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-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp1298
1 files changed, 726 insertions, 572 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
index b29b2ef910..e6d7f3025b 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp
@@ -6,12 +6,12 @@
// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
-#include "common/platform.h"
#include "libGLESv2/main.h"
#include "libGLESv2/Buffer.h"
#include "libGLESv2/FramebufferAttachment.h"
#include "libGLESv2/ProgramBinary.h"
#include "libGLESv2/Framebuffer.h"
+#include "libGLESv2/State.h"
#include "libGLESv2/renderer/d3d/ProgramD3D.h"
#include "libGLESv2/renderer/d3d/ShaderD3D.h"
#include "libGLESv2/renderer/d3d/TextureD3D.h"
@@ -36,10 +36,12 @@
#include "libGLESv2/renderer/d3d/d3d11/PixelTransfer11.h"
#include "libGLESv2/renderer/d3d/d3d11/VertexArray11.h"
#include "libGLESv2/renderer/d3d/d3d11/Buffer11.h"
+#include "libGLESv2/renderer/d3d/RenderbufferD3D.h"
#include "libEGL/Display.h"
#include "common/utilities.h"
+#include "common/tls.h"
#include <EGL/eglext.h>
@@ -59,6 +61,9 @@
namespace rx
{
+
+namespace
+{
static const DXGI_FORMAT RenderTargetFormats[] =
{
DXGI_FORMAT_B8G8R8A8_UNORM,
@@ -77,10 +82,22 @@ enum
MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
};
-Renderer11::Renderer11(egl::Display *display, EGLNativeDisplayType hDc, EGLint requestedDisplay)
- : Renderer(display),
+// Does *not* increment the resource ref count!!
+ID3D11Resource *GetSRVResource(ID3D11ShaderResourceView *srv)
+{
+ ID3D11Resource *resource = NULL;
+ ASSERT(srv);
+ srv->GetResource(&resource);
+ resource->Release();
+ return resource;
+}
+
+}
+
+Renderer11::Renderer11(egl::Display *display, EGLNativeDisplayType hDc, const egl::AttributeMap &attributes)
+ : RendererD3D(display),
mDc(hDc),
- mRequestedDisplay(requestedDisplay)
+ mStateCache(this)
{
mVertexDataManager = NULL;
mIndexDataManager = NULL;
@@ -112,6 +129,50 @@ Renderer11::Renderer11(egl::Display *display, EGLNativeDisplayType hDc, EGLint r
mAppliedGeometryShader = NULL;
mCurPointGeometryShader = NULL;
mAppliedPixelShader = NULL;
+
+ EGLint requestedMajorVersion = attributes.get(EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, EGL_DONT_CARE);
+ EGLint requestedMinorVersion = attributes.get(EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, EGL_DONT_CARE);
+
+ if (requestedMajorVersion == EGL_DONT_CARE || requestedMajorVersion >= 11)
+ {
+ if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 0)
+ {
+ mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_11_0);
+ }
+ }
+
+ if (requestedMajorVersion == EGL_DONT_CARE || requestedMajorVersion >= 10)
+ {
+ if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 1)
+ {
+ mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_10_1);
+ }
+ if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 0)
+ {
+ mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_10_0);
+ }
+ }
+
+#if !defined(ANGLE_ENABLE_D3D9)
+ if (requestedMajorVersion == EGL_DONT_CARE || requestedMajorVersion >= 9)
+ {
+ if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 3)
+ {
+ mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_9_3);
+ }
+ if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 2)
+ {
+ mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_9_2);
+ }
+ if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 1)
+ {
+ mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_9_1);
+ }
+ }
+#endif
+
+ mDriverType = (attributes.get(EGL_PLATFORM_ANGLE_USE_WARP_ANGLE, EGL_FALSE) == EGL_TRUE) ? D3D_DRIVER_TYPE_WARP
+ : D3D_DRIVER_TYPE_HARDWARE;
}
Renderer11::~Renderer11()
@@ -121,8 +182,8 @@ Renderer11::~Renderer11()
Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
{
- ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
- return static_cast<rx::Renderer11*>(renderer);
+ ASSERT(HAS_DYNAMIC_TYPE(Renderer11*, renderer));
+ return static_cast<Renderer11*>(renderer);
}
#ifndef __d3d11_1_h__
@@ -136,7 +197,7 @@ EGLint Renderer11::initialize()
return EGL_NOT_INITIALIZED;
}
-#if !defined(ANGLE_PLATFORM_WINRT)
+#if !defined(ANGLE_ENABLE_WINDOWS_STORE)
mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
@@ -157,33 +218,14 @@ EGLint Renderer11::initialize()
}
#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,
+ mDriverType,
NULL,
D3D11_CREATE_DEVICE_DEBUG,
- featureLevels,
- ArraySize(featureLevels),
+ mAvailableFeatureLevels.data(),
+ mAvailableFeatureLevels.size(),
D3D11_SDK_VERSION,
&mDevice,
&mFeatureLevel,
@@ -198,11 +240,11 @@ EGLint Renderer11::initialize()
#endif
{
result = D3D11CreateDevice(NULL,
- driverType,
+ mDriverType,
NULL,
0,
- featureLevels,
- ArraySize(featureLevels),
+ mAvailableFeatureLevels.data(),
+ mAvailableFeatureLevels.size(),
D3D11_SDK_VERSION,
&mDevice,
&mFeatureLevel,
@@ -215,7 +257,18 @@ EGLint Renderer11::initialize()
}
}
-#if !ANGLE_SKIP_DXGI_1_2_CHECK && !defined(ANGLE_PLATFORM_WINRT)
+#if !defined(ANGLE_ENABLE_WINDOWS_STORE)
+ static wchar_t *qt_d3dcreate_multihreaded_var = _wgetenv(L"QT_D3DCREATE_MULTITHREADED");
+ if (qt_d3dcreate_multihreaded_var && wcsstr(qt_d3dcreate_multihreaded_var, L"1"))
+ {
+ ID3D10Multithread *multithread;
+ result = mDevice->QueryInterface(IID_PPV_ARGS(&multithread));
+ ASSERT(SUCCEEDED(result));
+ result = multithread->SetMultithreadProtected(true);
+ ASSERT(SUCCEEDED(result));
+ multithread->Release();
+ }
+#if !ANGLE_SKIP_DXGI_1_2_CHECK
// 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;
@@ -244,13 +297,10 @@ EGLint Renderer11::initialize()
SafeRelease(dxgiDevice2);
}
#endif
+#endif
-#if !defined(ANGLE_PLATFORM_WINRT)
IDXGIDevice *dxgiDevice = NULL;
-#else
- IDXGIDevice1 *dxgiDevice = NULL;
-#endif
- result = mDevice->QueryInterface(IID_PPV_ARGS(&dxgiDevice));
+ result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
if (FAILED(result))
{
@@ -281,9 +331,9 @@ EGLint Renderer11::initialize()
}
// Disable some spurious D3D11 debug warnings to prevent them from flooding the output log
-#if !defined(__MINGW32__) && defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG)
+#if defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG)
ID3D11InfoQueue *infoQueue;
- result = mDevice->QueryInterface(__uuidof(ID3D11InfoQueue), (void **)&infoQueue);
+ result = mDevice->QueryInterface(IID_ID3D11InfoQueue, (void **)&infoQueue);
if (SUCCEEDED(result))
{
@@ -301,19 +351,6 @@ EGLint Renderer11::initialize()
}
#endif
-#if !defined(ANGLE_PLATFORM_WINRT)
- static wchar_t *qt_d3dcreate_multihreaded_var = _wgetenv(L"QT_D3DCREATE_MULTITHREADED");
- if (qt_d3dcreate_multihreaded_var && wcsstr(qt_d3dcreate_multihreaded_var, L"1"))
- {
- ID3D10Multithread *multithread;
- result = mDevice->QueryInterface(IID_PPV_ARGS(&multithread));
- ASSERT(SUCCEEDED(result));
- result = multithread->SetMultithreadProtected(true);
- ASSERT(SUCCEEDED(result));
- multithread->Release();
- }
-#endif
-
initializeDevice();
return EGL_SUCCESS;
@@ -394,7 +431,7 @@ void Renderer11::deleteConfigs(ConfigDesc *configDescList)
delete [] (configDescList);
}
-void Renderer11::sync(bool block)
+gl::Error Renderer11::sync(bool block)
{
if (block)
{
@@ -408,6 +445,10 @@ void Renderer11::sync(bool block)
result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
ASSERT(SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create event query, result: 0x%X.", result);
+ }
}
mDeviceContext->End(mSyncQuery);
@@ -416,13 +457,17 @@ void Renderer11::sync(bool block)
do
{
result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to get event query data, result: 0x%X.", result);
+ }
// Keep polling, but allow other threads to do something useful first
Sleep(0);
if (testDeviceLost(true))
{
- return;
+ return gl::Error(GL_OUT_OF_MEMORY, "Device was lost while waiting for sync.");
}
}
while (result == S_FALSE);
@@ -431,22 +476,26 @@ void Renderer11::sync(bool block)
{
mDeviceContext->Flush();
}
+
+ return gl::Error(GL_NO_ERROR);
}
-SwapChain *Renderer11::createSwapChain(EGLNativeWindowType window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
+SwapChain *Renderer11::createSwapChain(NativeWindow nativeWindow, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
{
