ if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, indexType))
+ {
+ 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 (indexType == GL_UNSIGNED_SHORT)
+ fillLineLoopIndices(type, count, indices, reinterpret_cast<unsigned short*>(mappedMemory));
+ else
+ fillLineLoopIndices(type, count, indices, reinterpret_cast<unsigned int*>(mappedMemory));
+ unsigned int indexBufferOffset = offset;
+
+ if (!mLineLoopIB->unmapBuffer())
+ {
+ ERR("Could not unmap index buffer for GL_LINE_LOOP.");
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
+ ID3D11Buffer *d3dIndexBuffer = indexBuffer->getBuffer();
+ DXGI_FORMAT indexFormat = indexBuffer->getIndexFormat();
+
+ if (mAppliedIB != d3dIndexBuffer || mAppliedIBFormat != indexFormat || mAppliedIBOffset != indexBufferOffset)
+ {
+ mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
+ mAppliedIB = d3dIndexBuffer;
+ mAppliedIBFormat = indexFormat;
+ mAppliedIBOffset = indexBufferOffset;
+ }
+
+ mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
+}
+
+void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
+{
+ // Get the raw indices for an indexed draw
+ if (type != GL_NONE && elementArrayBuffer)
+ {
+ gl::Buffer *indexBuffer = elementArrayBuffer;
+ BufferImpl *storage = indexBuffer->getImplementation();
+ intptr_t offset = reinterpret_cast<intptr_t>(indices);
+ indices = static_cast<const GLubyte*>(storage->getData()) + offset;
+ }
+
+ const int indexType = isLevel9() ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
+
+ if (!mTriangleFanIB)
+ {
+ mTriangleFanIB = new StreamingIndexBufferInterface(this);
+ if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, indexType))
+ {
+ 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;
+
+ int indexTypeSize = indexType == GL_UNSIGNED_SHORT ? sizeof(unsigned short) : sizeof(unsigned int);
+ if (numTris > (std::numeric_limits<unsigned int>::max() / (indexTypeSize * 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) * indexTypeSize;
+ if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, indexType))
+ {
+ 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 (indexType == GL_UNSIGNED_SHORT)
+ fillTriangleFanIndices(type, numTris, indices, reinterpret_cast<unsigned short*>(mappedMemory));
+ else
+ fillTriangleFanIndices(type, numTris, indices, reinterpret_cast<unsigned int*>(mappedMemory));
+ 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);
+ }
+
+ IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
+ ID3D11Buffer *d3dIndexBuffer = indexBuffer->getBuffer();
+ DXGI_FORMAT indexFormat = indexBuffer->getIndexFormat();
+
+ if (mAppliedIB != d3dIndexBuffer || mAppliedIBFormat != indexFormat || mAppliedIBOffset != indexBufferOffset)
+ {
+ mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
+ mAppliedIB = d3dIndexBuffer;
+ mAppliedIBFormat = indexFormat;
+ 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, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer,
+ bool rasterizerDiscard, bool transformFeedbackActive)
+{
+ ShaderExecutable *vertexExe = programBinary->getVertexExecutableForInputLayout(inputLayout);
+ ShaderExecutable *pixelExe = programBinary->getPixelExecutableForFramebuffer(framebuffer);
+ ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
+
+ ID3D11VertexShader *vertexShader = (vertexExe ? ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader() : NULL);
+
+ ID3D11PixelShader *pixelShader = NULL;
+ // Skip pixel shader if we're doing rasterizer discard.
+ if (!rasterizerDiscard)
+ {
+ pixelShader = (pixelExe ? ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader() : NULL);
+ }
+
+ ID3D11GeometryShader *geometryShader = NULL;
+ if (transformFeedbackActive)
+ {
+ geometryShader = (vertexExe ? ShaderExecutable11::makeShaderExecutable11(vertexExe)->getStreamOutShader() : NULL);
+ }
+ else if (mCurRasterState.pointDrawMode)
+ {
+ geometryShader = (geometryExe ? ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader() : NULL);
+ }
+
+ bool dirtyUniforms = false;
+
+ if (vertexShader != mAppliedVertexShader)
+ {
+ mDeviceContext->VSSetShader(vertexShader, NULL, 0);
+ mAppliedVertexShader = vertexShader;
+ dirtyUniforms = true;
+ }
+
+ if (geometryShader != mAppliedGeometryShader)
+ {
+ mDeviceContext->GSSetShader(geometryShader, NULL, 0);
+ mAppliedGeometryShader = geometryShader;
+ dirtyUniforms = true;
+ }
+
+ if (geometryExe && mCurRasterState.pointDrawMode)
+ {
+ mCurPointGeometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
+ }
+ else
+ {
+ mCurPointGeometryShader = NULL;
+ }
+
+ if (pixelShader != mAppliedPixelShader)
+ {
+ mDeviceContext->PSSetShader(pixelShader, NULL, 0);
+ mAppliedPixelShader = pixelShader;
+ dirtyUniforms = true;
+ }
+
+ if (dirtyUniforms)
+ {
+ programBinary->dirtyAllUniforms();
+ }
+}
+
+void Renderer11::applyUniforms(const gl::ProgramBinary &programBinary)
+{
+ const std::vector<gl::LinkedUniform*> &uniformArray = programBinary.getUniforms();
+
+ unsigned int totalRegisterCountVS = 0;
+ unsigned int totalRegisterCountPS = 0;
+
+ bool vertexUniformsDirty = false;
+ bool pixelUniformsDirty = false;
+
+ for (size_t uniformIndex = 0; uniformIndex < uniformArray.size(); uniformIndex++)
+ {
+ const gl::LinkedUniform &uniform = *uniformArray[uniformIndex];
+
+ if (uniform.isReferencedByVertexShader() && !uniform.isSampler())
+ {
+ totalRegisterCountVS += uniform.registerCount;
+ vertexUniformsDirty = (vertexUniformsDirty || uniform.dirty);
+ }
+
+ if (uniform.isReferencedByFragmentShader() && !uniform.isSampler())
+ {
+ totalRegisterCountPS += uniform.registerCount;
+ pixelUniformsDirty = (pixelUniformsDirty || uniform.dirty);
+ }
+ }
+
+ const UniformStorage11 *vertexUniformStorage = UniformStorage11::makeUniformStorage11(&programBinary.getVertexUniformStorage());
+ const UniformStorage11 *fragmentUniformStorage = UniformStorage11::makeUniformStorage11(&programBinary.getFragmentUniformStorage());
+ ASSERT(vertexUniformStorage);
+ ASSERT(fragmentUniformStorage);
+
+ ID3D11Buffer *vertexConstantBuffer = vertexUniformStorage->getConstantBuffer();
+ ID3D11Buffer *pixelConstantBuffer = fragmentUniformStorage->getConstantBuffer();
+
+ 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);
+ UNUSED_ASSERTION_VARIABLE(result);
+ 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);
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(SUCCEEDED(result));
+ mapPS = (float(*)[4])map.pData;
+ }
+
+ for (size_t uniformIndex = 0; uniformIndex < uniformArray.size(); uniformIndex++)
+ {
+ gl::LinkedUniform *uniform = uniformArray[uniformIndex];
+
+ if (!uniform->isSampler())
+ {
+ unsigned int componentCount = (4 - uniform->registerElement);
+
+ // we assume that uniforms from structs are arranged in struct order in our uniforms list. otherwise we would
+ // overwrite previously written regions of memory.
