diff options
Diffstat (limited to 'src/3rdparty/angle/src/libGLESv2/renderer/d3d11/Renderer11.cpp')
-rw-r--r-- | src/3rdparty/angle/src/libGLESv2/renderer/d3d11/Renderer11.cpp | 3670 |
1 files changed, 3670 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/Renderer11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/Renderer11.cpp new file mode 100644 index 0000000000..31d976dec4 --- /dev/null +++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/Renderer11.cpp @@ -0,0 +1,3670 @@ +#include "precompiled.h" +// +// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved. +// Use of this source code is governed by a BSD-style license that can be +// found in the LICENSE file. +// + +// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer. + +#include "libGLESv2/main.h" +#include "libGLESv2/utilities.h" +#include "libGLESv2/Buffer.h" +#include "libGLESv2/ProgramBinary.h" +#include "libGLESv2/Framebuffer.h" +#include "libGLESv2/Renderbuffer.h" +#include "libGLESv2/renderer/d3d11/Renderer11.h" +#include "libGLESv2/renderer/d3d11/RenderTarget11.h" +#include "libGLESv2/renderer/d3d11/renderer11_utils.h" +#include "libGLESv2/renderer/d3d11/ShaderExecutable11.h" +#include "libGLESv2/renderer/d3d11/SwapChain11.h" +#include "libGLESv2/renderer/d3d11/Image11.h" +#include "libGLESv2/renderer/d3d11/VertexBuffer11.h" +#include "libGLESv2/renderer/d3d11/IndexBuffer11.h" +#include "libGLESv2/renderer/d3d11/BufferStorage11.h" +#include "libGLESv2/renderer/VertexDataManager.h" +#include "libGLESv2/renderer/IndexDataManager.h" +#include "libGLESv2/renderer/d3d11/TextureStorage11.h" +#include "libGLESv2/renderer/d3d11/Query11.h" +#include "libGLESv2/renderer/d3d11/Fence11.h" + +#include "libGLESv2/renderer/d3d11/shaders/compiled/passthrough11vs.h" +#include "libGLESv2/renderer/d3d11/shaders/compiled/passthroughrgba11ps.h" +#include "libGLESv2/renderer/d3d11/shaders/compiled/passthroughrgb11ps.h" +#include "libGLESv2/renderer/d3d11/shaders/compiled/passthroughlum11ps.h" +#include "libGLESv2/renderer/d3d11/shaders/compiled/passthroughlumalpha11ps.h" + +#include "libGLESv2/renderer/d3d11/shaders/compiled/clear11vs.h" +#include "libGLESv2/renderer/d3d11/shaders/compiled/clearsingle11ps.h" +#include "libGLESv2/renderer/d3d11/shaders/compiled/clearmultiple11ps.h" + +#include "libEGL/Display.h" + +#ifdef _DEBUG +// this flag enables suppressing some spurious warnings that pop up in certain WebGL samples +// and conformance tests. to enable all warnings, remove this define. +#define ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS 1 +#endif + +namespace rx +{ +static const DXGI_FORMAT RenderTargetFormats[] = + { + DXGI_FORMAT_B8G8R8A8_UNORM, + DXGI_FORMAT_R8G8B8A8_UNORM + }; + +static const DXGI_FORMAT DepthStencilFormats[] = + { + DXGI_FORMAT_UNKNOWN, + DXGI_FORMAT_D24_UNORM_S8_UINT, + DXGI_FORMAT_D16_UNORM + }; + +enum +{ + MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16 +}; + +Renderer11::Renderer11(egl::Display *display) : Renderer(display) +{ + mVertexDataManager = NULL; + mIndexDataManager = NULL; + + mLineLoopIB = NULL; + mTriangleFanIB = NULL; + + mCopyResourcesInitialized = false; + mCopyVB = NULL; + mCopySampler = NULL; + mCopyIL = NULL; + mCopyVS = NULL; + mCopyRGBAPS = NULL; + mCopyRGBPS = NULL; + mCopyLumPS = NULL; + mCopyLumAlphaPS = NULL; + + mClearResourcesInitialized = false; + mClearVB = NULL; + mClearIL = NULL; + mClearVS = NULL; + mClearSinglePS = NULL; + mClearMultiplePS = NULL; + mClearScissorRS = NULL; + mClearNoScissorRS = NULL; + + mSyncQuery = NULL; + + mD3d11Module = NULL; + mDxgiModule = NULL; + + mDeviceLost = false; + + mMaxSupportedSamples = 0; + + mDevice = NULL; + mDeviceContext = NULL; + mDxgiAdapter = NULL; + mDxgiFactory = NULL; + + mDriverConstantBufferVS = NULL; + mDriverConstantBufferPS = NULL; + + mBGRATextureSupport = false; + + mIsGeometryShaderActive = false; +} + +Renderer11::~Renderer11() +{ + release(); +} + +Renderer11 *Renderer11::makeRenderer11(Renderer *renderer) +{ + ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer)); + return static_cast<rx::Renderer11*>(renderer); +} + +#ifndef __d3d11_1_h__ +#define D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET ((D3D11_MESSAGE_ID)3146081) +#endif + +EGLint Renderer11::initialize() +{ + if (!initializeCompiler()) + { + return EGL_NOT_INITIALIZED; + } + +#if !defined(ANGLE_OS_WINRT) + mDxgiModule = LoadLibrary(TEXT("dxgi.dll")); + mD3d11Module = LoadLibrary(TEXT("d3d11.dll")); + + if (mD3d11Module == NULL || mDxgiModule == NULL) + { + ERR("Could not load D3D11 or DXGI library - aborting!\n"); + return EGL_NOT_INITIALIZED; + } + + + // create the D3D11 device + ASSERT(mDevice == NULL); + PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice"); + + if (D3D11CreateDevice == NULL) + { + ERR("Could not retrieve D3D11CreateDevice address - aborting!\n"); + return EGL_NOT_INITIALIZED; + } +#endif + + D3D_FEATURE_LEVEL featureLevels[] = + { + D3D_FEATURE_LEVEL_11_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 + }; + + HRESULT result = S_OK; + +#ifdef _DEBUG + result = D3D11CreateDevice(NULL, + D3D_DRIVER_TYPE_HARDWARE, + NULL, + D3D11_CREATE_DEVICE_DEBUG, + featureLevels, + ArraySize(featureLevels), + D3D11_SDK_VERSION, + &mDevice, + &mFeatureLevel, + &mDeviceContext); + + if (!mDevice || FAILED(result)) + { + ERR("Failed creating Debug D3D11 device - falling back to release runtime.\n"); + } + + if (!mDevice || FAILED(result)) +#endif + { + result = D3D11CreateDevice(NULL, + D3D_DRIVER_TYPE_HARDWARE, + NULL, + 0, + featureLevels, + ArraySize(featureLevels), + D3D11_SDK_VERSION, + &mDevice, + &mFeatureLevel, + &mDeviceContext); + + if (!mDevice || FAILED(result)) + { + ERR("Could not create D3D11 device - aborting!\n"); + return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer + } + } + +#if !defined(ANGLE_OS_WINRT) + IDXGIDevice *dxgiDevice = NULL; +#else + IDXGIDevice1 *dxgiDevice = NULL; +#endif + result = mDevice->QueryInterface(IID_PPV_ARGS(&dxgiDevice)); + + if (FAILED(result)) + { + ERR("Could not query DXGI device - aborting!\n"); + return EGL_NOT_INITIALIZED; + } + + result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter); + + if (FAILED(result)) + { + ERR("Could not retrieve DXGI adapter - aborting!\n"); + return EGL_NOT_INITIALIZED; + } + + dxgiDevice->Release(); + + mDxgiAdapter->GetDesc(&mAdapterDescription); + memset(mDescription, 0, sizeof(mDescription)); + wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1); + + result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory); + + if (!mDxgiFactory || FAILED(result)) + { + ERR("Could not create DXGI factory - aborting!\n"); + return EGL_NOT_INITIALIZED; + } + + // Disable some spurious D3D11 debug warnings to prevent them from flooding the output log +#if defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG) + ID3D11InfoQueue *infoQueue; + result = mDevice->QueryInterface(__uuidof(ID3D11InfoQueue), (void **)&infoQueue); + + if (SUCCEEDED(result)) + { + D3D11_MESSAGE_ID hideMessages[] = + { + D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET + }; + + D3D11_INFO_QUEUE_FILTER filter = {0}; + filter.DenyList.NumIDs = ArraySize(hideMessages); + filter.DenyList.pIDList = hideMessages; + + infoQueue->AddStorageFilterEntries(&filter); + + infoQueue->Release(); + } +#endif + + unsigned int maxSupportedSamples = 0; + unsigned int rtFormatCount = ArraySize(RenderTargetFormats); + unsigned int dsFormatCount = ArraySize(DepthStencilFormats); + for (unsigned int i = 0; i < rtFormatCount + dsFormatCount; ++i) + { + DXGI_FORMAT format = (i < rtFormatCount) ? RenderTargetFormats[i] : DepthStencilFormats[i - rtFormatCount]; + if (format != DXGI_FORMAT_UNKNOWN) + { + UINT formatSupport; + result = mDevice->CheckFormatSupport(format, &formatSupport); + if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET)) + { + MultisampleSupportInfo supportInfo; + + for (unsigned int j = 1; j <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; j++) + { + result = mDevice->CheckMultisampleQualityLevels(format, j, &supportInfo.qualityLevels[j - 1]); + if (SUCCEEDED(result) && supportInfo.qualityLevels[j - 1] > 0) + { + maxSupportedSamples = std::max(j, maxSupportedSamples); + } + else + { + supportInfo.qualityLevels[j - 1] = 0; + } + } + + mMultisampleSupportMap.insert(std::make_pair(format, supportInfo)); + } + } + } + mMaxSupportedSamples = maxSupportedSamples; + + initializeDevice(); + + // BGRA texture support is optional in feature levels 10 and 10_1 + UINT formatSupport; + result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport); + if (FAILED(result)) + { + ERR("Error checking BGRA format support: 0x%08X", result); + } + else + { + const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET); + mBGRATextureSupport = (formatSupport & flags) == flags; + } + + // Check floating point texture support + static const unsigned int requiredTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE; + static const unsigned int requiredRenderableFlags = D3D11_FORMAT_SUPPORT_RENDER_TARGET; + static const unsigned int requiredFilterFlags = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE; + + DXGI_FORMAT float16Formats[] = + { + DXGI_FORMAT_R16_FLOAT, + DXGI_FORMAT_R16G16_FLOAT, + DXGI_FORMAT_R16G16B16A16_FLOAT, + }; + + DXGI_FORMAT float32Formats[] = + { + DXGI_FORMAT_R32_FLOAT, + DXGI_FORMAT_R32G32_FLOAT, + DXGI_FORMAT_R32G32B32A32_FLOAT, + }; + + mFloat16TextureSupport = true; + mFloat16FilterSupport = true; + mFloat16RenderSupport = true; + for (unsigned int i = 0; i < ArraySize(float16Formats); i++) + { + if (SUCCEEDED(mDevice->CheckFormatSupport(float16Formats[i], &formatSupport))) + { + mFloat16TextureSupport = mFloat16TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags; + mFloat16FilterSupport = mFloat16FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags; + mFloat16RenderSupport = mFloat16RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags; + } + else + { + mFloat16TextureSupport = false; + mFloat16RenderSupport = false; + mFloat16FilterSupport = false; + } + } + + mFloat32TextureSupport = true; + mFloat32FilterSupport = true; + mFloat32RenderSupport = true; + for (unsigned int i = 0; i < ArraySize(float32Formats); i++) + { + if (SUCCEEDED(mDevice->CheckFormatSupport(float32Formats[i], &formatSupport))) + { + mFloat32TextureSupport = mFloat32TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags; + mFloat32FilterSupport = mFloat32FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags; + mFloat32RenderSupport = mFloat32RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags; + } + else + { + mFloat32TextureSupport = false; + mFloat32FilterSupport = false; + mFloat32RenderSupport = false; + } + } + + // Check compressed texture support + const unsigned int requiredCompressedTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D; + + if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC1_UNORM, &formatSupport))) + { + mDXT1TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags; + } + else + { + mDXT1TextureSupport = false; + } + + if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC3_UNORM, &formatSupport))) + { + mDXT3TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags; + } + else + { + mDXT3TextureSupport = false; + } + + if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC5_UNORM, &formatSupport))) + { + mDXT5TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags; + } + else + { + mDXT5TextureSupport = false; + } + + // Check depth texture support + DXGI_FORMAT depthTextureFormats[] = + { + DXGI_FORMAT_D16_UNORM, + DXGI_FORMAT_D24_UNORM_S8_UINT, + }; + + static const unsigned int requiredDepthTextureFlags = D3D11_FORMAT_SUPPORT_DEPTH_STENCIL | + D3D11_FORMAT_SUPPORT_TEXTURE2D; + + mDepthTextureSupport = true; + for (unsigned int i = 0; i < ArraySize(depthTextureFormats); i++) + { + if (SUCCEEDED(mDevice->CheckFormatSupport(depthTextureFormats[i], &formatSupport))) + { + mDepthTextureSupport = mDepthTextureSupport && ((formatSupport & requiredDepthTextureFlags) == requiredDepthTextureFlags); + } + else + { + mDepthTextureSupport = false; + } + } + + return EGL_SUCCESS; +} + +// do any one-time device initialization +// NOTE: this is also needed after a device lost/reset +// to reset the scene status and ensure the default states are reset. +void Renderer11::initializeDevice() +{ + mStateCache.initialize(mDevice); + mInputLayoutCache.initialize(mDevice, mDeviceContext); + + ASSERT(!mVertexDataManager && !mIndexDataManager); + mVertexDataManager = new VertexDataManager(this); + mIndexDataManager = new IndexDataManager(this); + + markAllStateDirty(); +} + +int Renderer11::generateConfigs(ConfigDesc **configDescList) +{ + unsigned int numRenderFormats = ArraySize(RenderTargetFormats); + unsigned int numDepthFormats = ArraySize(DepthStencilFormats); + (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats]; + int numConfigs = 0; + + for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++) + { + for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++) + { + DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex]; + + UINT formatSupport = 0; + HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport); + + if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET)) + { + DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex]; + + bool depthStencilFormatOK = true; + + if (depthStencilFormat != DXGI_FORMAT_UNKNOWN) + { + UINT formatSupport = 0; + result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport); + depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL); + } + + if (depthStencilFormatOK) + { + ConfigDesc newConfig; + newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat); + newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat); + newConfig.multiSample = 0; // FIXME: enumerate multi-sampling + newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast + + (*configDescList)[numConfigs++] = newConfig; + } + } + } + } + + return numConfigs; +} + +void Renderer11::deleteConfigs(ConfigDesc *configDescList) +{ + delete [] (configDescList); +} + +void Renderer11::sync(bool block) +{ + if (block) + { + HRESULT result; + + if (!mSyncQuery) + { + D3D11_QUERY_DESC queryDesc; + queryDesc.Query = D3D11_QUERY_EVENT; + queryDesc.MiscFlags = 0; + + result = mDevice->CreateQuery(&queryDesc, &mSyncQuery); + ASSERT(SUCCEEDED(result)); + } + + mDeviceContext->End(mSyncQuery); + mDeviceContext->Flush(); + + do + { + result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH); + + // Keep polling, but allow other threads to do something useful first + Sleep(0); + + if (testDeviceLost(true)) + { + return; + } + } + while (result == S_FALSE); + } + else + { + mDeviceContext->Flush(); + } +} + +SwapChain *Renderer11::createSwapChain(EGLNativeWindowType window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat) +{ + return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat); +} + +void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState) +{ + if (type == gl::SAMPLER_PIXEL) + { + if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS) + { + ERR("Pixel shader sampler index %i is not valid.", index); + return; + } + + if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0) + { + ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState); + + if (!dxSamplerState) + { + ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default" + "sampler state for pixel shaders at slot %i.", index); + } + + mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState); + + mCurPixelSamplerStates[index] = samplerState; + } + + mForceSetPixelSamplerStates[index] = false; + } + else if (type == gl::SAMPLER_VERTEX) + { + if (index < 0 || index >= (int)getMaxVertexTextureImageUnits()) + { + ERR("Vertex shader sampler index %i is not valid.", index); + return; + } + + if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0) + { + ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState); + + if (!dxSamplerState) + { + ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default" + "sampler state for vertex shaders at slot %i.", index); + } + + mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState); + + mCurVertexSamplerStates[index] = samplerState; + } + + mForceSetVertexSamplerStates[index] = false; + } + else UNREACHABLE(); +} + +void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture) +{ + ID3D11ShaderResourceView *textureSRV = NULL; + unsigned int serial = 0; + bool forceSetTexture = false; + + if (texture) + { + TextureStorageInterface *texStorage = texture->getNativeTexture(); + if (texStorage) + { + TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance()); + textureSRV = storage11->getSRV(); + } + + // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly + // missing the shader resource view + ASSERT(textureSRV != NULL); + + serial = texture->getTextureSerial(); + forceSetTexture = texture->hasDirtyImages(); + } + + if (type == gl::SAMPLER_PIXEL) + { + if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS) + { + ERR("Pixel shader sampler index %i is not valid.", index); + return; + } + + if (forceSetTexture || mCurPixelTextureSerials[index] != serial) + { + mDeviceContext->PSSetShaderResources(index, 1, &textureSRV); + } + + mCurPixelTextureSerials[index] = serial; + } + else if (type == gl::SAMPLER_VERTEX) + { + if (index < 0 || index >= (int)getMaxVertexTextureImageUnits()) + { + ERR("Vertex shader sampler index %i is not valid.", index); + return; + } + + if (forceSetTexture || mCurVertexTextureSerials[index] != serial) + { + mDeviceContext->VSSetShaderResources(index, 1, &textureSRV); + } + + mCurVertexTextureSerials[index] = serial; + } + else UNREACHABLE(); +} + +void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState) +{ + if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0) + { + ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled, + mCurDepthSize); + if (!dxRasterState) + { + ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default" + "rasterizer state."); + } + + mDeviceContext->RSSetState(dxRasterState); + + mCurRasterState = rasterState; + } + + mForceSetRasterState = false; +} + +void Renderer11::setBlendState(gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::Color &blendColor, + unsigned int sampleMask) +{ + if (mForceSetBlendState || + memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 || + memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 || + sampleMask != mCurSampleMask) + { + ID3D11BlendState *dxBlendState = mStateCache.getBlendState(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) + { + if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask || + stencilRef != stencilBackRef || + depthStencilState.stencilMask != depthStencilState.stencilBackMask) + { + ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are " + "invalid under WebGL."); + return gl::error(GL_INVALID_OPERATION); + } + + ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState); + if (!dxDepthStencilState) + { + ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, " + "setting the default depth stencil state."); + } + + mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef)); + + mCurDepthStencilState = depthStencilState; + mCurStencilRef = stencilRef; + mCurStencilBackRef = stencilBackRef; + } + + mForceSetDepthStencilState = false; +} + +void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled) +{ + if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 || + enabled != mScissorEnabled) + { + if (enabled) + { + D3D11_RECT rect; + rect.left = std::max(0, scissor.x); + rect.top = std::max(0, scissor.y); + rect.right = scissor.x + std::max(0, scissor.width); + rect.bottom = scissor.y + std::max(0, scissor.height); + + mDeviceContext->RSSetScissorRects(1, &rect); + } + + if (enabled != mScissorEnabled) + { + mForceSetRasterState = true; + } + + mCurScissor = scissor; + mScissorEnabled = enabled; + } + + mForceSetScissor = false; +} + +bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace, + bool ignoreViewport) +{ + gl::Rectangle actualViewport = viewport; + float actualZNear = gl::clamp01(zNear); + float actualZFar = gl::clamp01(zFar); + if (ignoreViewport) + { + actualViewport.x = 0; + actualViewport.y = 0; + actualViewport.width = mRenderTargetDesc.width; + actualViewport.height = mRenderTargetDesc.height; + actualZNear = 0.0f; + actualZFar = 1.0f; + } + + // Get D3D viewport bounds, which depends on the feature level + const Range& viewportBounds = getViewportBounds(); + + // Clamp width and height first to the gl maximum, then clamp further if we extend past the D3D maximum bounds + D3D11_VIEWPORT dxViewport; + dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end); + dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end); + dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension()); + dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension()); + dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX)); + dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY)); + dxViewport.MinDepth = actualZNear; + dxViewport.MaxDepth = actualZFar; + + if (dxViewport.Width <= 0 || dxViewport.Height <= 0) + { + return false; // Nothing to render + } + + bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 || + actualZNear != mCurNear || actualZFar != mCurFar; + + if (viewportChanged) + { + mDeviceContext->RSSetViewports(1, &dxViewport); + + mCurViewport = actualViewport; + mCurNear = actualZNear; + mCurFar = actualZFar; + + mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f; + mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f; + mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f); + mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f); + + mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f; + mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f; + + mVertexConstants.depthRange[0] = actualZNear; + mVertexConstants.depthRange[1] = actualZFar; + mVertexConstants.depthRange[2] = actualZFar - actualZNear; + + mPixelConstants.depthRange[0] = actualZNear; + mPixelConstants.depthRange[1] = actualZFar; + mPixelConstants.depthRange[2] = actualZFar - actualZNear; + } + + mForceSetViewport = false; + return true; +} + +bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count) +{ + D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED; + + GLsizei minCount = 0; + + switch (mode) + { + case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; minCount = 1; break; + case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; minCount = 2; break; + case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break; + case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break; + case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break; + case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; minCount = 3; break; + // emulate fans via rewriting index buffer + case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break; + default: + return gl::error(GL_INVALID_ENUM, false); + } + + if (primitiveTopology != mCurrentPrimitiveTopology) + { + mDeviceContext->IASetPrimitiveTopology(primitiveTopology); + mCurrentPrimitiveTopology = primitiveTopology; + } + + return count >= minCount; +} + +bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer) +{ + // Get the color render buffer and serial + // Also extract the render target dimensions and view + unsigned int renderTargetWidth = 0; + unsigned int renderTargetHeight = 0; + GLenum renderTargetFormat = 0; + unsigned int renderTargetSerials[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {0}; + ID3D11RenderTargetView* framebufferRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL}; + bool missingColorRenderTarget = true; + + for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) + { + const GLenum drawBufferState = framebuffer->getDrawBufferState(colorAttachment); + + if (framebuffer->getColorbufferType(colorAttachment) != GL_NONE && drawBufferState != GL_NONE) + { + // the draw buffer must be either "none", "back" for the default buffer or the same index as this color (in order) + ASSERT(drawBufferState == GL_BACK || drawBufferState == (GL_COLOR_ATTACHMENT0_EXT + colorAttachment)); + + gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(colorAttachment); + + if (!colorbuffer) + { + ERR("render target pointer unexpectedly null."); + return false; + } + + // check for zero-sized default framebuffer, which is a special case. + // in this case we do not wish to modify any state and just silently return false. + // this will not report any gl error but will cause the calling method to return. + if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0) + { + return false; + } + + renderTargetSerials[colorAttachment] = colorbuffer->getSerial(); + + // Extract the render target dimensions and view + RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget()); + if (!renderTarget) + { + ERR("render target pointer unexpectedly null."); + return false; + } + + framebufferRTVs[colorAttachment] = renderTarget->getRenderTargetView(); + if (!framebufferRTVs[colorAttachment]) + { + ERR("render target view pointer unexpectedly null."); + return false; + } + + if (missingColorRenderTarget) + { + renderTargetWidth = colorbuffer->getWidth(); + renderTargetHeight = colorbuffer->getHeight(); + renderTargetFormat = colorbuffer->getActualFormat(); + missingColorRenderTarget = false; + } + +#ifdef _DEBUG + // Workaround for Debug SETSHADERRESOURCES_HAZARD D3D11 warnings + for (unsigned int vertexSerialIndex = 0; vertexSerialIndex < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; vertexSerialIndex++) + { + if (colorbuffer->getTextureSerial() != 0 && mCurVertexTextureSerials[vertexSerialIndex] == colorbuffer->getTextureSerial()) + { + setTexture(gl::SAMPLER_VERTEX, vertexSerialIndex, NULL); + } + } + + for (unsigned int pixelSerialIndex = 0; pixelSerialIndex < gl::MAX_TEXTURE_IMAGE_UNITS; pixelSerialIndex++) + { + if (colorbuffer->getTextureSerial() != 0 && mCurPixelTextureSerials[pixelSerialIndex] == colorbuffer->getTextureSerial()) + { + setTexture(gl::SAMPLER_PIXEL, pixelSerialIndex, NULL); + } + } +#endif + } + } + + // Get the depth stencil render buffer and serials + gl::Renderbuffer *depthStencil = NULL; + unsigned int depthbufferSerial = 0; + unsigned int stencilbufferSerial = 0; + if (framebuffer->getDepthbufferType() != GL_NONE) + { + depthStencil = framebuffer->getDepthbuffer(); + if (!depthStencil) + { + ERR("Depth stencil pointer unexpectedly null."); + SafeRelease(framebufferRTVs); + return false; + } + + depthbufferSerial = depthStencil->getSerial(); + } + else if (framebuffer->getStencilbufferType() != GL_NONE) + { + depthStencil = framebuffer->getStencilbuffer(); + if (!depthStencil) + { + ERR("Depth stencil pointer unexpectedly null."); + SafeRelease(framebufferRTVs); + return false; + } + + stencilbufferSerial = depthStencil->getSerial(); + } + + // Extract the depth stencil sizes and view + unsigned int depthSize = 0; + unsigned int stencilSize = 0; + ID3D11DepthStencilView* framebufferDSV = NULL; + if (depthStencil) + { + RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil()); + if (!depthStencilRenderTarget) + { + ERR("render target pointer unexpectedly null."); + SafeRelease(framebufferRTVs); + return false; + } + + framebufferDSV = depthStencilRenderTarget->getDepthStencilView(); + if (!framebufferDSV) + { + ERR("depth stencil view pointer unexpectedly null."); + SafeRelease(framebufferRTVs); + return false; + } + + // If there is no render buffer, the width, height and format values come from + // the depth stencil + if (missingColorRenderTarget) + { + renderTargetWidth = depthStencil->getWidth(); + renderTargetHeight = depthStencil->getHeight(); + renderTargetFormat = depthStencil->getActualFormat(); + } + + depthSize = depthStencil->getDepthSize(); + stencilSize = depthStencil->getStencilSize(); + } + + // Apply the render target and depth stencil + if (!mRenderTargetDescInitialized || !mDepthStencilInitialized || + memcmp(renderTargetSerials, mAppliedRenderTargetSerials, sizeof(renderTargetSerials)) != 0 || + depthbufferSerial != mAppliedDepthbufferSerial || + stencilbufferSerial != mAppliedStencilbufferSerial) + { + mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), framebufferRTVs, framebufferDSV); + + mRenderTargetDesc.width = renderTargetWidth; + mRenderTargetDesc.height = renderTargetHeight; + mRenderTargetDesc.format = renderTargetFormat; + mForceSetViewport = true; + mForceSetScissor = true; + + if (!mDepthStencilInitialized || depthSize != mCurDepthSize) + { + mCurDepthSize = depthSize; + mForceSetRasterState = true; + } + + mCurStencilSize = stencilSize; + + for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++) + { + mAppliedRenderTargetSerials[rtIndex] = renderTargetSerials[rtIndex]; + } + mAppliedDepthbufferSerial = depthbufferSerial; + mAppliedStencilbufferSerial = stencilbufferSerial; + mRenderTargetDescInitialized = true; + mDepthStencilInitialized = true; + } + + return true; +} + +GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances) +{ + TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS]; + GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances); + if (err != GL_NO_ERROR) + { + return err; + } + + return mInputLayoutCache.applyVertexBuffers(attributes, programBinary); +} + +GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) +{ + GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo); + + if (err == GL_NO_ERROR) + { + if (indexInfo->storage) + { + if (indexInfo->serial != mAppliedStorageIBSerial || indexInfo->startOffset != mAppliedIBOffset) + { + BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(indexInfo->storage); + IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer); + + mDeviceContext->IASetIndexBuffer(storage->getBuffer(BUFFER_USAGE_INDEX), indexBuffer->getIndexFormat(), indexInfo->startOffset); + + mAppliedIBSerial = 0; + mAppliedStorageIBSerial = storage->getSerial(); + mAppliedIBOffset = indexInfo->startOffset; + } + } + else if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset) + { + IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer); + + mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset); + + mAppliedIBSerial = indexInfo->serial; + mAppliedStorageIBSerial = 0; + mAppliedIBOffset = indexInfo->startOffset; + } + } + + return err; +} + +void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances) +{ + if (mode == GL_LINE_LOOP) + { + drawLineLoop(count, GL_NONE, NULL, 0, NULL); + } + else if (mode == GL_TRIANGLE_FAN) + { + drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances); + } + else if (instances > 0) + { + mDeviceContext->DrawInstanced(count, instances, 0, 0); + } + else + { + mDeviceContext->Draw(count, 0); + } +} + +void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances) +{ + if (mode == GL_LINE_LOOP) + { + drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer); + } + else if (mode == GL_TRIANGLE_FAN) + { + drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances); + } + else if (instances > 0) + { + mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0); + } + else + { + mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex)); + } +} + +void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer) +{ + // Get the raw indices for an indexed draw + if (type != GL_NONE && elementArrayBuffer) + { + gl::Buffer *indexBuffer = elementArrayBuffer; + BufferStorage *storage = indexBuffer->getStorage(); + intptr_t offset = reinterpret_cast<intptr_t>(indices); + indices = static_cast<const GLubyte*>(storage->getData()) + offset; + } + + if (!mLineLoopIB) + { + mLineLoopIB = new StreamingIndexBufferInterface(this); + if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT)) + { + delete