- return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
+ return new SwapChain11(this, nativeWindow, shareHandle, backBufferFormat, depthBufferFormat);
}
gl::Error Renderer11::generateSwizzle(gl::Texture *texture)
{
if (texture)
{
- TextureStorage *texStorage = texture->getNativeTexture();
+ TextureD3D *textureD3D = TextureD3D::makeTextureD3D(texture->getImplementation());
+ ASSERT(textureD3D);
+
+ TextureStorage *texStorage = textureD3D->getNativeTexture();
if (texStorage)
{
TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage);
-
gl::Error error = storage11->generateSwizzles(texture->getSamplerState().swizzleRed,
texture->getSamplerState().swizzleGreen,
texture->getSamplerState().swizzleBlue,
@@ -461,16 +510,21 @@ gl::Error Renderer11::generateSwizzle(gl::Texture *texture)
return gl::Error(GL_NO_ERROR);
}
-gl::Error Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
+gl::Error Renderer11::setSamplerState(gl::SamplerType type, int index, gl::Texture *texture, const gl::SamplerState &samplerStateParam)
{
+ // Make sure to add the level offset for our tiny compressed texture workaround
+ TextureD3D *textureD3D = TextureD3D::makeTextureD3D(texture->getImplementation());
+ gl::SamplerState samplerStateInternal = samplerStateParam;
+ samplerStateInternal.baseLevel += textureD3D->getNativeTexture()->getTopLevel();
+
if (type == gl::SAMPLER_PIXEL)
{
ASSERT(static_cast<unsigned int>(index) < getRendererCaps().maxTextureImageUnits);
- if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
+ if (mForceSetPixelSamplerStates[index] || memcmp(&samplerStateInternal, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
{
ID3D11SamplerState *dxSamplerState = NULL;
- gl::Error error = mStateCache.getSamplerState(samplerState, &dxSamplerState);
+ gl::Error error = mStateCache.getSamplerState(samplerStateInternal, &dxSamplerState);
if (error.isError())
{
return error;
@@ -479,7 +533,7 @@ gl::Error Renderer11::setSamplerState(gl::SamplerType type, int index, const gl:
ASSERT(dxSamplerState != NULL);
mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
- mCurPixelSamplerStates[index] = samplerState;
+ mCurPixelSamplerStates[index] = samplerStateInternal;
}
mForceSetPixelSamplerStates[index] = false;
@@ -488,10 +542,10 @@ gl::Error Renderer11::setSamplerState(gl::SamplerType type, int index, const gl:
{
ASSERT(static_cast<unsigned int>(index) < getRendererCaps().maxVertexTextureImageUnits);
- if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
+ if (mForceSetVertexSamplerStates[index] || memcmp(&samplerStateInternal, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
{
ID3D11SamplerState *dxSamplerState = NULL;
- gl::Error error = mStateCache.getSamplerState(samplerState, &dxSamplerState);
+ gl::Error error = mStateCache.getSamplerState(samplerStateInternal, &dxSamplerState);
if (error.isError())
{
return error;
@@ -500,7 +554,7 @@ gl::Error Renderer11::setSamplerState(gl::SamplerType type, int index, const gl:
ASSERT(dxSamplerState != NULL);
mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
- mCurVertexSamplerStates[index] = samplerState;
+ mCurVertexSamplerStates[index] = samplerStateInternal;
}
mForceSetVertexSamplerStates[index] = false;
@@ -513,50 +567,36 @@ gl::Error Renderer11::setSamplerState(gl::SamplerType type, int index, const gl:
gl::Error Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
{
ID3D11ShaderResourceView *textureSRV = NULL;
- bool forceSetTexture = false;
if (texture)
{
- TextureD3D* textureImpl = TextureD3D::makeTextureD3D(texture->getImplementation());
+ TextureD3D *textureImpl = TextureD3D::makeTextureD3D(texture->getImplementation());
TextureStorage *texStorage = textureImpl->getNativeTexture();
ASSERT(texStorage != NULL);
TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage);
- gl::SamplerState samplerState;
- texture->getSamplerStateWithNativeOffset(&samplerState);
- textureSRV = storage11->getSRV(samplerState);
+
+ // Make sure to add the level offset for our tiny compressed texture workaround
+ gl::SamplerState samplerState = texture->getSamplerState();
+ samplerState.baseLevel += storage11->getTopLevel();
+
+ gl::Error error = storage11->getSRV(samplerState, &textureSRV);
+ if (error.isError())
+ {
+ return error;
+ }
// 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 = textureImpl->hasDirtyImages();
textureImpl->resetDirty();
}
- if (type == gl::SAMPLER_PIXEL)
- {
- ASSERT(static_cast<unsigned int>(index) < getRendererCaps().maxTextureImageUnits);
-
- if (forceSetTexture || mCurPixelSRVs[index] != textureSRV)
- {
- mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
- }
-
- mCurPixelSRVs[index] = textureSRV;
- }
- else if (type == gl::SAMPLER_VERTEX)
- {
- ASSERT(static_cast<unsigned int>(index) < getRendererCaps().maxVertexTextureImageUnits);
-
- if (forceSetTexture || mCurVertexSRVs[index] != textureSRV)
- {
- mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
- }
+ ASSERT((type == gl::SAMPLER_PIXEL && static_cast<unsigned int>(index) < getRendererCaps().maxTextureImageUnits) ||
+ (type == gl::SAMPLER_VERTEX && static_cast<unsigned int>(index) < getRendererCaps().maxVertexTextureImageUnits));
- mCurVertexSRVs[index] = textureSRV;
- }
- else UNREACHABLE();
+ setShaderResource(type, index, textureSRV);
return gl::Error(GL_NO_ERROR);
}
@@ -631,7 +671,7 @@ gl::Error Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
return gl::Error(GL_NO_ERROR);
}
-gl::Error Renderer11::setBlendState(gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
+gl::Error Renderer11::setBlendState(const gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
unsigned int sampleMask)
{
if (mForceSetBlendState ||
@@ -831,7 +871,22 @@ bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
return count >= minCount;
}
-gl::Error Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
+void Renderer11::unsetSRVsWithResource(gl::SamplerType samplerType, const ID3D11Resource *resource)
+{
+ std::vector<ID3D11ShaderResourceView *> &currentSRVs = (samplerType == gl::SAMPLER_VERTEX ? mCurVertexSRVs : mCurPixelSRVs);
+
+ for (size_t resourceIndex = 0; resourceIndex < currentSRVs.size(); ++resourceIndex)
+ {
+ ID3D11ShaderResourceView *srv = currentSRVs[resourceIndex];
+
+ if (srv && GetSRVResource(srv) == resource)
+ {
+ setShaderResource(samplerType, static_cast<UINT>(resourceIndex), NULL);
+ }
+ }
+}
+
+gl::Error Renderer11::applyRenderTarget(const gl::Framebuffer *framebuffer)
{
// Get the color render buffer and serial
// Also extract the render target dimensions and view
@@ -842,7 +897,7 @@ gl::Error Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
ID3D11RenderTargetView* framebufferRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
bool missingColorRenderTarget = true;
- const gl::ColorbufferInfo &colorbuffers = framebuffer->getColorbuffersForRender();
+ const gl::ColorbufferInfo &colorbuffers = framebuffer->getColorbuffersForRender(getWorkarounds());
for (size_t colorAttachment = 0; colorAttachment < colorbuffers.size(); ++colorAttachment)
{
@@ -863,17 +918,16 @@ gl::Error Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
renderTargetSerials[colorAttachment] = GetAttachmentSerial(colorbuffer);
// Extract the render target dimensions and view
- RenderTarget11 *renderTarget = d3d11::GetAttachmentRenderTarget(colorbuffer);
- if (!renderTarget)
+ RenderTarget11 *renderTarget = NULL;
+ gl::Error error = d3d11::GetAttachmentRenderTarget(colorbuffer, &renderTarget);
+ if (error.isError())
{
- return gl::Error(GL_OUT_OF_MEMORY, "Internal render target pointer unexpectedly null.");
+ return error;
}
+ ASSERT(renderTarget);
framebufferRTVs[colorAttachment] = renderTarget->getRenderTargetView();
- if (!framebufferRTVs[colorAttachment])
- {
- return gl::Error(GL_OUT_OF_MEMORY, "Internal render target view pointer unexpectedly null.");
- }
+ ASSERT(framebufferRTVs[colorAttachment]);
if (missingColorRenderTarget)
{
@@ -883,8 +937,12 @@ gl::Error Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
missingColorRenderTarget = false;
}
- // TODO: Detect if this color buffer is already bound as a texture and unbind it first to prevent
- // D3D11 warnings.