+
+ if (uniform->isReferencedByVertexShader() && mapVS)
+ {
+ memcpy(&mapVS[uniform->vsRegisterIndex][uniform->registerElement], uniform->data, uniform->registerCount * sizeof(float) * componentCount);
+ }
+
+ if (uniform->isReferencedByFragmentShader() && mapPS)
+ {
+ memcpy(&mapPS[uniform->psRegisterIndex][uniform->registerElement], uniform->data, uniform->registerCount * sizeof(float) * componentCount);
+ }
+ }
+ }
+
+ 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);
+ UNUSED_ASSERTION_VARIABLE(result);
+ 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);
+ UNUSED_ASSERTION_VARIABLE(result);
+ 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)
+{
+ mClear->clearFramebuffer(clearParams, frameBuffer);
+ invalidateFramebufferSwizzles(frameBuffer);
+}
+
+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;
+ mCurVertexSRVs[i] = NULL;
+ }
+ for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
+ {
+ mForceSetPixelSamplerStates[i] = true;
+ mCurPixelSRVs[i] = NULL;
+ }
+
+ mForceSetBlendState = true;
+ mForceSetRasterState = true;
+ mForceSetDepthStencilState = true;
+ mForceSetScissor = true;
+ mForceSetViewport = true;
+
+ mAppliedIB = NULL;
+ mAppliedIBFormat = DXGI_FORMAT_UNKNOWN;
+ mAppliedIBOffset = 0;
+
+ mAppliedVertexShader = NULL;
+ mAppliedGeometryShader = NULL;
+ mCurPointGeometryShader = NULL;
+ mAppliedPixelShader = NULL;
+
+ for (size_t i = 0; i < gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
+ {
+ mAppliedTFBuffers[i] = NULL;
+ mAppliedTFOffsets[i] = 0;
+ }
+
+ memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
+ memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
+
+ mInputLayoutCache.markDirty();
+
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; i++)
+ {
+ mCurrentConstantBufferVS[i] = -1;
+ mCurrentConstantBufferPS[i] = -1;
+ }
+
+ mCurrentVertexConstantBuffer = NULL;
+ mCurrentPixelConstantBuffer = NULL;
+ mCurrentGeometryConstantBuffer = NULL;
+
+ mCurrentPrimitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
+}
+
+void Renderer11::releaseDeviceResources()
+{
+ mStateCache.clear();
+ mInputLayoutCache.clear();
+
+ SafeDelete(mVertexDataManager);
+ SafeDelete(mIndexDataManager);
+ SafeDelete(mLineLoopIB);
+ SafeDelete(mTriangleFanIB);
+ SafeDelete(mBlit);
+ SafeDelete(mClear);
+ SafeDelete(mPixelTransfer);
+
+ 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_0,
+ D3D_FEATURE_LEVEL_10_1,
+ D3D_FEATURE_LEVEL_10_0,
+#if !defined(ANGLE_ENABLE_D3D9)
+ D3D_FEATURE_LEVEL_9_3,
+ D3D_FEATURE_LEVEL_9_2,
+ D3D_FEATURE_LEVEL_9_1,
+#endif
+ };
+
+ 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;
+ }
+
+ SafeRelease(dummyContext);
+ SafeRelease(dummyDevice);
+
+ return true;
+}
+
+void Renderer11::release()
+{
+ releaseDeviceResources();
+
+ SafeRelease(mDxgiFactory);
+ SafeRelease(mDxgiAdapter);
+
+ if (mDeviceContext)
+ {
+ mDeviceContext->ClearState();
+ mDeviceContext->Flush();
+ SafeRelease(mDeviceContext);
+ }
+
+ SafeRelease(mDevice);
+
+ if (mD3d11Module)
+ {
+ FreeLibrary(mD3d11Module);
+ mD3d11Module = NULL;
+ }
+
+ if (mDxgiModule)
+ {
+ FreeLibrary(mDxgiModule);
+ mDxgiModule = NULL;
+ }
+
+ mCompiler.release();
+}
+
+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;
+}
+
+unsigned int Renderer11::getMaxVertexTextureImageUnits() const
+{
+ META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
+ switch (mFeatureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_0:
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0:
+ return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
+ 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);
+ ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_9_1);
+ return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
+}
+
+unsigned int Renderer11::getMaxFragmentUniformVectors() const
+{
+ META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
+ ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_9_1);
+ return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
+}
+
+unsigned int Renderer11::getMaxVaryingVectors() const
+{
+ META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
+ META_ASSERT(D3D11_VS_OUTPUT_REGISTER_COUNT <= D3D11_PS_INPUT_REGISTER_COUNT);
+ META_ASSERT(D3D10_VS_OUTPUT_REGISTER_COUNT <= D3D10_PS_INPUT_REGISTER_COUNT);
+ switch (mFeatureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_0:
+ return D3D11_VS_OUTPUT_REGISTER_COUNT - getReservedVaryings();
+ case D3D_FEATURE_LEVEL_10_1:
+ return D3D10_1_VS_OUTPUT_REGISTER_COUNT - getReservedVaryings();
+ case D3D_FEATURE_LEVEL_10_0:
+ return D3D10_VS_OUTPUT_REGISTER_COUNT - getReservedVaryings();
+ case D3D_FEATURE_LEVEL_9_3:
+ return 10 - getReservedVaryings();
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1:
+ return 8 - getReservedVaryings();
+ default: UNREACHABLE();
+ return 0;
+ }
+}
+
+unsigned int Renderer11::getMaxVertexShaderUniformBuffers() const
+{
+ META_ASSERT(gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
+ gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
+
+ switch (mFeatureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_0:
+ return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedVertexUniformBuffers();
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0:
+ return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedVertexUniformBuffers();
+ 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::getMaxFragmentShaderUniformBuffers() const
+{
+ META_ASSERT(gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
+ gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
+
+ switch (mFeatureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_0:
+ return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedFragmentUniformBuffers();
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0:
+ return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedFragmentUniformBuffers();
+ 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::getReservedVertexUniformBuffers() const
+{
+ // we reserve one buffer for the application uniforms, and one for driver uniforms
+ return 2;
+}
+
+unsigned int Renderer11::getReservedFragmentUniformBuffers() const
+{
+ // we reserve one buffer for the application uniforms, and one for driver uniforms
+ return 2;
+}
+
+unsigned int Renderer11::getReservedVaryings() const
+{
+ // We potentially reserve varyings for gl_Position, dx_Position, gl_FragCoord and gl_PointSize
+ return 4;
+}
+
+
+unsigned int Renderer11::getMaxTransformFeedbackBuffers() const
+{
+ META_ASSERT(gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D11_SO_BUFFER_SLOT_COUNT &&
+ gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D10_SO_BUFFER_SLOT_COUNT);
+
+ switch (mFeatureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_0:
+ return D3D11_SO_BUFFER_SLOT_COUNT;
+ case D3D_FEATURE_LEVEL_10_1:
+ return D3D10_1_SO_BUFFER_SLOT_COUNT;
+ case D3D_FEATURE_LEVEL_10_0:
+ return D3D10_SO_BUFFER_SLOT_COUNT;
+ 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::getMaxTransformFeedbackSeparateComponents() const
+{
+ switch (mFeatureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_0:
+ return getMaxTransformFeedbackInterleavedComponents() / getMaxTransformFeedbackBuffers();
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0:
+ // D3D 10 and 10.1 only allow one output per output slot if an output slot other than zero
+ // is used.
+ return 4;
+ 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::getMaxTransformFeedbackInterleavedComponents() const
+{
+ return (getMaxVaryingVectors() * 4);
+}
+
+unsigned int Renderer11::getMaxUniformBufferSize() const
+{
+ // Each component is a 4-element vector of 4-byte units (floats)
+ const unsigned int bytesPerComponent = 4 * sizeof(float);
+
+ switch (mFeatureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_0:
+ return D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0:
+ return D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1:
+ return 0;
+ default: UNREACHABLE();
+ return 0;
+ }
+}
+
+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 getRendererExtensions().textureFormatBGRA8888 && !gl::perfActive();
+}
+
+bool Renderer11::getPostSubBufferSupport() const
+{
+ // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2.
+ return false;
+}
+
+int Renderer11::getMaxRecommendedElementsIndices() const
+{
+ META_ASSERT(D3D11_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP == 32);
+ META_ASSERT(D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP == 32);
+
+ // D3D11 allows up to 2^32 elements, but we report max signed int for convenience.
+ return std::numeric_limits<GLint>::max();
+}
+
+int Renderer11::getMaxRecommendedElementsVertices() const
+{
+ META_ASSERT(D3D11_REQ_DRAW_VERTEX_COUNT_2_TO_EXP == 32);
+ META_ASSERT(D3D10_REQ_DRAW_VERTEX_COUNT_2_TO_EXP == 32);
+
+ // D3D11 allows up to 2^32 elements, but we report max signed int for convenience.
+ return std::numeric_limits<GLint>::max();
+}
+
+bool Renderer11::getSRGBTextureSupport() const
+{
+ return true;
+}
+
+int Renderer11::getMajorShaderModel() const
+{
+ switch (mFeatureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
+ case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
+ case D3D_FEATURE_LEVEL_10_0:
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1:
+ return D3D10_SHADER_MAJOR_VERSION; // 4
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+int Renderer11::getMinorShaderModel() const
+{
+ switch (mFeatureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
+ case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
+ case D3D_FEATURE_LEVEL_10_0:
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return D3D10_SHADER_MINOR_VERSION; // 0
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+int Renderer11::getMinSwapInterval() const
+{
+ return 0;
+}
+
+int Renderer11::getMaxSwapInterval() const
+{
+ return 4;
+}
+
+int Renderer11::getMaxSupportedSamples() const
+{
+ return mMaxSupportedSamples;
+}
+
+GLsizei Renderer11::getMaxSupportedFormatSamples(GLenum internalFormat) const
+{
+ DXGI_FORMAT format = gl_d3d11::GetRenderableFormat(internalFormat);
+ MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
+ return (iter != mMultisampleSupportMap.end()) ? iter->second.maxSupportedSamples : 0;
+}
+
+GLsizei Renderer11::getNumSampleCounts(GLenum internalFormat) const
+{
+ unsigned int numCounts = 0;
+
+ // D3D11 supports multisampling for signed and unsigned format, but ES 3.0 does not
+ GLenum componentType = gl::GetComponentType(internalFormat);
+ if (componentType != GL_INT && componentType != GL_UNSIGNED_INT)
+ {
+ DXGI_FORMAT format = gl_d3d11::GetRenderableFormat(internalFormat);
+ MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
+
+ if (iter != mMultisampleSupportMap.end())
+ {
+ const MultisampleSupportInfo& info = iter->second;
+ for (int i = 0; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
+ {
+ if (info.qualityLevels[i] > 0)
+ {
+ numCounts++;
+ }
+ }
+ }
+ }
+
+ return numCounts;
+}
+
+void Renderer11::getSampleCounts(GLenum internalFormat, GLsizei bufSize, GLint *params) const
+{
+ // D3D11 supports multisampling for signed and unsigned format, but ES 3.0 does not
+ GLenum componentType = gl::GetComponentType(internalFormat);
+ if (componentType == GL_INT || componentType == GL_UNSIGNED_INT)
+ {
+ return;
+ }
+
+ DXGI_FORMAT format = gl_d3d11::GetRenderableFormat(internalFormat);
+ MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
+
+ if (iter != mMultisampleSupportMap.end())
+ {
+ const MultisampleSupportInfo& info = iter->second;
+ int bufPos = 0;
+ for (int i = D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT - 1; i >= 0 && bufPos < bufSize; i--)
+ {
+ if (info.qualityLevels[i] > 0)
+ {
+ params[bufPos++] = i + 1;
+ }
+ }
+ }
+}
+
+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;
+}
+
+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->getResource(), source11->getResource());
+
+ dest11->invalidateSwizzleCache();
+
+ 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->getResource(), source11->getResource());
+
+ dest11->invalidateSwizzleCache();
+
+ return true;
+ }
+
+ return false;
+}
+
+bool Renderer11::copyToRenderTarget(TextureStorageInterface3D *dest, TextureStorageInterface3D *source)
+{
+ if (source && dest)
+ {
+ TextureStorage11_3D *source11 = TextureStorage11_3D::makeTextureStorage11_3D(source->getStorageInstance());