+#if !defined(NDEBUG)
+ // Unbind render target SRVs from the shader here to prevent D3D11 warnings.
+ ID3D11Resource *renderTargetResource = renderTarget->getTexture();
+ unsetSRVsWithResource(gl::SAMPLER_VERTEX, renderTargetResource);
+ unsetSRVsWithResource(gl::SAMPLER_PIXEL, renderTargetResource);
+#endif
}
}
@@ -905,19 +963,17 @@ gl::Error Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
ID3D11DepthStencilView* framebufferDSV = NULL;
if (depthStencil)
{
- RenderTarget11 *depthStencilRenderTarget = d3d11::GetAttachmentRenderTarget(depthStencil);
- if (!depthStencilRenderTarget)
+ RenderTarget11 *depthStencilRenderTarget = NULL;
+ gl::Error error = d3d11::GetAttachmentRenderTarget(depthStencil, &depthStencilRenderTarget);
+ if (error.isError())
{
SafeRelease(framebufferRTVs);
- return gl::Error(GL_OUT_OF_MEMORY, "Internal render target pointer unexpectedly null.");
+ return error;
}
+ ASSERT(depthStencilRenderTarget);
framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
- if (!framebufferDSV)
- {
- SafeRelease(framebufferRTVs);
- return gl::Error(GL_OUT_OF_MEMORY, "Internal depth stencil view pointer unexpectedly null.");
- }
+ ASSERT(framebufferDSV);
// If there is no render buffer, the width, height and format values come from
// the depth stencil
@@ -964,17 +1020,16 @@ gl::Error Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
return gl::Error(GL_NO_ERROR);
}
-gl::Error Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, const gl::VertexAttribute vertexAttributes[], const gl::VertexAttribCurrentValueData currentValues[],
- GLint first, GLsizei count, GLsizei instances)
+gl::Error Renderer11::applyVertexBuffer(const gl::State &state, GLint first, GLsizei count, GLsizei instances)
{
TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
- gl::Error error = mVertexDataManager->prepareVertexData(vertexAttributes, currentValues, programBinary, first, count, attributes, instances);
+ gl::Error error = mVertexDataManager->prepareVertexData(state, first, count, attributes, instances);
if (error.isError())
{
return error;
}
- return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
+ return mInputLayoutCache.applyVertexBuffers(attributes, state.getCurrentProgramBinary());
}
gl::Error Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
@@ -1011,28 +1066,25 @@ gl::Error Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elemen
return gl::Error(GL_NO_ERROR);
}
-void Renderer11::applyTransformFeedbackBuffers(gl::Buffer *transformFeedbackBuffers[], GLintptr offsets[])
+void Renderer11::applyTransformFeedbackBuffers(const gl::State& state)
{
- ID3D11Buffer* d3dBuffers[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS];
- UINT d3dOffsets[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS];
+ size_t numXFBBindings = state.getTransformFeedbackBufferIndexRange();
+ ASSERT(numXFBBindings <= gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS);
+
bool requiresUpdate = false;
- for (size_t i = 0; i < gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
+ for (size_t i = 0; i < numXFBBindings; i++)
{
- if (transformFeedbackBuffers[i])
+ gl::Buffer *curXFBBuffer = state.getIndexedTransformFeedbackBuffer(i);
+ GLintptr curXFBOffset = state.getIndexedTransformFeedbackBufferOffset(i);
+ ID3D11Buffer *d3dBuffer = NULL;
+ if (curXFBBuffer)
{
- 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;
+ Buffer11 *storage = Buffer11::makeBuffer11(curXFBBuffer->getImplementation());
+ d3dBuffer = storage->getBuffer(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK);
}
- if (d3dBuffers[i] != mAppliedTFBuffers[i] || offsets[i] != mAppliedTFOffsets[i])
+ // TODO: mAppliedTFBuffers and friends should also be kept in a vector.
+ if (d3dBuffer != mAppliedTFBuffers[i] || curXFBOffset != mAppliedTFOffsets[i])
{
requiresUpdate = true;
}
@@ -1040,12 +1092,29 @@ void Renderer11::applyTransformFeedbackBuffers(gl::Buffer *transformFeedbackBuff
if (requiresUpdate)
{
- mDeviceContext->SOSetTargets(ArraySize(d3dBuffers), d3dBuffers, d3dOffsets);
- for (size_t i = 0; i < gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
+ for (size_t i = 0; i < numXFBBindings; ++i)
{
- mAppliedTFBuffers[i] = d3dBuffers[i];
- mAppliedTFOffsets[i] = offsets[i];
+ gl::Buffer *curXFBBuffer = state.getIndexedTransformFeedbackBuffer(i);
+ GLintptr curXFBOffset = state.getIndexedTransformFeedbackBufferOffset(i);
+
+ if (curXFBBuffer)
+ {
+ Buffer11 *storage = Buffer11::makeBuffer11(curXFBBuffer->getImplementation());
+ ID3D11Buffer *d3dBuffer = storage->getBuffer(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK);
+
+ mCurrentD3DOffsets[i] = (mAppliedTFBuffers[i] != d3dBuffer && mAppliedTFOffsets[i] != curXFBOffset) ?