+ TextureStorage11_3D *dest11 = TextureStorage11_3D::makeTextureStorage11_3D(dest->getStorageInstance());
+
+ mDeviceContext->CopyResource(dest11->getResource(), source11->getResource());
+
+ dest11->invalidateSwizzleCache();
+
+ return true;
+ }
+
+ return false;
+}
+
+bool Renderer11::copyToRenderTarget(TextureStorageInterface2DArray *dest, TextureStorageInterface2DArray *source)
+{
+ if (source && dest)
+ {
+ TextureStorage11_2DArray *source11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(source->getStorageInstance());
+ TextureStorage11_2DArray *dest11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(dest->getStorageInstance());
+
+ mDeviceContext->CopyResource(dest11->getResource(), source11->getResource());
+
+ dest11->invalidateSwizzleCache();
+
+ 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::FramebufferAttachment *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::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
+ gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
+
+ gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
+ gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
+
+ // Use nearest filtering because source and destination are the same size for the direct
+ // copy
+ bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
+ destFormat, GL_NEAREST);
+
+ storage11->invalidateSwizzleCacheLevel(level);
+
+ 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::FramebufferAttachment *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->getRenderTargetFace(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::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
+ gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
+
+ gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
+ gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
+
+ // Use nearest filtering because source and destination are the same size for the direct
+ // copy
+ bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
+ destFormat, GL_NEAREST);
+
+ storage11->invalidateSwizzleCacheLevel(level);
+
+ return ret;
+}
+
+bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface3D *storage, GLint level)
+{
+ gl::FramebufferAttachment *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_3D *storage11 = TextureStorage11_3D::makeTextureStorage11_3D(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->getRenderTargetLayer(level, zOffset));
+ 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::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
+ gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
+
+ gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
+ gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
+
+ // Use nearest filtering because source and destination are the same size for the direct
+ // copy
+ bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
+ destFormat, GL_NEAREST);
+
+ storage11->invalidateSwizzleCacheLevel(level);
+
+ return ret;
+}
+
+bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface2DArray *storage, GLint level)
+{
+ gl::FramebufferAttachment *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_2DArray *storage11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(storage->getStorageInstance());
+ if (!storage11)
+ {
+ SafeRelease(source);
+ ERR("Failed to retrieve the texture storage from the destination.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
+ if (!destRenderTarget)
+ {
+ SafeRelease(source);
+ 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::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
+ gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
+
+ gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
+ gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
+
+ // Use nearest filtering because source and destination are the same size for the direct
+ // copy
+ bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
+ destFormat, GL_NEAREST);
+
+ storage11->invalidateSwizzleCacheLevel(level);
+
+ return ret;
+}
+
+void Renderer11::unapplyRenderTargets()
+{
+ setOneTimeRenderTarget(NULL);
+}
+
+void Renderer11::setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView)
+{
+ ID3D11RenderTargetView *rtvArray[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
+
+ rtvArray[0] = renderTargetView;
+
+ mDeviceContext->OMSetRenderTargets(getRendererCaps().maxDrawBuffers, 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(),
+ swapChain11->getDepthStencilShaderResource(),
+ swapChain11->getWidth(), swapChain11->getHeight(), 1);
+ }
+ 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(), 1);
+ }
+ return renderTarget;
+}
+
+RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples)
+{
+ RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples);
+ return renderTarget;
+}
+
+ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type,
+ const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
+ bool separatedOutputBuffers)
+{
+ ShaderExecutable11 *executable = NULL;
+ HRESULT result;
+
+ switch (type)
+ {
+ case rx::SHADER_VERTEX:
+ {
+ ID3D11VertexShader *vertexShader = NULL;
+ ID3D11GeometryShader *streamOutShader = NULL;
+
+ result = mDevice->CreateVertexShader(function, length, NULL, &vertexShader);
+ ASSERT(SUCCEEDED(result));
+
+ if (transformFeedbackVaryings.size() > 0)
+ {
+ std::vector<D3D11_SO_DECLARATION_ENTRY> soDeclaration;
+ for (size_t i = 0; i < transformFeedbackVaryings.size(); i++)
+ {
+ const gl::LinkedVarying &varying = transformFeedbackVaryings[i];
+ GLenum transposedType = gl::TransposeMatrixType(varying.type);
+
+ for (size_t j = 0; j < varying.semanticIndexCount; j++)
+ {
+ D3D11_SO_DECLARATION_ENTRY entry = { 0 };
+ entry.Stream = 0;
+ entry.SemanticName = varying.semanticName.c_str();
+ entry.SemanticIndex = varying.semanticIndex + j;
+ entry.StartComponent = 0;
+ entry.ComponentCount = gl::VariableColumnCount(transposedType);
+ entry.OutputSlot = (separatedOutputBuffers ? i : 0);
+ soDeclaration.push_back(entry);
+ }
+ }
+
+ result = mDevice->CreateGeometryShaderWithStreamOutput(function, length, soDeclaration.data(), soDeclaration.size(),
+ NULL, 0, 0, NULL, &streamOutShader);
+ ASSERT(SUCCEEDED(result));
+ }
+
+ if (vertexShader)