+ static_cast<UINT>(curXFBOffset) : -1;
+ mAppliedTFBuffers[i] = d3dBuffer;
+ }
+ else
+ {
+ mAppliedTFBuffers[i] = NULL;
+ mCurrentD3DOffsets[i] = 0;
+ }
+ mAppliedTFOffsets[i] = curXFBOffset;
}
+
+ mDeviceContext->SOSetTargets(numXFBBindings, mAppliedTFBuffers, mCurrentD3DOffsets);
}
}
@@ -1129,7 +1198,6 @@ gl::Error Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, cons
return gl::Error(GL_NO_ERROR);
}
}
-
template<typename T>
static void fillLineLoopIndices(GLenum type, GLsizei count, const GLvoid *indices, T *data)
{
@@ -1213,10 +1281,17 @@ gl::Error Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *ind
// Get the raw indices for an indexed draw
if (type != GL_NONE && elementArrayBuffer)
{
- gl::Buffer *indexBuffer = elementArrayBuffer;
- BufferImpl *storage = indexBuffer->getImplementation();
+ BufferD3D *storage = BufferD3D::makeFromBuffer(elementArrayBuffer);
intptr_t offset = reinterpret_cast<intptr_t>(indices);
- indices = static_cast<const GLubyte*>(storage->getData()) + offset;
+
+ const uint8_t *bufferData = NULL;
+ gl::Error error = storage->getData(&bufferData);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ indices = bufferData + offset;
}
// TODO: some level 9 hardware supports 32-bit indices; test and store support instead
@@ -1291,10 +1366,17 @@ gl::Error Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *
// Get the raw indices for an indexed draw
if (type != GL_NONE && elementArrayBuffer)
{
- gl::Buffer *indexBuffer = elementArrayBuffer;
- BufferImpl *storage = indexBuffer->getImplementation();
+ BufferD3D *storage = BufferD3D::makeFromBuffer(elementArrayBuffer);
intptr_t offset = reinterpret_cast<intptr_t>(indices);
- indices = static_cast<const GLubyte*>(storage->getData()) + offset;
+
+ const uint8_t *bufferData = NULL;
+ gl::Error error = storage->getData(&bufferData);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ indices = bufferData + offset;
}
const int indexType = isLevel9() ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
@@ -1376,9 +1458,23 @@ gl::Error Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *
gl::Error 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();
+ ProgramD3D *programD3D = ProgramD3D::makeProgramD3D(programBinary->getImplementation());
+
+ ShaderExecutable *vertexExe = NULL;
+ gl::Error error = programD3D->getVertexExecutableForInputLayout(inputLayout, &vertexExe);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ShaderExecutable *pixelExe = NULL;
+ error = programD3D->getPixelExecutableForFramebuffer(framebuffer, &pixelExe);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ShaderExecutable *geometryExe = programD3D->getGeometryExecutable();
ID3D11VertexShader *vertexShader = (vertexExe ? ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader() : NULL);
@@ -1433,16 +1529,14 @@ gl::Error Renderer11::applyShaders(gl::ProgramBinary *programBinary, const gl::V
if (dirtyUniforms)
{
- programBinary->dirtyAllUniforms();
+ programD3D->dirtyAllUniforms();
}
return gl::Error(GL_NO_ERROR);
}
-gl::Error Renderer11::applyUniforms(const gl::ProgramBinary &programBinary)
+gl::Error Renderer11::applyUniforms(const ProgramImpl &program, const std::vector<gl::LinkedUniform*> &uniformArray)
{
- const std::vector<gl::LinkedUniform*> &uniformArray = programBinary.getUniforms();
-
unsigned int totalRegisterCountVS = 0;
unsigned int totalRegisterCountPS = 0;
@@ -1466,7 +1560,7 @@ gl::Error Renderer11::applyUniforms(const gl::ProgramBinary &programBinary)
}
}
- const ProgramD3D *programD3D = ProgramD3D::makeProgramD3D(programBinary.getImplementation());
+ const ProgramD3D *programD3D = ProgramD3D::makeProgramD3D(&program);
const UniformStorage11 *vertexUniformStorage = UniformStorage11::makeUniformStorage11(&programD3D->getVertexUniformStorage());
const UniformStorage11 *fragmentUniformStorage = UniformStorage11::makeUniformStorage11(&programD3D->getFragmentUniformStorage());
ASSERT(vertexUniformStorage);
@@ -1598,7 +1692,7 @@ gl::Error Renderer11::applyUniforms(const gl::ProgramBinary &programBinary)
return gl::Error(GL_NO_ERROR);
}
-gl::Error Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
+gl::Error Renderer11::clear(const gl::ClearParameters &clearParams, const gl::Framebuffer *frameBuffer)
{
gl::Error error = mClear->clearFramebuffer(clearParams, frameBuffer);
if (error.isError())
@@ -1626,14 +1720,12 @@ void Renderer11::markAllStateDirty()
for (size_t vsamplerId = 0; vsamplerId < mForceSetVertexSamplerStates.size(); ++vsamplerId)
{
mForceSetVertexSamplerStates[vsamplerId] = true;
- mCurVertexSRVs[vsamplerId] = NULL;
}
ASSERT(mForceSetPixelSamplerStates.size() == mCurPixelSRVs.size());
for (size_t fsamplerId = 0; fsamplerId < mForceSetPixelSamplerStates.size(); ++fsamplerId)
{
mForceSetPixelSamplerStates[fsamplerId] = true;
- mCurPixelSRVs[fsamplerId] = NULL;
}
mForceSetBlendState = true;
@@ -1746,32 +1838,20 @@ bool Renderer11::testDeviceResettable()
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,
+ mDriverType,
NULL,
#if defined(_DEBUG)
D3D11_CREATE_DEVICE_DEBUG,
#else
0,
#endif
- featureLevels,
- ArraySize(featureLevels),
+ mAvailableFeatureLevels.data(),
+ mAvailableFeatureLevels.size(),
D3D11_SDK_VERSION,
&dummyDevice,
&dummyFeatureLevel,
@@ -1939,119 +2019,37 @@ int Renderer11::getMaxSwapInterval() const
return 4;
}
-bool Renderer11::copyToRenderTarget2D(TextureStorage *dest, TextureStorage *source)
-{
- if (source && dest)
- {
- TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source);
- TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest);
-
- mDeviceContext->CopyResource(dest11->getResource(), source11->getResource());
-
- dest11->invalidateSwizzleCache();
-
- return true;
- }
-
- return false;
-}
-
-bool Renderer11::copyToRenderTargetCube(TextureStorage *dest, TextureStorage *source)
-{
- if (source && dest)
- {
- TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source);
- TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest);
-
- mDeviceContext->CopyResource(dest11->getResource(), source11->getResource());
-
- dest11->invalidateSwizzleCache();
-
- return true;
- }
-
- return false;
-}
-
-bool Renderer11::copyToRenderTarget3D(TextureStorage *dest, TextureStorage *source)
-{
- if (source && dest)
- {
- TextureStorage11_3D *source11 = TextureStorage11_3D::makeTextureStorage11_3D(source);
- TextureStorage11_3D *dest11 = TextureStorage11_3D::makeTextureStorage11_3D(dest);
-
- mDeviceContext->CopyResource(dest11->getResource(), source11->getResource());
-
- dest11->invalidateSwizzleCache();
-
- return true;
- }
-
- return false;
-}
-
-bool Renderer11::copyToRenderTarget2DArray(TextureStorage *dest, TextureStorage *source)
-{
- if (source && dest)
- {
- TextureStorage11_2DArray *source11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(source);
- TextureStorage11_2DArray *dest11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(dest);
-
- mDeviceContext->CopyResource(dest11->getResource(), source11->getResource());
-
- dest11->invalidateSwizzleCache();
-
- return true;
- }
-
- return false;
-}
-
-bool Renderer11::copyImage2D(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
- GLint xoffset, GLint yoffset, TextureStorage *storage, GLint level)
+gl::Error Renderer11::copyImage2D(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ GLint xoffset, GLint yoffset, TextureStorage *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);
- }
+ ASSERT(colorbuffer);
- RenderTarget11 *sourceRenderTarget = d3d11::GetAttachmentRenderTarget(colorbuffer);
- if (!sourceRenderTarget)
+ RenderTarget11 *sourceRenderTarget = NULL;
+ gl::Error error = d3d11::GetAttachmentRenderTarget(colorbuffer, &sourceRenderTarget);
+ if (error.isError())
{
- ERR("Failed to retrieve the render target from the frame buffer.");
- return gl::error(GL_OUT_OF_MEMORY, false);
+ return error;
}
+ ASSERT(sourceRenderTarget);
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);
- }
+ ASSERT(source);
TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage);
- if (!storage11)
- {
- ERR("Failed to retrieve the texture storage from the destination.");
- return gl::error(GL_OUT_OF_MEMORY, false);
- }
+ ASSERT(storage11);
gl::ImageIndex index = gl::ImageIndex::Make2D(level);
- RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(index));
- if (!destRenderTarget)
+ RenderTarget *destRenderTarget = NULL;
+ error = storage11->getRenderTarget(index, &destRenderTarget);
+ if (error.isError())
{
- ERR("Failed to retrieve the render target from the destination storage.");
- return gl::error(GL_OUT_OF_MEMORY, false);
+ return error;
}
+ ASSERT(destRenderTarget);
- 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);
- }
+ ID3D11RenderTargetView *dest = RenderTarget11::makeRenderTarget11(destRenderTarget)->getRenderTargetView();
+ ASSERT(dest);
gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
@@ -2061,59 +2059,48 @@ bool Renderer11::copyImage2D(gl::Framebuffer *framebuffer, const gl::Rectangle &