+ {
+ executable = new ShaderExecutable11(function, length, vertexShader, streamOutShader);
+ }
+ }
+ break;
+ case rx::SHADER_PIXEL:
+ {
+ ID3D11PixelShader *pixelShader = NULL;
+
+ result = mDevice->CreatePixelShader(function, length, NULL, &pixelShader);
+ ASSERT(SUCCEEDED(result));
+
+ if (pixelShader)
+ {
+ executable = new ShaderExecutable11(function, length, pixelShader);
+ }
+ }
+ break;
+ case rx::SHADER_GEOMETRY:
+ {
+ ID3D11GeometryShader *geometryShader = NULL;
+
+ result = mDevice->CreateGeometryShader(function, length, NULL, &geometryShader);
+ ASSERT(SUCCEEDED(result));
+
+ if (geometryShader)
+ {
+ executable = new ShaderExecutable11(function, length, geometryShader);
+ }
+ }
+ break;
+ default:
+ UNREACHABLE();
+ break;
+ }
+
+ return executable;
+}
+
+ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type,
+ const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
+ bool separatedOutputBuffers, D3DWorkaroundType workaround)
+{
+ const char *profileType = NULL;
+ switch (type)
+ {
+ case rx::SHADER_VERTEX:
+ profileType = "vs";
+ break;
+ case rx::SHADER_PIXEL:
+ profileType = "ps";
+ break;
+ case rx::SHADER_GEOMETRY:
+ profileType = "gs";
+ break;
+ default:
+ UNREACHABLE();
+ return NULL;
+ }
+
+ const char *profileVersion = NULL;
+ switch (mFeatureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_0:
+ profileVersion = "5_0";
+ break;
+ case D3D_FEATURE_LEVEL_10_1:
+ profileVersion = "4_1";
+ break;
+ case D3D_FEATURE_LEVEL_10_0:
+ profileVersion = "4_0";
+ break;
+ case D3D_FEATURE_LEVEL_9_3:
+ profileVersion = "4_0_level_9_3";
+ break;
+ case D3D_FEATURE_LEVEL_9_2:
+ profileVersion = "4_0_level_9_2";
+ break;
+ case D3D_FEATURE_LEVEL_9_1:
+ profileVersion = "4_0_level_9_1";
+ break;
+ default:
+ UNREACHABLE();
+ return NULL;
+ }
+
+ char profile[32];
+ snprintf(profile, ArraySize(profile), "%s_%s", profileType, profileVersion);
+
+ UINT flags = D3DCOMPILE_OPTIMIZATION_LEVEL0;
+
+ if (gl::perfActive())
+ {
+#ifndef NDEBUG
+ flags = D3DCOMPILE_SKIP_OPTIMIZATION;
+#endif
+
+ flags |= D3DCOMPILE_DEBUG;
+
+ std::string sourcePath = getTempPath();
+ std::string sourceText = std::string("#line 2 \"") + sourcePath + std::string("\"\n\n") + std::string(shaderHLSL);
+ writeFile(sourcePath.c_str(), sourceText.c_str(), sourceText.size());
+ }
+
+ // Sometimes D3DCompile will fail with the default compilation flags for complicated shaders when it would otherwise pass with alternative options.
+ // Try the default flags first and if compilation fails, try some alternatives.
+ const UINT extraFlags[] =
+ {
+ flags,
+ flags | D3DCOMPILE_SKIP_VALIDATION,
+ flags | D3DCOMPILE_SKIP_OPTIMIZATION
+ };
+
+ const static char *extraFlagNames[] =
+ {
+ "default",
+ "skip validation",
+ "skip optimization"
+ };
+
+ int attempts = ArraySize(extraFlags);
+
+ ID3DBlob *binary = (ID3DBlob*)mCompiler.compileToBinary(infoLog, shaderHLSL, profile, extraFlags, extraFlagNames, attempts);
+ if (!binary)
+ {
+ return NULL;
+ }
+
+ ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type,
+ transformFeedbackVaryings, separatedOutputBuffers);
+ SafeRelease(binary);
+
+ return executable;
+}
+
+rx::UniformStorage *Renderer11::createUniformStorage(size_t storageSize)
+{
+ return new UniformStorage11(this, storageSize);
+}
+
+VertexBuffer *Renderer11::createVertexBuffer()
+{
+ return new VertexBuffer11(this);
+}
+
+IndexBuffer *Renderer11::createIndexBuffer()
+{
+ return new IndexBuffer11(this);
+}
+
+BufferImpl *Renderer11::createBuffer()
+{
+ return new Buffer11(this);
+}
+
+VertexArrayImpl *Renderer11::createVertexArray()
+{
+ return new VertexArray11(this);
+}
+
+QueryImpl *Renderer11::createQuery(GLenum type)
+{
+ return new Query11(this, type);
+}
+
+FenceImpl *Renderer11::createFence()
+{
+ return new Fence11(this);
+}
+
+bool Renderer11::supportsFastCopyBufferToTexture(GLenum internalFormat) const
+{
+ ASSERT(getRendererExtensions().pixelBufferObject);
+
+ // sRGB formats do not work with D3D11 buffer SRVs
+ if (gl::GetColorEncoding(internalFormat) == GL_SRGB)
+ {
+ return false;
+ }
+
+ // We cannot support direct copies to non-color-renderable formats
+ if (gl_d3d11::GetRTVFormat(internalFormat) != DXGI_FORMAT_UNKNOWN)
+ {
+ return false;
+ }
+
+ // We skip all 3-channel formats since sometimes format support is missing
+ if (gl::GetComponentCount(internalFormat) == 3)
+ {
+ return false;
+ }
+
+ // We don't support formats which we can't represent without conversion
+ if (getNativeTextureFormat(internalFormat) != internalFormat)
+ {
+ return false;
+ }
+
+ return true;
+}
+
+bool Renderer11::fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTarget *destRenderTarget,
+ GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea)
+{
+ ASSERT(supportsFastCopyBufferToTexture(destinationFormat));
+ return mPixelTransfer->copyBufferToTexture(unpack, offset, destRenderTarget, destinationFormat, sourcePixelsType, destArea);
+}
+
+bool Renderer11::getRenderTargetResource(gl::FramebufferAttachment *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(__uuidof(ID3D11Texture2D), (void**)resource);
+ SafeRelease(textureResource);
+
+ 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,
+ const gl::Rectangle *scissor, bool blitRenderTarget, bool blitDepth, bool blitStencil, GLenum filter)
+{
+ if (blitRenderTarget)
+ {
+ gl::FramebufferAttachment *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::FramebufferAttachment *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, filter, scissor,
+ blitRenderTarget, false, false))
+ {
+ return false;
+ }
+ }
+ }
+ }
+
+ if (blitDepth || blitStencil)
+ {
+ gl::FramebufferAttachment *readBuffer = readTarget->getDepthOrStencilbuffer();
+ gl::FramebufferAttachment *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, filter, scissor,
+ false, blitDepth, blitStencil))
+ {
+ return false;
+ }
+ }
+
+ invalidateFramebufferSwizzles(drawTarget);
+
+ return true;
+}
+
+void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format,
+ GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, void* pixels)
+{
+ ID3D11Texture2D *colorBufferTexture = NULL;
+ unsigned int subresourceIndex = 0;
+
+ gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer();
+
+ if (colorbuffer && getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture))
+ {
+ gl::Rectangle area;
+ area.x = x;
+ area.y = y;
+ area.width = width;
+ area.height = height;
+
+ if (pack.pixelBuffer.get() != NULL)
+ {
+ rx::Buffer11 *packBufferStorage = Buffer11::makeBuffer11(pack.pixelBuffer.get()->getImplementation());
+ PackPixelsParams packParams(area, format, type, outputPitch, pack, reinterpret_cast<ptrdiff_t>(pixels));
+ packBufferStorage->packPixels(colorBufferTexture, subresourceIndex, packParams);
+ }
+ else
+ {
+ readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch, pack, pixels);
+ }
+
+ SafeRelease(colorBufferTexture);
+ }
+}
+
+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(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels)
+{
+ return new TextureStorage11_2D(this, internalformat, renderTarget, width, height, levels);
+}
+
+TextureStorage *Renderer11::createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels)
+{
+ return new TextureStorage11_Cube(this, internalformat, renderTarget, size, levels);
+}
+
+TextureStorage *Renderer11::createTextureStorage3D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels)
+{
+ return new TextureStorage11_3D(this, internalformat, renderTarget, width, height, depth, levels);
+}
+
+TextureStorage *Renderer11::createTextureStorage2DArray(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels)
+{
+ return new TextureStorage11_2DArray(this, internalformat, renderTarget, width, height, depth, levels);
+}
+
+Texture2DImpl *Renderer11::createTexture2D()
+{
+ return new TextureD3D_2D(this);
+}
+
+TextureCubeImpl *Renderer11::createTextureCube()
+{
+ return new TextureD3D_Cube(this);
+}
+
+Texture3DImpl *Renderer11::createTexture3D()
+{
+ return new TextureD3D_3D(this);
+}
+
+Texture2DArrayImpl *Renderer11::createTexture2DArray()
+{
+ return new TextureD3D_2DArray(this);
+}
+
+void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area, GLenum format,
+ GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, void *pixels)
+{
+ ASSERT(area.width >= 0);
+ ASSERT(area.height >= 0);
+
+ D3D11_TEXTURE2D_DESC textureDesc;
+ texture->GetDesc(&textureDesc);
+
+ // Clamp read region to the defined texture boundaries, preventing out of bounds reads
+ // and reads of uninitialized data.
+ gl::Rectangle safeArea;
+ safeArea.x = gl::clamp(area.x, 0, static_cast<int>(textureDesc.Width));
+ safeArea.y = gl::clamp(area.y, 0, static_cast<int>(textureDesc.Height));
+ safeArea.width = gl::clamp(area.width + std::min(area.x, 0), 0,
+ static_cast<int>(textureDesc.Width) - safeArea.x);
+ safeArea.height = gl::clamp(area.height + std::min(area.y, 0), 0,
+ static_cast<int>(textureDesc.Height) - safeArea.y);
+
+ ASSERT(safeArea.x >= 0 && safeArea.y >= 0);
+ ASSERT(safeArea.x + safeArea.width <= static_cast<int>(textureDesc.Width));
+ ASSERT(safeArea.y + safeArea.height <= static_cast<int>(textureDesc.Height));
+
+ if (safeArea.width == 0 || safeArea.height == 0)
+ {
+ // no work to do
+ return;
+ }
+
+ D3D11_TEXTURE2D_DESC stagingDesc;
+ stagingDesc.Width = safeArea.width;
+ stagingDesc.Height = safeArea.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);
+ SafeRelease(stagingTex);
+ return;
+ }
+
+ mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
+ subResource = 0;
+ }
+ else
+ {
+ srcTex = texture;
+ srcTex->AddRef();
+ }
+
+ D3D11_BOX srcBox;
+ srcBox.left = static_cast<UINT>(safeArea.x);
+ srcBox.right = static_cast<UINT>(safeArea.x + safeArea.width);
+ srcBox.top = static_cast<UINT>(safeArea.y);
+ srcBox.bottom = static_cast<UINT>(safeArea.y + safeArea.height);
+ srcBox.front = 0;
+ srcBox.back = 1;
+
+ mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
+
+ SafeRelease(srcTex);
+
+ PackPixelsParams packParams(safeArea, format, type, outputPitch, pack, 0);
+ packPixels(stagingTex, packParams, pixels);
+
+ SafeRelease(stagingTex);
+}
+
+void Renderer11::packPixels(ID3D11Texture2D *readTexture, const PackPixelsParams &params, void *pixelsOut)
+{
+ D3D11_TEXTURE2D_DESC textureDesc;
+ readTexture->GetDesc(&textureDesc);
+
+ D3D11_MAPPED_SUBRESOURCE mapping;
+ HRESULT hr = mDeviceContext->Map(readTexture, 0, D3D11_MAP_READ, 0, &mapping);
+ UNUSED_ASSERTION_VARIABLE(hr);
+ ASSERT(SUCCEEDED(hr));
+
+ unsigned char *source;
+ int inputPitch;
+ if (params.pack.reverseRowOrder)
+ {
+ source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (params.area.height - 1);
+ inputPitch = -static_cast<int>(mapping.RowPitch);
+ }
+ else
+ {
+ source = static_cast<unsigned char*>(mapping.pData);
+ inputPitch = static_cast<int>(mapping.RowPitch);
+ }
+
+ GLenum sourceInternalFormat = d3d11_gl::GetInternalFormat(textureDesc.Format);
+ GLenum sourceFormat = gl::GetFormat(sourceInternalFormat);
+ GLenum sourceType = gl::GetType(sourceInternalFormat);
+
+ GLuint sourcePixelSize = gl::GetPixelBytes(sourceInternalFormat);
+
+ if (sourceFormat == params.format && sourceType == params.type)
+ {
+ unsigned char *dest = static_cast<unsigned char*>(pixelsOut) + params.offset;
+ for (int y = 0; y < params.area.height; y++)
+ {
+ memcpy(dest + y * params.outputPitch, source + y * inputPitch, params.area.width * sourcePixelSize);
+ }
+ }
+ else
+ {
+ GLenum destInternalFormat = gl::GetSizedInternalFormat(params.format, params.type);
+ GLuint destPixelSize = gl::GetPixelBytes(destInternalFormat);
+
+ ColorCopyFunction fastCopyFunc = d3d11::GetFastCopyFunction(textureDesc.Format, params.format, params.type);
+ if (fastCopyFunc)
+ {
+ // Fast copy is possible through some special function
+ for (int y = 0; y < params.area.height; y++)
+ {
+ for (int x = 0; x < params.area.width; x++)
+ {
+ void *dest = static_cast<unsigned char*>(pixelsOut) + params.offset + y * params.outputPitch + x * destPixelSize;
+ void *src = static_cast<unsigned char*>(source) + y * inputPitch + x * sourcePixelSize;
+
+ fastCopyFunc(src, dest);
+ }
+ }
+ }
+ else
+ {
+ ColorReadFunction readFunc = d3d11::GetColorReadFunction(textureDesc.Format);
+ ColorWriteFunction writeFunc = gl::GetColorWriteFunction(params.format, params.type);
+
+ unsigned char temp[16]; // Maximum size of any Color<T> type used.