// 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);
+ mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL, destFormat, GL_NEAREST);
+ if (error.isError())
+ {
+ return error;
+ }
storage11->invalidateSwizzleCacheLevel(level);
- return ret;
+ return gl::Error(GL_NO_ERROR);
}
-bool Renderer11::copyImageCube(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
- GLint xoffset, GLint yoffset, TextureStorage *storage, GLenum target, GLint level)
+gl::Error Renderer11::copyImageCube(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ GLint xoffset, GLint yoffset, TextureStorage *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);
- }
+ ASSERT(colorbuffer);
- RenderTarget11 *sourceRenderTarget = d3d11::GetAttachmentRenderTarget(colorbuffer);
- if (!sourceRenderTarget)
+ RenderTarget11 *sourceRenderTarget = NULL;
+ gl::Error error = d3d11::GetAttachmentRenderTarget(colorbuffer, &sourceRenderTarget);
+ if (error.isError())
{
- ERR("Failed to retrieve the render target from the frame buffer.");
- return gl::error(GL_OUT_OF_MEMORY, false);
+ return error;
}
+ ASSERT(sourceRenderTarget);
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);
- }
+ ASSERT(source);
TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage);
- if (!storage11)
- {
- ERR("Failed to retrieve the texture storage from the destination.");
- return gl::error(GL_OUT_OF_MEMORY, false);
- }
+ ASSERT(storage11);
gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level);
- RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(index));
- if (!destRenderTarget)
+ RenderTarget *destRenderTarget = NULL;
+ error = storage11->getRenderTarget(index, &destRenderTarget);
+ if (error.isError())
{
- ERR("Failed to retrieve the render target from the destination storage.");
- return gl::error(GL_OUT_OF_MEMORY, false);
+ return error;
}
+ ASSERT(destRenderTarget);
- 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);
- }
+ ID3D11RenderTargetView *dest = RenderTarget11::makeRenderTarget11(destRenderTarget)->getRenderTargetView();
+ ASSERT(dest);
gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
@@ -2123,59 +2110,48 @@ bool Renderer11::copyImageCube(gl::Framebuffer *framebuffer, const gl::Rectangle
// 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);
+ error = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL, destFormat, GL_NEAREST);
+ if (error.isError())
+ {
+ return error;
+ }
storage11->invalidateSwizzleCacheLevel(level);
- return ret;
+ return gl::Error(GL_NO_ERROR);
}
-bool Renderer11::copyImage3D(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
- GLint xoffset, GLint yoffset, GLint zOffset, TextureStorage *storage, GLint level)
+gl::Error Renderer11::copyImage3D(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ GLint xoffset, GLint yoffset, GLint zOffset, TextureStorage *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);
- }
+ ASSERT(colorbuffer);
- RenderTarget11 *sourceRenderTarget = d3d11::GetAttachmentRenderTarget(colorbuffer);
- if (!sourceRenderTarget)
+ RenderTarget11 *sourceRenderTarget = NULL;
+ gl::Error error = d3d11::GetAttachmentRenderTarget(colorbuffer, &sourceRenderTarget);
+ if (error.isError())
{
- ERR("Failed to retrieve the render target from the frame buffer.");
- return gl::error(GL_OUT_OF_MEMORY, false);
+ return error;
}
+ ASSERT(sourceRenderTarget);
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);
- }
+ ASSERT(source);
TextureStorage11_3D *storage11 = TextureStorage11_3D::makeTextureStorage11_3D(storage);
- if (!storage11)
- {
- ERR("Failed to retrieve the texture storage from the destination.");
- return gl::error(GL_OUT_OF_MEMORY, false);
- }
+ ASSERT(storage11);
gl::ImageIndex index = gl::ImageIndex::Make3D(level, zOffset);
- RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(index));
- if (!destRenderTarget)
+ RenderTarget *destRenderTarget = NULL;
+ error = storage11->getRenderTarget(index, &destRenderTarget);
+ if (error.isError())
{
- ERR("Failed to retrieve the render target from the destination storage.");
- return gl::error(GL_OUT_OF_MEMORY, false);
+ return error;
}
+ ASSERT(destRenderTarget);
- 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);
- }
+ ID3D11RenderTargetView *dest = RenderTarget11::makeRenderTarget11(destRenderTarget)->getRenderTargetView();
+ ASSERT(dest);
gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
@@ -2185,61 +2161,48 @@ bool Renderer11::copyImage3D(gl::Framebuffer *framebuffer, const gl::Rectangle &
// 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);
+ error = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL, destFormat, GL_NEAREST);
+ if (error.isError())
+ {
+ return error;
+ }
storage11->invalidateSwizzleCacheLevel(level);
- return ret;
+ return gl::Error(GL_NO_ERROR);
}
-bool Renderer11::copyImage2DArray(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
- GLint xoffset, GLint yoffset, GLint zOffset, TextureStorage *storage, GLint level)
+gl::Error Renderer11::copyImage2DArray(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ GLint xoffset, GLint yoffset, GLint zOffset, TextureStorage *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);
- }
+ ASSERT(colorbuffer);
- RenderTarget11 *sourceRenderTarget = d3d11::GetAttachmentRenderTarget(colorbuffer);
- if (!sourceRenderTarget)
+ RenderTarget11 *sourceRenderTarget = NULL;
+ gl::Error error = d3d11::GetAttachmentRenderTarget(colorbuffer, &sourceRenderTarget);
+ if (error.isError())
{
- ERR("Failed to retrieve the render target from the frame buffer.");
- return gl::error(GL_OUT_OF_MEMORY, false);
+ return error;
}
+ ASSERT(sourceRenderTarget);
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);
- }
+ ASSERT(source);
TextureStorage11_2DArray *storage11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(storage);
- if (!storage11)
- {
- SafeRelease(source);
- ERR("Failed to retrieve the texture storage from the destination.");
- return gl::error(GL_OUT_OF_MEMORY, false);
- }
+ ASSERT(storage11);
gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, zOffset);
- RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(index));
- if (!destRenderTarget)
+ RenderTarget *destRenderTarget = NULL;
+ error = storage11->getRenderTarget(index, &destRenderTarget);
+ if (error.isError())
{
- SafeRelease(source);
- ERR("Failed to retrieve the render target from the destination storage.");
- return gl::error(GL_OUT_OF_MEMORY, false);
+ return error;
}
+ ASSERT(destRenderTarget);
- 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);
- }
+ ID3D11RenderTargetView *dest = RenderTarget11::makeRenderTarget11(destRenderTarget)->getRenderTargetView();
+ ASSERT(dest);
gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
@@ -2249,12 +2212,15 @@ bool Renderer11::copyImage2DArray(gl::Framebuffer *framebuffer, const gl::Rectan
// 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);
+ error = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL, destFormat, GL_NEAREST);
+ if (error.isError())
+ {
+ return error;
+ }
storage11->invalidateSwizzleCacheLevel(level);
- return ret;
+ return gl::Error(GL_NO_ERROR);
}
void Renderer11::unapplyRenderTargets()
@@ -2277,39 +2243,150 @@ void Renderer11::setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView
}
}
-RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
+gl::Error Renderer11::createRenderTarget(SwapChain *swapChain, bool depth, RenderTarget **outRT)
{
SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
- RenderTarget11 *renderTarget = NULL;
+ *outRT = new SurfaceRenderTarget11(swapChain11, depth);
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, RenderTarget **outRT)
+{
+ const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(format);
- if (depth)
+ const gl::TextureCaps &textureCaps = getRendererTextureCaps().get(format);
+ GLuint supportedSamples = textureCaps.getNearestSamples(samples);
+
+ if (width > 0 && height > 0)
{
- // 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);
+ // Create texture resource
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = width;
+ desc.Height = height;
+ desc.MipLevels = 1;
+ desc.ArraySize = 1;
+ desc.Format = formatInfo.texFormat;
+ desc.SampleDesc.Count = (supportedSamples == 0) ? 1 : supportedSamples;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
+
+ // If a rendertarget or depthstencil format exists for this texture format,
+ // we'll flag it to allow binding that way. Shader resource views are a little
+ // more complicated.
+ bool bindRTV = false, bindDSV = false, bindSRV = false;
+ bindRTV = (formatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN);
+ bindDSV = (formatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN);
+ if (formatInfo.srvFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ // Multisample targets flagged for binding as depth stencil cannot also be
+ // flagged for binding as SRV, so make certain not to add the SRV flag for
+ // these targets.
+ bindSRV = !(formatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN && desc.SampleDesc.Count > 1);
+ }
+
+ desc.BindFlags = (bindRTV ? D3D11_BIND_RENDER_TARGET : 0) |
+ (bindDSV ? D3D11_BIND_DEPTH_STENCIL : 0) |
+ (bindSRV ? D3D11_BIND_SHADER_RESOURCE : 0);
+
+ // The format must be either an RTV or a DSV
+ ASSERT(bindRTV != bindDSV);
+
+ ID3D11Texture2D *texture = NULL;
+ HRESULT result = mDevice->CreateTexture2D(&desc, NULL, &texture);
+ if (FAILED(result))
+ {
+ ASSERT(result == E_OUTOFMEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create render target texture, result: 0x%X.", result);
+ }
+
+ ID3D11ShaderResourceView *srv = NULL;
+ if (bindSRV)
+ {
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = formatInfo.srvFormat;
+ srvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_SRV_DIMENSION_TEXTURE2D : D3D11_SRV_DIMENSION_TEXTURE2DMS;
+ srvDesc.Texture2D.MostDetailedMip = 0;
+ srvDesc.Texture2D.MipLevels = 1;
+
+ result = mDevice->CreateShaderResourceView(texture, &srvDesc, &srv);
+ if (FAILED(result))
+ {
+ ASSERT(result == E_OUTOFMEMORY);
+ SafeRelease(texture);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create render target shader resource view, result: 0x%X.", result);
+ }
+ }
+
+ if (bindDSV)
+ {
+ D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
+ dsvDesc.Format = formatInfo.dsvFormat;
+ dsvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_DSV_DIMENSION_TEXTURE2D : D3D11_DSV_DIMENSION_TEXTURE2DMS;
+ dsvDesc.Texture2D.MipSlice = 0;
+ dsvDesc.Flags = 0;
+
+ ID3D11DepthStencilView *dsv = NULL;
+ result = mDevice->CreateDepthStencilView(texture, &dsvDesc, &dsv);
+ if (FAILED(result))
+ {
+ ASSERT(result == E_OUTOFMEMORY);
+ SafeRelease(texture);
+ SafeRelease(srv);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create render target depth stencil view, result: 0x%X.", result);
+ }
+
+ *outRT = new TextureRenderTarget11(dsv, texture, srv, format, width, height, 1, supportedSamples);
+
+ SafeRelease(dsv);
+ }
+ else if (bindRTV)
+ {
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = formatInfo.rtvFormat;
+ rtvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_RTV_DIMENSION_TEXTURE2D : D3D11_RTV_DIMENSION_TEXTURE2DMS;
+ rtvDesc.Texture2D.MipSlice = 0;
+
+ ID3D11RenderTargetView *rtv = NULL;
+ result = mDevice->CreateRenderTargetView(texture, &rtvDesc, &rtv);
+ if (FAILED(result))
+ {
+ ASSERT(result == E_OUTOFMEMORY);
+ SafeRelease(texture);
+ SafeRelease(srv);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create render target render target view, result: 0x%X.", result);
+ }
+
+ if (formatInfo.dataInitializerFunction != NULL)
+ {
+ const float clearValues[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
+ mDeviceContext->ClearRenderTargetView(rtv, clearValues);
+ }
+
+ *outRT = new TextureRenderTarget11(rtv, texture, srv, format, width, height, 1, supportedSamples);
+
+ SafeRelease(rtv);
+ }
+ else
+ {
+ UNREACHABLE();
+ }
+
+ SafeRelease(texture);
+ SafeRelease(srv);
}
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);
+ *outRT = new TextureRenderTarget11(reinterpret_cast<ID3D11RenderTargetView*>(NULL), NULL, NULL, format, width, height, 1, supportedSamples);
}
- return renderTarget;
-}
-RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples)
-{
- RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples);
- return renderTarget;
+ return gl::Error(GL_NO_ERROR);
}
-ShaderImpl *Renderer11::createShader(GLenum type)
+ShaderImpl *Renderer11::createShader(const gl::Data &data, GLenum type)
{
- return new ShaderD3D(type, this);
+ return new ShaderD3D(data, type, this);
}
ProgramImpl *Renderer11::createProgram()
@@ -2322,22 +2399,23 @@ void Renderer11::releaseShaderCompiler()
ShaderD3D::releaseCompiler();
}
-ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type,
- const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
- bool separatedOutputBuffers)
+gl::Error Renderer11::loadExecutable(const void *function, size_t length, ShaderType type,
+ const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
+ bool separatedOutputBuffers, ShaderExecutable **outExecutable)
{
- ShaderExecutable11 *executable = NULL;
- HRESULT result;
-
switch (type)
{
- case rx::SHADER_VERTEX:
+ case SHADER_VERTEX:
{
ID3D11VertexShader *vertexShader = NULL;
ID3D11GeometryShader *streamOutShader = NULL;
- result = mDevice->CreateVertexShader(function, length, NULL, &vertexShader);
+ HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vertexShader);
ASSERT(SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create vertex shader, result: 0x%X.", result);
+ }
if (transformFeedbackVaryings.size() > 0)
{
@@ -2363,99 +2441,116 @@ ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length
result = mDevice->CreateGeometryShaderWithStreamOutput(function, length, soDeclaration.data(), soDeclaration.size(),
NULL, 0, 0, NULL, &streamOutShader);
ASSERT(SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create steam output shader, result: 0x%X.", result);
+ }
}
- if (vertexShader)
- {
- executable = new ShaderExecutable11(function, length, vertexShader, streamOutShader);
- }
+ *outExecutable = new ShaderExecutable11(function, length, vertexShader, streamOutShader);
}
break;
- case rx::SHADER_PIXEL:
+ case SHADER_PIXEL:
{
ID3D11PixelShader *pixelShader = NULL;
- result = mDevice->CreatePixelShader(function, length, NULL, &pixelShader);
+ HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pixelShader);
ASSERT(SUCCEEDED(result));
-
- if (pixelShader)
+ if (FAILED(result))
{
- executable = new ShaderExecutable11(function, length, pixelShader);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create pixel shader, result: 0x%X.", result);
}
+
+ *outExecutable = new ShaderExecutable11(function, length, pixelShader);
}
break;
- case rx::SHADER_GEOMETRY:
+ case SHADER_GEOMETRY:
{
ID3D11GeometryShader *geometryShader = NULL;
- result = mDevice->CreateGeometryShader(function, length, NULL, &geometryShader);
+ HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &geometryShader);
ASSERT(SUCCEEDED(result));
-
- if (geometryShader)
+ if (FAILED(result))
{
- executable = new ShaderExecutable11(function, length, geometryShader);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create geometry shader, result: 0x%X.", result);
}
+
+ *outExecutable = new ShaderExecutable11(function, length, geometryShader);
}
break;
default:
UNREACHABLE();
- break;
+ return gl::Error(GL_INVALID_OPERATION);
}
- return executable;
+ return gl::Error(GL_NO_ERROR);
}
-ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type,
- const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
- bool separatedOutputBuffers, D3DWorkaroundType workaround)
+gl::Error Renderer11::compileToExecutable(gl::InfoLog &infoLog, const std::string &shaderHLSL, ShaderType type,
+ const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
+ bool separatedOutputBuffers, D3DWorkaroundType workaround,
+ ShaderExecutable **outExectuable)
{
const char *profileType = NULL;
switch (type)
{
- case rx::SHADER_VERTEX:
+ case SHADER_VERTEX:
profileType = "vs";
break;
- case rx::SHADER_PIXEL:
+ case SHADER_PIXEL:
profileType = "ps";
break;
- case rx::SHADER_GEOMETRY:
+ case SHADER_GEOMETRY:
profileType = "gs";
break;
default:
UNREACHABLE();
- return NULL;
+ return gl::Error(GL_INVALID_OPERATION);
}
- const char *profileVersion = NULL;
+ unsigned int profileMajorVersion = 0;
+ unsigned int profileMinorVersion = 0;
+ const char *profileSuffix = NULL;
switch (mFeatureLevel)
{
case D3D_FEATURE_LEVEL_11_0:
- profileVersion = "5_0";
+ profileMajorVersion = 5;
+ profileMinorVersion = 0;
break;
case D3D_FEATURE_LEVEL_10_1:
- profileVersion = "4_1";
+ profileMajorVersion = 4;
+ profileMinorVersion = 1;
break;
case D3D_FEATURE_LEVEL_10_0:
- profileVersion = "4_0";
+ profileMajorVersion = 4;
+ profileMinorVersion = 0;
break;
case D3D_FEATURE_LEVEL_9_3:
- profileVersion = "4_0_level_9_3";
+ profileMajorVersion = 4;
+ profileMinorVersion = 0;
+ profileSuffix = "_level_9_3";
break;
case D3D_FEATURE_LEVEL_9_2:
- profileVersion = "4_0_level_9_2";
+ profileMajorVersion = 4;
+ profileMinorVersion = 0;
+ profileSuffix = "_level_9_2";
break;
case D3D_FEATURE_LEVEL_9_1:
- profileVersion = "4_0_level_9_1";
+ profileMajorVersion = 4;
+ profileMinorVersion = 0;
+ profileSuffix = "_level_9_1";
break;
+ break;
default:
UNREACHABLE();
- return NULL;
+ return gl::Error(GL_INVALID_OPERATION);
}
- char profile[32];
- snprintf(profile, ArraySize(profile), "%s_%s", profileType, profileVersion);
+ std::string profile = FormatString("%s_%u_%u", profileType, profileMajorVersion, profileMinorVersion);
+ if (profileSuffix)
+ profile += profileSuffix;
- UINT flags = D3DCOMPILE_OPTIMIZATION_LEVEL0;
+ UINT flags = D3DCOMPILE_OPTIMIZATION_LEVEL2;
if (gl::perfActive())
{
@@ -2464,44 +2559,51 @@ ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const ch
#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
- };
+ std::vector<CompileConfig> configs;
+ configs.push_back(CompileConfig(flags, "default" ));
+ configs.push_back(CompileConfig(flags | D3DCOMPILE_SKIP_VALIDATION, "skip validation" ));
+ configs.push_back(CompileConfig(flags | D3DCOMPILE_SKIP_OPTIMIZATION, "skip optimization"));
- const static char *extraFlagNames[] =
- {
- "default",
- "skip validation",
- "skip optimization"
- };
+ D3D_SHADER_MACRO loopMacros[] = { {"ANGLE_ENABLE_LOOP_FLATTEN", "1"}, {0, 0} };
- int attempts = ArraySize(extraFlags);
+ ID3DBlob *binary = NULL;
+ std::string debugInfo;
+ gl::Error error = mCompiler.compileToBinary(infoLog, shaderHLSL, profile, configs, loopMacros, &binary, &debugInfo);
+ if (error.isError())
+ {
+ return error;
+ }
- ID3DBlob *binary = (ID3DBlob*)mCompiler.compileToBinary(infoLog, shaderHLSL, profile, extraFlags, extraFlagNames, attempts);
+ // It's possible that binary is NULL if the compiler failed in all configurations. Set the executable to NULL
+ // and return GL_NO_ERROR to signify that there was a link error but the internal state is still OK.