+ META_ASSERT(sizeof(temp) >= sizeof(gl::ColorF) &&
+ sizeof(temp) >= sizeof(gl::ColorUI) &&
+ sizeof(temp) >= sizeof(gl::ColorI));
+
+ for (int y = 0; y < params.area.height; y++)
+ {
+ for (int x = 0; x < params.area.width; x++)
+ {
+ void *dest = static_cast<unsigned char*>(pixelsOut) + params.offset + y * params.outputPitch + x * destPixelSize;
+ void *src = static_cast<unsigned char*>(source) + y * inputPitch + x * sourcePixelSize;
+
+ // readFunc and writeFunc will be using the same type of color, CopyTexImage
+ // will not allow the copy otherwise.
+ readFunc(src, temp);
+ writeFunc(temp, dest);
+ }
+ }
+ }
+ }
+
+ mDeviceContext->Unmap(readTexture, 0);
+}
+
+bool Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget,
+ RenderTarget *drawRenderTarget, GLenum filter, const gl::Rectangle *scissor,
+ bool colorBlit, bool depthBlit, bool stencilBlit)
+{
+ // Since blitRenderbufferRect is called for each render buffer that needs to be blitted,
+ // it should never be the case that both color and depth/stencil need to be blitted at
+ // at the same time.
+ ASSERT(colorBlit != (depthBlit || stencilBlit));
+
+ bool result = true;
+
+ 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);
+ }
+
+ ID3D11Resource *drawTexture = drawRenderTarget11->getTexture();
+ unsigned int drawSubresource = drawRenderTarget11->getSubresourceIndex();
+ ID3D11RenderTargetView *drawRTV = drawRenderTarget11->getRenderTargetView();
+ ID3D11DepthStencilView *drawDSV = drawRenderTarget11->getDepthStencilView();
+
+ 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);
+ }
+
+ ID3D11Resource *readTexture = NULL;
+ ID3D11ShaderResourceView *readSRV = NULL;
+ unsigned int readSubresource = 0;
+ if (readRenderTarget->getSamples() > 0)
+ {
+ ID3D11Resource *unresolvedResource = readRenderTarget11->getTexture();
+ ID3D11Texture2D *unresolvedTexture = d3d11::DynamicCastComObject<ID3D11Texture2D>(unresolvedResource);
+
+ if (unresolvedTexture)
+ {
+ readTexture = resolveMultisampledTexture(unresolvedTexture, readRenderTarget11->getSubresourceIndex());
+ readSubresource = 0;
+
+ SafeRelease(unresolvedTexture);
+
+ HRESULT hresult = mDevice->CreateShaderResourceView(readTexture, NULL, &readSRV);
+ if (FAILED(hresult))
+ {
+ SafeRelease(readTexture);
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+ }
+ }
+ else
+ {
+ readTexture = readRenderTarget11->getTexture();
+ readTexture->AddRef();
+ readSubresource = readRenderTarget11->getSubresourceIndex();
+ readSRV = readRenderTarget11->getShaderResourceView();
+ readSRV->AddRef();
+ }
+
+ if (!readTexture || !readSRV)
+ {
+ SafeRelease(readTexture);
+ SafeRelease(readSRV);
+ ERR("Failed to retrieve the read render target view from the read render target.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ gl::Extents readSize(readRenderTarget->getWidth(), readRenderTarget->getHeight(), 1);
+ gl::Extents drawSize(drawRenderTarget->getWidth(), drawRenderTarget->getHeight(), 1);
+
+ bool scissorNeeded = scissor && gl::ClipRectangle(drawRect, *scissor, NULL);
+
+ bool wholeBufferCopy = !scissorNeeded &&
+ readRect.x == 0 && readRect.width == readSize.width &&
+ readRect.y == 0 && readRect.height == readSize.height &&
+ drawRect.x == 0 && drawRect.width == drawSize.width &&
+ drawRect.y == 0 && drawRect.height == drawSize.height;
+
+ bool stretchRequired = readRect.width != drawRect.width || readRect.height != drawRect.height;
+
+ bool flipRequired = readRect.width < 0 || readRect.height < 0 || drawRect.width < 0 || drawRect.height < 0;
+
+ bool outOfBounds = readRect.x < 0 || readRect.x + readRect.width > readSize.width ||
+ readRect.y < 0 || readRect.y + readRect.height > readSize.height ||
+ drawRect.x < 0 || drawRect.x + drawRect.width > drawSize.width ||
+ drawRect.y < 0 || drawRect.y + drawRect.height > drawSize.height;
+
+ bool hasDepth = gl::GetDepthBits(drawRenderTarget11->getActualFormat()) > 0;
+ bool hasStencil = gl::GetStencilBits(drawRenderTarget11->getActualFormat()) > 0;
+ bool partialDSBlit = (hasDepth && depthBlit) != (hasStencil && stencilBlit);
+
+ if (readRenderTarget11->getActualFormat() == drawRenderTarget->getActualFormat() &&
+ !stretchRequired && !outOfBounds && !flipRequired && !partialDSBlit &&
+ (!(depthBlit || stencilBlit) || wholeBufferCopy))
+ {
+ UINT dstX = drawRect.x;
+ UINT dstY = drawRect.y;
+
+ 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;
+
+ if (scissorNeeded)
+ {
+ // drawRect is guaranteed to have positive width and height because stretchRequired is false.
+ ASSERT(drawRect.width >= 0 || drawRect.height >= 0);
+
+ if (drawRect.x < scissor->x)
+ {
+ dstX = scissor->x;
+ readBox.left += (scissor->x - drawRect.x);
+ }
+ if (drawRect.y < scissor->y)
+ {
+ dstY = scissor->y;
+ readBox.top += (scissor->y - drawRect.y);
+ }
+ if (drawRect.x + drawRect.width > scissor->x + scissor->width)
+ {
+ readBox.right -= ((drawRect.x + drawRect.width) - (scissor->x + scissor->width));
+ }
+ if (drawRect.y + drawRect.height > scissor->y + scissor->height)
+ {
+ readBox.bottom -= ((drawRect.y + drawRect.height) - (scissor->y + scissor->height));
+ }
+ }
+
+ // 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, dstX, dstY, 0,
+ readTexture, readSubresource, pSrcBox);
+ result = true;
+ }
+ else
+ {
+ gl::Box readArea(readRect.x, readRect.y, 0, readRect.width, readRect.height, 1);
+ gl::Box drawArea(drawRect.x, drawRect.y, 0, drawRect.width, drawRect.height, 1);
+
+ if (depthBlit && stencilBlit)
+ {
+ result = mBlit->copyDepthStencil(readTexture, readSubresource, readArea, readSize,
+ drawTexture, drawSubresource, drawArea, drawSize,
+ scissor);
+ }
+ else if (depthBlit)
+ {
+ result = mBlit->copyDepth(readSRV, readArea, readSize, drawDSV, drawArea, drawSize,
+ scissor);
+ }
+ else if (stencilBlit)
+ {
+ result = mBlit->copyStencil(readTexture, readSubresource, readArea, readSize,
+ drawTexture, drawSubresource, drawArea, drawSize,
+ scissor);
+ }
+ else
+ {
+ GLenum format = gl::GetFormat(drawRenderTarget->getInternalFormat());
+ result = mBlit->copyTexture(readSRV, readArea, readSize, drawRTV, drawArea, drawSize,
+ scissor, format, filter);
+ }
+ }
+
+ SafeRelease(readTexture);
+ SafeRelease(readSRV);
+
+ return result;
+}
+
+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;
+ }
+}
+
+void Renderer11::invalidateFBOAttachmentSwizzles(gl::FramebufferAttachment *attachment, int mipLevel)
+{
+ ASSERT(attachment->isTexture());
+ TextureStorage *texStorage = attachment->getTextureStorage();
+ if (texStorage)
+ {
+ TextureStorage11 *texStorage11 = TextureStorage11::makeTextureStorage11(texStorage);
+ if (!texStorage11)
+ {
+ ERR("texture storage pointer unexpectedly null.");
+ return;
+ }
+
+ texStorage11->invalidateSwizzleCacheLevel(mipLevel);
+ }
+}
+
+void Renderer11::invalidateFramebufferSwizzles(gl::Framebuffer *framebuffer)
+{
+ for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
+ {
+ gl::FramebufferAttachment *attachment = framebuffer->getColorbuffer(colorAttachment);
+ if (attachment && attachment->isTexture())
+ {
+ invalidateFBOAttachmentSwizzles(attachment, attachment->mipLevel());
+ }
+ }
+
+ gl::FramebufferAttachment *depthAttachment = framebuffer->getDepthbuffer();
+ if (depthAttachment && depthAttachment->isTexture())
+ {
+ invalidateFBOAttachmentSwizzles(depthAttachment, depthAttachment->mipLevel());
+ }
+
+ gl::FramebufferAttachment *stencilAttachment = framebuffer->getStencilbuffer();
+ if (stencilAttachment && stencilAttachment->isTexture())
+ {
+ invalidateFBOAttachmentSwizzles(stencilAttachment, stencilAttachment->mipLevel());
+ }
+}
+
+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;
+}
+
+GLenum Renderer11::getNativeTextureFormat(GLenum internalFormat) const
+{
+ return d3d11_gl::GetInternalFormat(gl_d3d11::GetTexFormat(internalFormat));
+}
+
+rx::VertexConversionType Renderer11::getVertexConversionType(const gl::VertexFormat &vertexFormat) const
+{
+ return gl_d3d11::GetVertexConversionType(vertexFormat);
+}
+
+GLenum Renderer11::getVertexComponentType(const gl::VertexFormat &vertexFormat) const
+{
+ return d3d11::GetComponentType(gl_d3d11::GetNativeVertexFormat(vertexFormat));
+}
+
+Renderer11::MultisampleSupportInfo Renderer11::getMultisampleSupportInfo(DXGI_FORMAT format)
+{
+ MultisampleSupportInfo supportInfo = { 0 };
+
+ UINT formatSupport;
+ HRESULT result;
+
+ result = mDevice->CheckFormatSupport(format, &formatSupport);
+ if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
+ {
+ for (unsigned int i = 1; i <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
+ {
+ result = mDevice->CheckMultisampleQualityLevels(format, i, &supportInfo.qualityLevels[i - 1]);
+ if (SUCCEEDED(result) && supportInfo.qualityLevels[i - 1] > 0)
+ {
+ supportInfo.maxSupportedSamples = std::max(supportInfo.maxSupportedSamples, i);
+ }
+ else
+ {
+ supportInfo.qualityLevels[i - 1] = 0;
+ }
+ }
+ }
+
+ return supportInfo;
+}
+
+void Renderer11::generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps, gl::Extensions *outExtensions) const
+{
+ d3d11_gl::GenerateCaps(mDevice, outCaps, outTextureCaps, outExtensions);
+}
+
+}