if (!binary)
{
- return NULL;
+ *outExectuable = NULL;
+ return gl::Error(GL_NO_ERROR);
}
- ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type,
- transformFeedbackVaryings, separatedOutputBuffers);
+ error = loadExecutable(binary->GetBufferPointer(), binary->GetBufferSize(), type,
+ transformFeedbackVaryings, separatedOutputBuffers, outExectuable);
+
SafeRelease(binary);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (!debugInfo.empty())
+ {
+ (*outExectuable)->appendDebugInfo(debugInfo);
+ }
- return executable;
+ return gl::Error(GL_NO_ERROR);
}
-rx::UniformStorage *Renderer11::createUniformStorage(size_t storageSize)
+UniformStorage *Renderer11::createUniformStorage(size_t storageSize)
{
return new UniformStorage11(this, storageSize);
}
@@ -2531,9 +2633,14 @@ QueryImpl *Renderer11::createQuery(GLenum type)
return new Query11(this, type);
}
-FenceImpl *Renderer11::createFence()
+FenceNVImpl *Renderer11::createFenceNV()
{
- return new Fence11(this);
+ return new FenceNV11(this);
+}
+
+FenceSyncImpl *Renderer11::createFenceSync()
+{
+ return new FenceSync11(this);
}
TransformFeedbackImpl* Renderer11::createTransformFeedback()
@@ -2576,82 +2683,77 @@ bool Renderer11::supportsFastCopyBufferToTexture(GLenum internalFormat) const
return true;
}
-bool Renderer11::fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTarget *destRenderTarget,
- GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea)
+gl::Error 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)
+gl::Error Renderer11::getRenderTargetResource(gl::FramebufferAttachment *colorbuffer, unsigned int *subresourceIndexOut, ID3D11Texture2D **texture2DOut)
+
{
- ASSERT(colorbuffer != NULL);
+ ASSERT(colorbuffer);
- RenderTarget11 *renderTarget = d3d11::GetAttachmentRenderTarget(colorbuffer);
- if (renderTarget)
+ RenderTarget11 *renderTarget = NULL;
+ gl::Error error = d3d11::GetAttachmentRenderTarget(colorbuffer, &renderTarget);
+ if (error.isError())
{
- *subresourceIndex = renderTarget->getSubresourceIndex();
+ return error;
+ }
- ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
- if (colorBufferRTV)
- {
- ID3D11Resource *textureResource = NULL;
- colorBufferRTV->GetResource(&textureResource);
+ ID3D11Resource *renderTargetResource = renderTarget->getTexture();
+ ASSERT(renderTargetResource);
- if (textureResource)
- {
- HRESULT result = textureResource->QueryInterface(__uuidof(ID3D11Texture2D), (void**)resource);
- SafeRelease(textureResource);
+ *subresourceIndexOut = renderTarget->getSubresourceIndex();
+ *texture2DOut = d3d11::DynamicCastComObject<ID3D11Texture2D>(renderTargetResource);
- if (SUCCEEDED(result))
- {
- return true;
- }
- else
- {
- ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
- "HRESULT: 0x%X.", result);
- }
- }
- }
+ if (!(*texture2DOut))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to query the ID3D11Texture2D from a RenderTarget");
}
- return false;
+ return gl::Error(GL_NO_ERROR);
}
-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)
+gl::Error Renderer11::blitRect(const gl::Framebuffer *readTarget, const gl::Rectangle &readRect,
+ const 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();
+ ASSERT(readBuffer);
- if (!readBuffer)
+ RenderTarget *readRenderTarget = NULL;
+ gl::Error error = GetAttachmentRenderTarget(readBuffer, &readRenderTarget);
+ if (error.isError())
{
- ERR("Failed to retrieve the read buffer from the read framebuffer.");
- return gl::error(GL_OUT_OF_MEMORY, false);
+ return error;
}
-
- RenderTarget *readRenderTarget = GetAttachmentRenderTarget(readBuffer);
+ ASSERT(readRenderTarget);
for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
{
if (drawTarget->isEnabledColorAttachment(colorAttachment))
{
gl::FramebufferAttachment *drawBuffer = drawTarget->getColorbuffer(colorAttachment);
+ ASSERT(drawBuffer);
- if (!drawBuffer)
+ RenderTarget *drawRenderTarget = NULL;
+ error = GetAttachmentRenderTarget(drawBuffer, &drawRenderTarget);
+ if (error.isError())
{
- ERR("Failed to retrieve the draw buffer from the draw framebuffer.");
- return gl::error(GL_OUT_OF_MEMORY, false);
+ return error;
}
+ ASSERT(drawRenderTarget);
- RenderTarget *drawRenderTarget = GetAttachmentRenderTarget(drawBuffer);
-
- if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, filter, scissor,
- blitRenderTarget, false, false))
+ error = blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, filter, scissor, blitRenderTarget,
+ false, false);
+ if (error.isError())
{
- return false;
+ return error;
}
}
}
@@ -2660,78 +2762,88 @@ bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &read
if (blitDepth || blitStencil)
{
gl::FramebufferAttachment *readBuffer = readTarget->getDepthOrStencilbuffer();
- gl::FramebufferAttachment *drawBuffer = drawTarget->getDepthOrStencilbuffer();
+ ASSERT(readBuffer);
- if (!readBuffer)
+ RenderTarget *readRenderTarget = NULL;
+ gl::Error error = GetAttachmentRenderTarget(readBuffer, &readRenderTarget);
+ if (error.isError())
{
- ERR("Failed to retrieve the read depth-stencil buffer from the read framebuffer.");
- return gl::error(GL_OUT_OF_MEMORY, false);
+ return error;
}
+ ASSERT(readRenderTarget);
- if (!drawBuffer)
+ gl::FramebufferAttachment *drawBuffer = drawTarget->getDepthOrStencilbuffer();
+ ASSERT(drawBuffer);
+
+ RenderTarget *drawRenderTarget = NULL;
+ error = GetAttachmentRenderTarget(drawBuffer, &drawRenderTarget);
+ if (error.isError())
{
- ERR("Failed to retrieve the draw depth-stencil buffer from the draw framebuffer.");
- return gl::error(GL_OUT_OF_MEMORY, false);
+ return error;
}
+ ASSERT(drawRenderTarget);
- RenderTarget *readRenderTarget = GetAttachmentRenderTarget(readBuffer);
- RenderTarget *drawRenderTarget = GetAttachmentRenderTarget(drawBuffer);
- ASSERT(readRenderTarget && drawRenderTarget);
-
- if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, filter, scissor,
- false, blitDepth, blitStencil))
+ error = blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, filter, scissor, false,
+ blitDepth, blitStencil);
+ if (error.isError())
{
- return false;
+ return error;
}
}
invalidateFramebufferSwizzles(drawTarget);
- return true;
+ return gl::Error(GL_NO_ERROR);
}
-gl::Error Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format,
+gl::Error Renderer11::readPixels(const gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format,
GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, uint8_t *pixels)
{
ID3D11Texture2D *colorBufferTexture = NULL;
unsigned int subresourceIndex = 0;
gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer();
+ ASSERT(colorbuffer);
- if (colorbuffer && getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture))
+ gl::Error error = getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture);
+ if (error.isError())
{
- gl::Rectangle area;
- area.x = x;
- area.y = y;
- area.width = width;
- area.height = height;
+ return error;
+ }
- gl::Buffer *packBuffer = pack.pixelBuffer.get();
- if (packBuffer != NULL)
- {
- rx::Buffer11 *packBufferStorage = Buffer11::makeBuffer11(packBuffer->getImplementation());
- PackPixelsParams packParams(area, format, type, outputPitch, pack, reinterpret_cast<ptrdiff_t>(pixels));
+ gl::Rectangle area;
+ area.x = x;
+ area.y = y;
+ area.width = width;
+ area.height = height;
- gl::Error error = packBufferStorage->packPixels(colorBufferTexture, subresourceIndex, packParams);
- if (error.isError())
- {
- return error;
- }
+ gl::Buffer *packBuffer = pack.pixelBuffer.get();
+ if (packBuffer != NULL)
+ {
+ Buffer11 *packBufferStorage = Buffer11::makeBuffer11(packBuffer->getImplementation());
+ PackPixelsParams packParams(area, format, type, outputPitch, pack, reinterpret_cast<ptrdiff_t>(pixels));
- packBuffer->getIndexRangeCache()->clear();
- }
- else
+ error = packBufferStorage->packPixels(colorBufferTexture, subresourceIndex, packParams);
+ if (error.isError())
{
- gl::Error error = readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch, pack, pixels);
- if (error.isError())
- {
- return error;
- }
+ SafeRelease(colorBufferTexture);
+ return error;
}
- SafeRelease(colorBufferTexture);
+ packBuffer->getIndexRangeCache()->clear();
+ }
+ else
+ {
+ error = readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch, pack, pixels);
+ if (error.isError())
+ {
+ SafeRelease(colorBufferTexture);
+ return error;
+ }
}
+ SafeRelease(colorBufferTexture);
+
return gl::Error(GL_NO_ERROR);
}
@@ -2740,11 +2852,11 @@ Image *Renderer11::createImage()
return new Image11();
}
-void Renderer11::generateMipmap(Image *dest, Image *src)
+gl::Error Renderer11::generateMipmap(Image *dest, Image *src)
{
Image11 *dest11 = Image11::makeImage11(dest);
Image11 *src11 = Image11::makeImage11(src);
- Image11::generateMipmap(dest11, src11);
+ return Image11::generateMipmap(dest11, src11);
}
TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
@@ -2788,6 +2900,19 @@ TextureImpl *Renderer11::createTexture(GLenum target)
return NULL;
}
+RenderbufferImpl *Renderer11::createRenderbuffer()
+{
+ RenderbufferD3D *renderbuffer = new RenderbufferD3D(this);
+ return renderbuffer;
+}
+
+RenderbufferImpl *Renderer11::createRenderbuffer(SwapChain *swapChain, bool depth)
+{
+ RenderbufferD3D *renderbuffer = new RenderbufferD3D(this);
+ renderbuffer->setStorage(swapChain, depth);
+ return renderbuffer;
+}
+
gl::Error Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area, GLenum format,
GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, uint8_t *pixels)
{
@@ -2882,22 +3007,25 @@ gl::Error Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int sub
SafeRelease(srcTex);
PackPixelsParams packParams(safeArea, format, type, outputPitch, pack, 0);
- packPixels(stagingTex, packParams, pixels);
+ gl::Error error = packPixels(stagingTex, packParams, pixels);
SafeRelease(stagingTex);
- return gl::Error(GL_NO_ERROR);
+ return error;
}
-void Renderer11::packPixels(ID3D11Texture2D *readTexture, const PackPixelsParams &params, uint8_t *pixelsOut)
+gl::Error Renderer11::packPixels(ID3D11Texture2D *readTexture, const PackPixelsParams &params, uint8_t *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));
+ if (FAILED(hr))
+ {
+ ASSERT(hr == E_OUTOFMEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal texture for reading, result: 0x%X.", hr);
+ }
uint8_t *source;
int inputPitch;
@@ -2968,24 +3096,23 @@ void Renderer11::packPixels(ID3D11Texture2D *readTexture, const PackPixelsParams
}
mDeviceContext->Unmap(readTexture, 0);
+
+ return gl::Error(GL_NO_ERROR);
}
-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)
+gl::Error 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);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to retrieve the internal draw render target from the draw framebuffer.");
}
ID3D11Resource *drawTexture = drawRenderTarget11->getTexture();
@@ -2996,8 +3123,7 @@ bool Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::R
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);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to retrieve the internal read render target from the read framebuffer.");
}
ID3D11Resource *readTexture = NULL;
@@ -3019,7 +3145,7 @@ bool Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::R
if (FAILED(hresult))
{
SafeRelease(readTexture);
- return gl::error(GL_OUT_OF_MEMORY, false);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create shader resource view to resolve multisampled framebuffer.");
}
}
}
@@ -3036,8 +3162,7 @@ bool Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::R
{
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);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to retrieve the internal read render target view from the read render target.");
}
gl::Extents readSize(readRenderTarget->getWidth(), readRenderTarget->getHeight(), 1);
@@ -3063,6 +3188,8 @@ bool Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::R
const gl::InternalFormat &actualFormatInfo = gl::GetInternalFormatInfo(drawRenderTarget->getActualFormat());
bool partialDSBlit = (actualFormatInfo.depthBits > 0 && depthBlit) != (actualFormatInfo.stencilBits > 0 && stencilBlit);
+ gl::Error result(GL_NO_ERROR);
+
if (readRenderTarget11->getActualFormat() == drawRenderTarget->getActualFormat() &&
!stretchRequired && !outOfBounds && !flipRequired && !partialDSBlit &&
(!(depthBlit || stencilBlit) || wholeBufferCopy))
@@ -3109,7 +3236,7 @@ bool Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::R
mDeviceContext->CopySubresourceRegion(drawTexture, drawSubresource, dstX, dstY, 0,
readTexture, readSubresource, pSrcBox);
- result = true;
+ result = gl::Error(GL_NO_ERROR);
}
else
{
@@ -3190,7 +3317,8 @@ void Renderer11::invalidateFBOAttachmentSwizzles(gl::FramebufferAttachment *atta
ASSERT(attachment->isTexture());
gl::Texture *texture = attachment->getTexture();
- TextureStorage *texStorage = texture->getNativeTexture();
+ TextureD3D *textureD3D = TextureD3D::makeTextureD3D(texture->getImplementation());
+ TextureStorage *texStorage = textureD3D->getNativeTexture();
if (texStorage)
{
TextureStorage11 *texStorage11 = TextureStorage11::makeTextureStorage11(texStorage);
@@ -3204,7 +3332,7 @@ void Renderer11::invalidateFBOAttachmentSwizzles(gl::FramebufferAttachment *atta
}
}
-void Renderer11::invalidateFramebufferSwizzles(gl::Framebuffer *framebuffer)
+void Renderer11::invalidateFramebufferSwizzles(const gl::Framebuffer *framebuffer)
{
for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
{
@@ -3248,7 +3376,7 @@ bool Renderer11::getLUID(LUID *adapterLuid) const
return true;
}
-rx::VertexConversionType Renderer11::getVertexConversionType(const gl::VertexFormat &vertexFormat) const
+VertexConversionType Renderer11::getVertexConversionType(const gl::VertexFormat &vertexFormat) const
{
return d3d11::GetVertexFormatInfo(vertexFormat).conversionType;
}
@@ -3263,4 +3391,30 @@ void Renderer11::generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureC
d3d11_gl::GenerateCaps(mDevice, outCaps, outTextureCaps, outExtensions);
}
+Workarounds Renderer11::generateWorkarounds() const
+{
+ return d3d11::GenerateWorkarounds();
+}
+
+void Renderer11::setShaderResource(gl::SamplerType shaderType, UINT resourceSlot, ID3D11ShaderResourceView *srv)
+{
+ std::vector<ID3D11ShaderResourceView *> &currentSRVs = (shaderType == gl::SAMPLER_VERTEX ? mCurVertexSRVs : mCurPixelSRVs);
+
+ ASSERT(static_cast<size_t>(resourceSlot) < currentSRVs.size());
+
+ if (currentSRVs[resourceSlot] != srv)
+ {
+ if (shaderType == gl::SAMPLER_VERTEX)
+ {
+ mDeviceContext->VSSetShaderResources(resourceSlot, 1, &srv);
+ }
+ else
+ {
+ mDeviceContext->PSSetShaderResources(resourceSlot, 1, &srv);
+ }
+
+ currentSRVs[resourceSlot] = srv;
+ }
+}
+
}