mLineLoopIB; + mLineLoopIB = NULL; + + ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP."); + return gl::error(GL_OUT_OF_MEMORY); + } + } + + // Checked by Renderer11::applyPrimitiveType + ASSERT(count >= 0); + + if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int))) + { + ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP, too many indices required."); + return gl::error(GL_OUT_OF_MEMORY); + } + + const unsigned int spaceNeeded = (static_cast<unsigned int>(count) + 1) * sizeof(unsigned int); + if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT)) + { + ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP."); + return gl::error(GL_OUT_OF_MEMORY); + } + + void* mappedMemory = NULL; + unsigned int offset; + if (!mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset)) + { + ERR("Could not map index buffer for GL_LINE_LOOP."); + return gl::error(GL_OUT_OF_MEMORY); + } + + unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory); + unsigned int indexBufferOffset = offset; + + switch (type) + { + case GL_NONE: // Non-indexed draw + for (int i = 0; i < count; i++) + { + data[i] = i; + } + data[count] = 0; + break; + case GL_UNSIGNED_BYTE: + for (int i = 0; i < count; i++) + { + data[i] = static_cast<const GLubyte*>(indices)[i]; + } + data[count] = static_cast<const GLubyte*>(indices)[0]; + break; + case GL_UNSIGNED_SHORT: + for (int i = 0; i < count; i++) + { + data[i] = static_cast<const GLushort*>(indices)[i]; + } + data[count] = static_cast<const GLushort*>(indices)[0]; + break; + case GL_UNSIGNED_INT: + for (int i = 0; i < count; i++) + { + data[i] = static_cast<const GLuint*>(indices)[i]; + } + data[count] = static_cast<const GLuint*>(indices)[0]; + break; + default: UNREACHABLE(); + } + + if (!mLineLoopIB->unmapBuffer()) + { + ERR("Could not unmap index buffer for GL_LINE_LOOP."); + return gl::error(GL_OUT_OF_MEMORY); + } + + if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset) + { + IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer()); + + mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset); + mAppliedIBSerial = mLineLoopIB->getSerial(); + mAppliedStorageIBSerial = 0; + mAppliedIBOffset = indexBufferOffset; + } + + mDeviceContext->DrawIndexed(count + 1, 0, -minIndex); +} + +void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances) +{ + // Get the raw indices for an indexed draw + if (type != GL_NONE && elementArrayBuffer) + { + gl::Buffer *indexBuffer = elementArrayBuffer; + BufferStorage *storage = indexBuffer->getStorage(); + intptr_t offset = reinterpret_cast<intptr_t>(indices); + indices = static_cast<const GLubyte*>(storage->getData()) + offset; + } + + if (!mTriangleFanIB) + { + mTriangleFanIB = new StreamingIndexBufferInterface(this); + if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT)) + { + delete mTriangleFanIB; + mTriangleFanIB = NULL; + + ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN."); + return gl::error(GL_OUT_OF_MEMORY); + } + } + + // Checked by Renderer11::applyPrimitiveType + ASSERT(count >= 3); + + const unsigned int numTris = count - 2; + + if (numTris > (std::numeric_limits<unsigned int>::max() / (sizeof(unsigned int) * 3))) + { + ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN, too many indices required."); + return gl::error(GL_OUT_OF_MEMORY); + } + + const unsigned int spaceNeeded = (numTris * 3) * sizeof(unsigned int); + if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT)) + { + ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN."); + return gl::error(GL_OUT_OF_MEMORY); + } + + void* mappedMemory = NULL; + unsigned int offset; + if (!mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory, &offset)) + { + ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN."); + return gl::error(GL_OUT_OF_MEMORY); + } + + unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory); + unsigned int indexBufferOffset = offset; + + 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(); + } + + if (!mTriangleFanIB->unmapBuffer()) + { + ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN."); + return gl::error(GL_OUT_OF_MEMORY); + } + + if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset) + { + IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer()); + + mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset); + mAppliedIBSerial = mTriangleFanIB->getSerial(); + mAppliedStorageIBSerial = 0; + mAppliedIBOffset = indexBufferOffset; + } + + if (instances > 0) + { + mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0); + } + else + { + mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex); + } +} + +void Renderer11::applyShaders(gl::ProgramBinary *programBinary) +{ + unsigned int programBinarySerial = programBinary->getSerial(); + const bool updateProgramState = (programBinarySerial != mAppliedProgramBinarySerial); + + if (updateProgramState) + { + ShaderExecutable *vertexExe = programBinary->getVertexExecutable(); + ShaderExecutable *pixelExe = programBinary->getPixelExecutable(); + + ID3D11VertexShader *vertexShader = NULL; + if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader(); + + ID3D11PixelShader *pixelShader = NULL; + if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader(); + + mDeviceContext->PSSetShader(pixelShader, NULL, 0); + mDeviceContext->VSSetShader(vertexShader, NULL, 0); + + programBinary->dirtyAllUniforms(); + + mAppliedProgramBinarySerial = programBinarySerial; + } + + // Only use the geometry shader currently for point sprite drawing + const bool usesGeometryShader = (programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode); + + if (updateProgramState || usesGeometryShader != mIsGeometryShaderActive) + { + if (usesGeometryShader) + { + ShaderExecutable *geometryExe = programBinary->getGeometryExecutable(); + ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader(); + mDeviceContext->GSSetShader(geometryShader, NULL, 0); + } + else + { + mDeviceContext->GSSetShader(NULL, NULL, 0); + } + + mIsGeometryShaderActive = usesGeometryShader; + } +} + +void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray) +{ + ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable()); + ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable()); + + unsigned int totalRegisterCountVS = 0; + unsigned int totalRegisterCountPS = 0; + + bool vertexUniformsDirty = false; + bool pixelUniformsDirty = false; + + for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++) + { + const gl::Uniform *uniform = *uniform_iterator; + + if (uniform->vsRegisterIndex >= 0) + { + totalRegisterCountVS += uniform->registerCount; + vertexUniformsDirty = vertexUniformsDirty || uniform->dirty; + } + + if (uniform->psRegisterIndex >= 0) + { + totalRegisterCountPS += uniform->registerCount; + pixelUniformsDirty = pixelUniformsDirty || uniform->dirty; + } + } + + ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS); + ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS); + + float (*mapVS)[4] = NULL; + float (*mapPS)[4] = NULL; + + if (totalRegisterCountVS > 0 && vertexUniformsDirty) + { + D3D11_MAPPED_SUBRESOURCE map = {0}; + HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); + ASSERT(SUCCEEDED(result)); + mapVS = (float(*)[4])map.pData; + } + + if (totalRegisterCountPS > 0 && pixelUniformsDirty) + { + D3D11_MAPPED_SUBRESOURCE map = {0}; + HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); + ASSERT(SUCCEEDED(result)); + mapPS = (float(*)[4])map.pData; + } + + for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++) + { + gl::Uniform *uniform = *uniform_iterator; + + if (uniform->type != GL_SAMPLER_2D && uniform->type != GL_SAMPLER_CUBE) + { + if (uniform->vsRegisterIndex >= 0 && mapVS) + { + memcpy(mapVS + uniform->vsRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4])); + } + + if (uniform->psRegisterIndex >= 0 && mapPS) + { + memcpy(mapPS + uniform->psRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4])); + } + } + + uniform->dirty = false; + } + + if (mapVS) + { + mDeviceContext->Unmap(vertexConstantBuffer, 0); + } + + if (mapPS) + { + mDeviceContext->Unmap(pixelConstantBuffer, 0); + } + + if (mCurrentVertexConstantBuffer != vertexConstantBuffer) + { + mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer); + mCurrentVertexConstantBuffer = vertexConstantBuffer; + } + + if (mCurrentPixelConstantBuffer != pixelConstantBuffer) + { + mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer); + mCurrentPixelConstantBuffer = pixelConstantBuffer; + } + + // Driver uniforms + if (!mDriverConstantBufferVS) + { + D3D11_BUFFER_DESC constantBufferDescription = {0}; + constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants); + constantBufferDescription.Usage = D3D11_USAGE_DEFAULT; + constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER; + constantBufferDescription.CPUAccessFlags = 0; + constantBufferDescription.MiscFlags = 0; + constantBufferDescription.StructureByteStride = 0; + + HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS); + ASSERT(SUCCEEDED(result)); + + mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS); + } + + if (!mDriverConstantBufferPS) + { + D3D11_BUFFER_DESC constantBufferDescription = {0}; + constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants); + constantBufferDescription.Usage = D3D11_USAGE_DEFAULT; + constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER; + constantBufferDescription.CPUAccessFlags = 0; + constantBufferDescription.MiscFlags = 0; + constantBufferDescription.StructureByteStride = 0; + + HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS); + ASSERT(SUCCEEDED(result)); + + mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS); + } + + if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0) + { + mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0); + memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants)); + } + + if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0) + { + mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0); + memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants)); + } + + // needed for the point sprite geometry shader + if (mFeatureLevel >= D3D_FEATURE_LEVEL_10_0 && mCurrentGeometryConstantBuffer != mDriverConstantBufferPS) + { + mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS); + mCurrentGeometryConstantBuffer = mDriverConstantBufferPS; + } +} + +void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer) +{ + gl::Renderbuffer *firstRenderbuffer = frameBuffer->getFirstColorbuffer(); + GLenum internalFormat = firstRenderbuffer ? firstRenderbuffer->getInternalFormat() : GL_NONE; + + bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) && + ((!clearParams.colorMaskRed && gl::GetRedSize(internalFormat) > 0) || + (!clearParams.colorMaskGreen && gl::GetGreenSize(internalFormat) > 0) || + (!clearParams.colorMaskBlue && gl::GetBlueSize(internalFormat) > 0) || + (!clearParams.colorMaskAlpha && gl::GetAlphaSize(internalFormat) > 0)); + + unsigned int stencilUnmasked = 0x0; + if (frameBuffer->hasStencil()) + { + unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat()); + stencilUnmasked = (0x1 << stencilSize) - 1; + } + bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) && + (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked; + + bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 || + mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width || + mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height); + + if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear) + { + maskedClear(clearParams, frameBuffer); + } + else + { + if (clearParams.mask & GL_COLOR_BUFFER_BIT) + { + for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) + { + if (frameBuffer->isEnabledColorAttachment(colorAttachment)) + { + gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer(colorAttachment); + if (renderbufferObject) + { + RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget()); + if (!renderTarget) + { + ERR("render target pointer unexpectedly null."); + return; + } + + ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView(); + if (!framebufferRTV) + { + ERR("render target view pointer unexpectedly null."); + return; + } + + GLenum format = renderbufferObject->getInternalFormat(); + + const float clearValues[4] = { (gl::GetRedSize(format) > 0) ? clearParams.colorClearValue.red : 0.0f, + (gl::GetGreenSize(format) > 0) ? clearParams.colorClearValue.green : 0.0f, + (gl::GetBlueSize(format) > 0) ? clearParams.colorClearValue.blue : 0.0f, + (gl::GetAlphaSize(format) > 0) ? clearParams.colorClearValue.alpha : 1.0f }; + mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues); + } + } + } + } + if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT) + { + gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer(); + if (renderbufferObject) + { + RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil()); + if (!renderTarget) + { + ERR("render target pointer unexpectedly null."); + return; + } + + ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView(); + if (!framebufferDSV) + { + ERR("depth stencil view pointer unexpectedly null."); + return; + } + + UINT clearFlags = 0; + if (clearParams.mask & GL_DEPTH_BUFFER_BIT) + { + clearFlags |= D3D11_CLEAR_DEPTH; + } + if (clearParams.mask & GL_STENCIL_BUFFER_BIT) + { + clearFlags |= D3D11_CLEAR_STENCIL; + } + + float depthClear = gl::clamp01(clearParams.depthClearValue); + UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF; + + mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear); + } + } + } +} + +void Renderer11::maskedClear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer) +{ + HRESULT result; + + if (!mClearResourcesInitialized) + { + ASSERT(!mClearVB && !mClearVS && !mClearSinglePS && !mClearMultiplePS && !mClearScissorRS && !mClearNoScissorRS); + + D3D11_BUFFER_DESC vbDesc; + vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4; + vbDesc.Usage = D3D11_USAGE_DYNAMIC; + vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; + vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + vbDesc.MiscFlags = 0; + vbDesc.StructureByteStride = 0; + + result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB); + ASSERT(SUCCEEDED(result)); + d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer"); + + D3D11_INPUT_ELEMENT_DESC quadLayout[] = + { + { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }, + }; + + result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL); + ASSERT(SUCCEEDED(result)); + d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout"); + + result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS); + ASSERT(SUCCEEDED(result)); + d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader"); + + result = mDevice->CreatePixelShader(g_PS_ClearSingle, sizeof(g_PS_ClearSingle), NULL, &mClearSinglePS); + ASSERT(SUCCEEDED(result)); + d3d11::SetDebugName(mClearSinglePS, "Renderer11 masked clear pixel shader (1 RT)"); + + result = mDevice->CreatePixelShader(g_PS_ClearMultiple, sizeof(g_PS_ClearMultiple), NULL, &mClearMultiplePS); + ASSERT(SUCCEEDED(result)); + d3d11::SetDebugName(mClearMultiplePS, "Renderer11 masked clear pixel shader (MRT)"); + + D3D11_RASTERIZER_DESC rsScissorDesc; + rsScissorDesc.FillMode = D3D11_FILL_SOLID; + rsScissorDesc.CullMode = D3D11_CULL_NONE; + rsScissorDesc.FrontCounterClockwise = FALSE; + rsScissorDesc.DepthBias = 0; + rsScissorDesc.DepthBiasClamp = 0.0f; + rsScissorDesc.SlopeScaledDepthBias = 0.0f; + rsScissorDesc.DepthClipEnable = FALSE; + rsScissorDesc.ScissorEnable = TRUE; + rsScissorDesc.MultisampleEnable = FALSE; + rsScissorDesc.AntialiasedLineEnable = FALSE; + + result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS); + ASSERT(SUCCEEDED(result)); + d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state"); + + D3D11_RASTERIZER_DESC rsNoScissorDesc; + rsNoScissorDesc.FillMode = D3D11_FILL_SOLID; + rsNoScissorDesc.CullMode = D3D11_CULL_NONE; + rsNoScissorDesc.FrontCounterClockwise = FALSE; + rsNoScissorDesc.DepthBias = 0; + rsNoScissorDesc.DepthBiasClamp = 0.0f; + rsNoScissorDesc.SlopeScaledDepthBias = 0.0f; + rsNoScissorDesc.DepthClipEnable = FALSE; + rsNoScissorDesc.ScissorEnable = FALSE; + rsNoScissorDesc.MultisampleEnable = FALSE; + rsNoScissorDesc.AntialiasedLineEnable = FALSE; + + result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS); + ASSERT(SUCCEEDED(result)); + d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state"); + + mClearResourcesInitialized = true; + } + + // Prepare the depth stencil state to write depth values if the depth should be cleared + // and stencil values if the stencil should be cleared + gl::DepthStencilState glDSState; + glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0; + glDSState.depthFunc = GL_ALWAYS; + glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0; + glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0; + glDSState.stencilFunc = GL_ALWAYS; + glDSState.stencilMask = 0; + glDSState.stencilFail = GL_REPLACE; + glDSState.stencilPassDepthFail = GL_REPLACE; + glDSState.stencilPassDepthPass = GL_REPLACE; + glDSState.stencilWritemask = clearParams.stencilWriteMask; + glDSState.stencilBackFunc = GL_ALWAYS; + glDSState.stencilBackMask = 0; + glDSState.stencilBackFail = GL_REPLACE; + glDSState.stencilBackPassDepthFail = GL_REPLACE; + glDSState.stencilBackPassDepthPass = GL_REPLACE; + glDSState.stencilBackWritemask = clearParams.stencilWriteMask; + + int stencilClear = clearParams.stencilClearValue & 0x000000FF; + + ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState); + + // Prepare the blend state to use a write mask if the color buffer should be cleared + gl::BlendState glBlendState; + glBlendState.blend = false; + glBlendState.sourceBlendRGB = GL_ONE; + glBlendState.destBlendRGB = GL_ZERO; + glBlendState.sourceBlendAlpha = GL_ONE; + glBlendState.destBlendAlpha = GL_ZERO; + glBlendState.blendEquationRGB = GL_FUNC_ADD; + glBlendState.blendEquationAlpha = GL_FUNC_ADD; + glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false; + glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false; + glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false; + glBlendState.colorMaskAlpha = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskAlpha : false; + glBlendState.sampleAlphaToCoverage = false; + glBlendState.dither = false; + + static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; + static const UINT sampleMask = 0xFFFFFFFF; + + ID3D11BlendState *blendState = mStateCache.getBlendState(frameBuffer, glBlendState); + + // Set the vertices + D3D11_MAPPED_SUBRESOURCE mappedResource; + result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); + if (FAILED(result)) + { + ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result); + return; + } + + d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData); + + float depthClear = gl::clamp01(clearParams.depthClearValue); + d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue); + d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue); + d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue); + d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue); + + mDeviceContext->Unmap(mClearVB, 0); + + // Apply state + mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask); + mDeviceContext->OMSetDepthStencilState(dsState, stencilClear); + mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS); + + // Apply shaders + ID3D11PixelShader *pixelShader = frameBuffer->usingExtendedDrawBuffers() ? mClearMultiplePS : mClearSinglePS; + + mDeviceContext->IASetInputLayout(mClearIL); + mDeviceContext->VSSetShader(mClearVS, NULL, 0); + mDeviceContext->PSSetShader(pixelShader, NULL, 0); + mDeviceContext->GSSetShader(NULL, NULL, 0); + + // Apply vertex buffer + static UINT stride = sizeof(d3d11::PositionDepthColorVertex); + static UINT startIdx = 0; + mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx); + mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); + + // Draw the clear quad + mDeviceContext->Draw(4, 0); + + // Clean up + markAllStateDirty(); +} + +void Renderer11::markAllStateDirty() +{ + for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++) + { + mAppliedRenderTargetSerials[rtIndex] = 0; + } + mAppliedDepthbufferSerial = 0; + mAppliedStencilbufferSerial = 0; + mDepthStencilInitialized = false; + mRenderTargetDescInitialized = false; + + for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++) + { + mForceSetVertexSamplerStates[i] = true; + mCurVertexTextureSerials[i] = 0; + } + for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++) + { + mForceSetPixelSamplerStates[i] = true; + mCurPixelTextureSerials[i] = 0; + } + + mForceSetBlendState = true; + mForceSetRasterState = true; + mForceSetDepthStencilState = true; + mForceSetScissor = true; + mForceSetViewport = true; + + mAppliedIBSerial = 0; + mAppliedStorageIBSerial = 0; + mAppliedIBOffset = 0; + + mAppliedProgramBinarySerial = 0; + memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants)); + memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants)); + + mInputLayoutCache.markDirty(); + + mCurrentVertexConstantBuffer = NULL; + mCurrentPixelConstantBuffer = NULL; + mCurrentGeometryConstantBuffer = NULL; + + mCurrentPrimitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED; +} + +void Renderer11::releaseDeviceResources() +{ + mStateCache.clear(); + mInputLayoutCache.clear(); + + delete mVertexDataManager; + mVertexDataManager = NULL; + + delete mIndexDataManager; + mIndexDataManager = NULL; + + delete mLineLoopIB; + mLineLoopIB = NULL; + + delete mTriangleFanIB; + mTriangleFanIB = NULL; + + SafeRelease(mCopyVB); + SafeRelease(mCopySampler); + SafeRelease(mCopyIL); + SafeRelease(mCopyIL); + SafeRelease(mCopyVS); + SafeRelease(mCopyRGBAPS); + SafeRelease(mCopyRGBPS); + SafeRelease(mCopyLumPS); + SafeRelease(mCopyLumAlphaPS); + + mCopyResourcesInitialized = false; + + SafeRelease(mClearVB); + SafeRelease(mClearIL); + SafeRelease(mClearVS); + SafeRelease(mClearSinglePS); + SafeRelease(mClearMultiplePS); + SafeRelease(mClearScissorRS); + SafeRelease(mClearNoScissorRS); + + mClearResourcesInitialized = false; + + SafeRelease(mDriverConstantBufferVS); + SafeRelease(mDriverConstantBufferPS); + SafeRelease(mSyncQuery); +} + +void Renderer11::notifyDeviceLost() +{ + mDeviceLost = true; + mDisplay->notifyDeviceLost(); +} + +bool Renderer11::isDeviceLost() +{ + return mDeviceLost; +} + +// set notify to true to broadcast a message to all contexts of the device loss +bool Renderer11::testDeviceLost(bool notify) +{ + bool isLost = false; + + // GetRemovedReason is used to test if the device is removed + HRESULT result = mDevice->GetDeviceRemovedReason(); + isLost = d3d11::isDeviceLostError(result); + + if (isLost) + { + // Log error if this is a new device lost event + if (mDeviceLost == false) + { + ERR("The D3D11 device was removed: 0x%08X", result); + } + + // ensure we note the device loss -- + // we'll probably get this done again by notifyDeviceLost + // but best to remember it! + // Note that we don't want to clear the device loss status here + // -- this needs to be done by resetDevice + mDeviceLost = true; + if (notify) + { + notifyDeviceLost(); + } + } + + return isLost; +} + +bool Renderer11::testDeviceResettable() +{ + // determine if the device is resettable by creating a dummy device + PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice"); + + if (D3D11CreateDevice == NULL) + { + return false; + } + + D3D_FEATURE_LEVEL featureLevels[] = + { + D3D_FEATURE_LEVEL_11_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; + } + + dummyContext->Release(); + dummyDevice->Release(); + + return true; +} + +void Renderer11::release() +{ + releaseDeviceResources(); + + if (mDxgiFactory) + { + mDxgiFactory->Release(); + mDxgiFactory = NULL; + } + + if (mDxgiAdapter) + { + mDxgiAdapter->Release(); + mDxgiAdapter = NULL; + } + + if (mDeviceContext) + { + mDeviceContext->ClearState(); + mDeviceContext->Flush(); + mDeviceContext->Release(); + mDeviceContext = NULL; + } + + if (mDevice) + { + mDevice->Release(); + mDevice = NULL; + } + + if (mD3d11Module) + { + FreeLibrary(mD3d11Module); + mD3d11Module = NULL; + } + + if (mDxgiModule) + { + FreeLibrary(mDxgiModule); + mDxgiModule = NULL; + } +} + +bool Renderer11::resetDevice() +{ + // recreate everything + release(); + EGLint result = initialize(); + + if (result != EGL_SUCCESS) + { + ERR("Could not reinitialize D3D11 device: %08X", result); + return false; + } + + mDeviceLost = false; + + return true; +} + +DWORD Renderer11::getAdapterVendor() const +{ + return mAdapterDescription.VendorId; +} + +std::string Renderer11::getRendererDescription() const +{ + std::ostringstream rendererString; + + rendererString << mDescription; + rendererString << " Direct3D11"; + + rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel(); + rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel(); + + return rendererString.str(); +} + +GUID Renderer11::getAdapterIdentifier() const +{ + // Use the adapter LUID as our adapter ID + // This number is local to a machine is only guaranteed to be unique between restarts + META_ASSERT(sizeof(LUID) <= sizeof(GUID)); + GUID adapterId = {0}; + memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID)); + return adapterId; +} + +bool Renderer11::getBGRATextureSupport() const +{ + return mBGRATextureSupport; +} + +bool Renderer11::getDXT1TextureSupport() +{ + return mDXT1TextureSupport; +} + +bool Renderer11::getDXT3TextureSupport() +{ + return mDXT3TextureSupport; +} + +bool Renderer11::getDXT5TextureSupport() +{ + return mDXT5TextureSupport; +} + +bool Renderer11::getDepthTextureSupport() const +{ + return mDepthTextureSupport; +} + +bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable) +{ + *renderable = mFloat32RenderSupport; + *filtering = mFloat32FilterSupport; + return mFloat32TextureSupport; +} + +bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable) +{ + *renderable = mFloat16RenderSupport; + *filtering = mFloat16FilterSupport; + return mFloat16TextureSupport; +} + +bool Renderer11::getLuminanceTextureSupport() +{ + return false; +} + +bool Renderer11::getLuminanceAlphaTextureSupport() +{ + return false; +} + +bool Renderer11::getTextureFilterAnisotropySupport() const +{ + return true; +} + +float Renderer11::getTextureMaxAnisotropy() const +{ + switch (mFeatureLevel) + { + case D3D_FEATURE_LEVEL_11_0: + return D3D11_MAX_MAXANISOTROPY; + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return D3D10_MAX_MAXANISOTROPY; + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + return 16; + case D3D_FEATURE_LEVEL_9_1: + return D3D_FL9_1_DEFAULT_MAX_ANISOTROPY; + default: UNREACHABLE(); + return 0; + } +} + +bool Renderer11::getEventQuerySupport() +{ + return true; +} + +Range Renderer11::getViewportBounds() const +{ + switch (mFeatureLevel) + { + case D3D_FEATURE_LEVEL_11_0: + return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX); + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX); + case D3D_FEATURE_LEVEL_9_3: + return Range(D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION * -2, D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2); + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return Range(D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION * -2, D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2); + default: UNREACHABLE(); + return Range(0, 0); + } +} + +unsigned int Renderer11::getMaxVertexTextureImageUnits() const +{ + META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS); + switch (mFeatureLevel) + { + case D3D_FEATURE_LEVEL_11_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); + switch (mFeatureLevel) + { + case D3D_FEATURE_LEVEL_11_0: + return D3D11_VS_OUTPUT_REGISTER_COUNT; + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return D3D10_VS_OUTPUT_REGISTER_COUNT; + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return 8; + default: UNREACHABLE(); + return 0; + } +} + +bool Renderer11::getNonPower2TextureSupport() const +{ + switch (mFeatureLevel) + { + case D3D_FEATURE_LEVEL_11_0: + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return true; + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return false; + default: UNREACHABLE(); + return false; + } +} + +bool Renderer11::getOcclusionQuerySupport() const +{ + switch (mFeatureLevel) + { + case D3D_FEATURE_LEVEL_11_0: + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return true; + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + return true; + case D3D_FEATURE_LEVEL_9_1: + return false; + default: UNREACHABLE(); + return false; + } +} + +bool Renderer11::getInstancingSupport() const +{ + switch (mFeatureLevel) + { + case D3D_FEATURE_LEVEL_11_0: + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + case D3D_FEATURE_LEVEL_9_3: + return true; + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return false; + default: UNREACHABLE(); + return false; + } +} + +bool Renderer11::getShareHandleSupport() const +{ + // We only currently support share handles with BGRA surfaces, because + // chrome needs BGRA. Once chrome fixes this, we should always support them. + // PIX doesn't seem to support using share handles, so disable them. + return getBGRATextureSupport() && !gl::perfActive(); +} + +bool Renderer11::getDerivativeInstructionSupport() const +{ + switch (mFeatureLevel) + { + case D3D_FEATURE_LEVEL_11_0: + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return true; + case D3D_FEATURE_LEVEL_9_3: + return true; + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return false; + default: UNREACHABLE(); + return false; + } +} + +bool Renderer11::getPostSubBufferSupport() const +{ + // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2. + return false; +} + +int Renderer11::getMajorShaderModel() const +{ + switch (mFeatureLevel) + { + case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5 + case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4 + case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4 + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: return D3D10_SHADER_MAJOR_VERSION; // 4 (level 9) + default: UNREACHABLE(); return 0; + } +} + +int Renderer11::getMinorShaderModel() const +{ + switch (mFeatureLevel) + { + case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0 + case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1 + case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0 + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: return D3D10_SHADER_MINOR_VERSION; // 0 (level 9) + default: UNREACHABLE(); return 0; + } +} + +float Renderer11::getMaxPointSize() const +{ + // choose a reasonable maximum. we enforce this in the shader. + // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size) + return 1024.0f; +} + +int Renderer11::getMaxViewportDimension() const +{ + // Maximum viewport size must be at least as large as the largest render buffer (or larger). + // In our case return the maximum texture size, which is the maximum render buffer size. + META_ASSERT(D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D11_VIEWPORT_BOUNDS_MAX); + META_ASSERT(D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D10_VIEWPORT_BOUNDS_MAX); + + switch (mFeatureLevel) + { + case D3D_FEATURE_LEVEL_11_0: + return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384 + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192 + case D3D_FEATURE_LEVEL_9_3: + return D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 4096 + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 2048 + default: UNREACHABLE(); + return 0; + } +} + +int Renderer11::getMaxTextureWidth() const +{ + switch (mFeatureLevel) + { + case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384 + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192 + case D3D_FEATURE_LEVEL_9_3: return D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 4096 + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 2048 + default: UNREACHABLE(); return 0; + } +} + +int Renderer11::getMaxTextureHeight() const +{ + switch (mFeatureLevel) + { + case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384 + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192 + case D3D_FEATURE_LEVEL_9_3: return D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 4096 + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 2048 + default: UNREACHABLE(); return 0; + } +} + +bool Renderer11::get32BitIndexSupport() const +{ + switch (mFeatureLevel) + { + case D3D_FEATURE_LEVEL_11_0: + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: return false; + default: UNREACHABLE(); return false; + } +} + +int Renderer11::getMinSwapInterval() const +{ + return 0; +} + +int Renderer11::getMaxSwapInterval() const +{ + return 4; +} + +int Renderer11::getMaxSupportedSamples() const +{ + return mMaxSupportedSamples; +} + +int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const +{ + if (requested == 0) + { + return 0; + } + + MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format); + if (iter != mMultisampleSupportMap.end()) + { + const MultisampleSupportInfo& info = iter->second; + for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++) + { + if (info.qualityLevels[i] > 0) + { + return i + 1; + } + } + } + + return -1; +} + +unsigned int Renderer11::getMaxRenderTargets() const +{ + META_ASSERT(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS); + META_ASSERT(D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS); + META_ASSERT(D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS); + META_ASSERT(D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS); + + switch (mFeatureLevel) + { + case D3D_FEATURE_LEVEL_11_0: + return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8 + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + case D3D_FEATURE_LEVEL_9_3: // return D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT; // 4 + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: // return D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT; // 1 + // Feature level 10.0 and 10.1 cards perform very poorly when the pixel shader + // outputs to multiple RTs that are not bound. + // TODO: Remove pixel shader outputs for render targets that are not bound. + return 1; + default: + UNREACHABLE(); + return 1; + } +} + +bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source) +{ + if (source && dest) + { + TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance()); + TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance()); + + mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture()); + return true; + } + + return false; +} + +bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source) +{ + if (source && dest) + { + TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance()); + TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance()); + + mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture()); + return true; + } + + return false; +} + +bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, + GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level) +{ + gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer(); + if (!colorbuffer) + { + ERR("Failed to retrieve the color buffer from the frame buffer."); + return gl::error(GL_OUT_OF_MEMORY, false); + } + + RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget()); + if (!sourceRenderTarget) + { + ERR("Failed to retrieve the render target from the frame buffer."); + return gl::error(GL_OUT_OF_MEMORY, false); + } + + ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView(); + if (!source) + { + ERR("Failed to retrieve the render target view from the render target."); + return gl::error(GL_OUT_OF_MEMORY, false); + } + + TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance()); + if (!storage11) + { + ERR("Failed to retrieve the texture storage from the destination."); + return gl::error(GL_OUT_OF_MEMORY, false); + } + + RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level)); + if (!destRenderTarget) + { + ERR("Failed to retrieve the render target from the destination storage."); + return gl::error(GL_OUT_OF_MEMORY, false); + } + + ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView(); + if (!dest) + { + ERR("Failed to retrieve the render target view from the destination render target."); + return gl::error(GL_OUT_OF_MEMORY, false); + } + + gl::Rectangle destRect; + destRect.x = xoffset; + destRect.y = yoffset; + destRect.width = sourceRect.width; + destRect.height = sourceRect.height; + + bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), + dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat); + + return ret; +} + +bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, + GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level) +{ + gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer(); + if (!colorbuffer) + { + ERR("Failed to retrieve the color buffer from the frame buffer."); + return gl::error(GL_OUT_OF_MEMORY, false); + } + + RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget()); + if (!sourceRenderTarget) + { + ERR("Failed to retrieve the render target from the frame buffer."); + return gl::error(GL_OUT_OF_MEMORY, false); + } + + ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView(); + if (!source) + { + ERR("Failed to retrieve the render target view from the render target."); + return gl::error(GL_OUT_OF_MEMORY, false); + } + + TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance()); + if (!storage11) + { + ERR("Failed to retrieve the texture storage from the destination."); + return gl::error(GL_OUT_OF_MEMORY, false); + } + + RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level)); + if (!destRenderTarget) + { + ERR("Failed to retrieve the render target from the destination storage."); + return gl::error(GL_OUT_OF_MEMORY, false); + } + + ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView(); + if (!dest) + { + ERR("Failed to retrieve the render target view from the destination render target."); + return gl::error(GL_OUT_OF_MEMORY, false); + } + + gl::Rectangle destRect; + destRect.x = xoffset; + destRect.y = yoffset; + destRect.width = sourceRect.width; + destRect.height = sourceRect.height; + + bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), + dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat); + + return ret; +} + +bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight, + ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat) +{ + HRESULT result; + + if (!mCopyResourcesInitialized) + { + ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS); + + D3D11_BUFFER_DESC vbDesc; + vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4; + vbDesc.Usage = D3D11_USAGE_DYNAMIC; + vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; + vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + vbDesc.MiscFlags = 0; + vbDesc.StructureByteStride = 0; + + result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB); + ASSERT(SUCCEEDED(result)); + d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer"); + + D3D11_SAMPLER_DESC samplerDesc; + samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; + samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; + samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; + samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; + samplerDesc.MipLODBias = 0.0f; + samplerDesc.MaxAnisotropy = 0; + samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER; + samplerDesc.BorderColor[0] = 0.0f; + samplerDesc.BorderColor[1] = 0.0f; + samplerDesc.BorderColor[2] = 0.0f; + samplerDesc.BorderColor[3] = 0.0f; + samplerDesc.MinLOD = 0.0f; + samplerDesc.MaxLOD = mDevice->GetFeatureLevel() >= D3D_FEATURE_LEVEL_10_0 ? 0.0f : FLT_MAX; + + result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler); + ASSERT(SUCCEEDED(result)); + d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler"); + + D3D11_INPUT_ELEMENT_DESC quadLayout[] = + { + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 }, + }; + + result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL); + ASSERT(SUCCEEDED(result)); + d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout"); + + result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS); + ASSERT(SUCCEEDED(result)); + d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader"); + + result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS); + ASSERT(SUCCEEDED(result)); + d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader"); + + result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS); + ASSERT(SUCCEEDED(result)); + d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader"); + + result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS); + ASSERT(SUCCEEDED(result)); + d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader"); + + result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS); + ASSERT(SUCCEEDED(result)); + d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader"); + + mCopyResourcesInitialized = true; + } + + // Verify the source and destination area sizes + if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) || + sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) || + destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) || + destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight)) + { + return gl::error(GL_INVALID_VALUE, false); + } + + // Set vertices + D3D11_MAPPED_SUBRESOURCE mappedResource; + result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); + if (FAILED(result)) + { + ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result); + return gl::error(GL_OUT_OF_MEMORY, false); + } + + d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData); + + // Create a quad in homogeneous coordinates + float x1 = (destArea.x / float(destWidth)) * 2.0f - 1.0f; + float y1 = ((destHeight - destArea.y - destArea.height) / float(destHeight)) * 2.0f - 1.0f; + float x2 = ((destArea.x + destArea.width) / float(destWidth)) * 2.0f - 1.0f; + float y2 = ((destHeight - destArea.y) / float(destHeight)) * 2.0f - 1.0f; + + float u1 = sourceArea.x / float(sourceWidth); + float v1 = sourceArea.y / float(sourceHeight); + float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth); + float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight); + + d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2); + d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1); + d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2); + d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1); + + mDeviceContext->Unmap(mCopyVB, 0); + + static UINT stride = sizeof(d3d11::PositionTexCoordVertex); + static UINT startIdx = 0; + mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx); + + // Apply state + mDeviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF); + mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF); + mDeviceContext->RSSetState(NULL); + + // Apply shaders + mDeviceContext->IASetInputLayout(mCopyIL); + mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); + mDeviceContext->VSSetShader(mCopyVS, NULL, 0); + + ID3D11PixelShader *ps = NULL; + switch(destFormat) + { + case GL_RGBA: ps = mCopyRGBAPS; break; + case GL_RGB: ps = mCopyRGBPS; break; + case GL_ALPHA: ps = mCopyRGBAPS; break; + case GL_BGRA_EXT: ps = mCopyRGBAPS; break; + case GL_LUMINANCE: ps = mCopyLumPS; break; + case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break; + default: UNREACHABLE(); ps = NULL; break; + } + + mDeviceContext->PSSetShader(ps, NULL, 0); + mDeviceContext->GSSetShader(NULL, NULL, 0); + + // Unset the currently bound shader resource to avoid conflicts + static ID3D11ShaderResourceView *const nullSRV = NULL; + mDeviceContext->PSSetShaderResources(0, 1, &nullSRV); + + // Apply render target + setOneTimeRenderTarget(dest); + + // Set the viewport + D3D11_VIEWPORT viewport; + viewport.TopLeftX = 0; + viewport.TopLeftY = 0; + viewport.Width = destWidth; + viewport.Height = destHeight; + viewport.MinDepth = 0.0f; + viewport.MaxDepth = 1.0f; + mDeviceContext->RSSetViewports(1, &viewport); + + // Apply textures + mDeviceContext->PSSetShaderResources(0, 1, &source); + mDeviceContext->PSSetSamplers(0, 1, &mCopySampler); + + // Draw the quad + mDeviceContext->Draw(4, 0); + + // Unbind textures and render targets and vertex buffer + mDeviceContext->PSSetShaderResources(0, 1, &nullSRV); + + unapplyRenderTargets(); + + UINT zero = 0; + ID3D11Buffer *const nullBuffer = NULL; + mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero); + + markAllStateDirty(); + + return true; +} + +void Renderer11::unapplyRenderTargets() +{ + setOneTimeRenderTarget(NULL); +} + +void Renderer11::setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView) +{ + ID3D11RenderTargetView *rtvArray[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL}; + + rtvArray[0] = renderTargetView; + + mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), rtvArray, NULL); + + // Do not preserve the serial for this one-time-use render target + for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++) + { + mAppliedRenderTargetSerials[rtIndex] = 0; + } +} + +RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth) +{ + SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain); + RenderTarget11 *renderTarget = NULL; + + if (depth) + { + // Note: depth stencil may be NULL for 0 sized surfaces + renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), + swapChain11->getDepthStencilTexture(), NULL, + swapChain11->getWidth(), swapChain11->getHeight()); + } + else + { + // Note: render target may be NULL for 0 sized surfaces + renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(), + swapChain11->getOffscreenTexture(), + swapChain11->getRenderTargetShaderResource(), + swapChain11->getWidth(), swapChain11->getHeight()); + } + return renderTarget; +} + +RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth) +{ + RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth); + return renderTarget; +} + +ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type) +{ + ShaderExecutable11 *executable = NULL; + + switch (type) + { + case rx::SHADER_VERTEX: + { + ID3D11VertexShader *vshader = NULL; + HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader); + ASSERT(SUCCEEDED(result)); + + if (vshader) + { + executable = new ShaderExecutable11(function, length, vshader); + } + } + break; + case rx::SHADER_PIXEL: + { + ID3D11PixelShader *pshader = NULL; + HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader); + ASSERT(SUCCEEDED(result)); + + if (pshader) + { + executable = new ShaderExecutable11(function, length, pshader); + } + } + break; + case rx::SHADER_GEOMETRY: + { + ID3D11GeometryShader *gshader = NULL; + HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader); + ASSERT(SUCCEEDED(result)); + + if (gshader) + { + executable = new ShaderExecutable11(function, length, gshader); + } + } + break; + default: + UNREACHABLE(); + break; + } + + return executable; +} + +ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type, D3DWorkaroundType workaround) +{ + std::string profile; + + switch (type) + { + case rx::SHADER_VERTEX: + profile = "vs_4_0"; + break; + case rx::SHADER_PIXEL: + profile = "ps_4_0"; + break; + case rx::SHADER_GEOMETRY: + profile = "gs_4_0"; + break; + default: + UNREACHABLE(); + return NULL; + } + + if (mFeatureLevel == D3D_FEATURE_LEVEL_9_3) + profile += "_level_9_3"; + else if (mFeatureLevel == D3D_FEATURE_LEVEL_9_2 || mFeatureLevel == D3D_FEATURE_LEVEL_9_1) + profile += "_level_9_1"; + + ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile.c_str(), D3DCOMPILE_OPTIMIZATION_LEVEL0, false); + if (!binary) + return NULL; + + ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type); + binary->Release(); + + return executable; +} + +VertexBuffer *Renderer11::createVertexBuffer() +{ + return new VertexBuffer11(this); +} + +IndexBuffer *Renderer11::createIndexBuffer() +{ + return new IndexBuffer11(this); +} + +BufferStorage *Renderer11::createBufferStorage() +{ + return new BufferStorage11(this); +} + +QueryImpl *Renderer11::createQuery(GLenum type) +{ + return new Query11(this, type); +} + +FenceImpl *Renderer11::createFence() +{ + return new Fence11(this); +} + +bool Renderer11::getRenderTargetResource(gl::Renderbuffer *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource) +{ + ASSERT(colorbuffer != NULL); + + RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget()); + if (renderTarget) + { + *subresourceIndex = renderTarget->getSubresourceIndex(); + + ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView(); + if (colorBufferRTV) + { + ID3D11Resource *textureResource = NULL; + colorBufferRTV->GetResource(&textureResource); + + if (textureResource) + { + HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource); + textureResource->Release(); + + if (SUCCEEDED(result)) + { + return true; + } + else + { + ERR("Failed to extract the ID3D11Texture2D from the render target resource, " + "HRESULT: 0x%X.", result); + } + } + } + } + + return false; +} + +bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect, + bool blitRenderTarget, bool blitDepthStencil) +{ + if (blitRenderTarget) + { + gl::Renderbuffer *readBuffer = readTarget->getReadColorbuffer(); + + if (!readBuffer) + { + ERR("Failed to retrieve the read buffer from the read framebuffer."); + return gl::error(GL_OUT_OF_MEMORY, false); + } + + RenderTarget *readRenderTarget = readBuffer->getRenderTarget(); + + for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) + { + if (drawTarget->isEnabledColorAttachment(colorAttachment)) + { + gl::Renderbuffer *drawBuffer = drawTarget->getColorbuffer(colorAttachment); + + if (!drawBuffer) + { + ERR("Failed to retrieve the draw buffer from the draw framebuffer."); + return gl::error(GL_OUT_OF_MEMORY, false); + } + + RenderTarget *drawRenderTarget = drawBuffer->getRenderTarget(); + + if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, false)) + { + return false; + } + } + } + } + + if (blitDepthStencil) + { + gl::Renderbuffer *readBuffer = readTarget->getDepthOrStencilbuffer(); + gl::Renderbuffer *drawBuffer = drawTarget->getDepthOrStencilbuffer(); + + if (!readBuffer) + { + ERR("Failed to retrieve the read depth-stencil buffer from the read framebuffer."); + return gl::error(GL_OUT_OF_MEMORY, false); + } + + if (!drawBuffer) + { + ERR("Failed to retrieve the draw depth-stencil buffer from the draw framebuffer."); + return gl::error(GL_OUT_OF_MEMORY, false); + } + + RenderTarget *readRenderTarget = readBuffer->getDepthStencil(); + RenderTarget *drawRenderTarget = drawBuffer->getDepthStencil(); + + if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, true)) + { + return false; + } + } + + return true; +} + +void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, + GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels) +{ + ID3D11Texture2D *colorBufferTexture = NULL; + unsigned int subresourceIndex = 0; + + gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer(); + + if (colorbuffer && getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture)) + { + gl::Rectangle area; + area.x = x; + area.y = y; + area.width = width; + area.height = height; + + readTextureData(colorBufferTexture, subresourceIndex, area, colorbuffer->getActualFormat(), format, type, outputPitch, + packReverseRowOrder, packAlignment, pixels); + + colorBufferTexture->Release(); + colorBufferTexture = NULL; + } +} + +Image *Renderer11::createImage() +{ + return new Image11(); +} + +void Renderer11::generateMipmap(Image *dest, Image *src) +{ + Image11 *dest11 = Image11::makeImage11(dest); + Image11 *src11 = Image11::makeImage11(src); + Image11::generateMipmap(dest11, src11); +} + +TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain) +{ + SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain); + return new TextureStorage11_2D(this, swapChain11); +} + +TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height) +{ + return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height); +} + +TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size) +{ + return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size); +} + +static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum sourceGLFormat, GLenum destFormat, GLenum destType) +{ + if (sourceFormat == DXGI_FORMAT_A8_UNORM && + destFormat == GL_ALPHA && + destType == GL_UNSIGNED_BYTE) + { + return 1; + } + else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM && + sourceGLFormat == GL_RGBA8_OES && + destFormat == GL_RGBA && + destType == GL_UNSIGNED_BYTE) + { + return 4; + } + else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM && + destFormat == GL_BGRA_EXT && + destType == GL_UNSIGNED_BYTE) + { + return 4; + } + else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT && + sourceGLFormat == GL_RGBA16F_EXT && + destFormat == GL_RGBA && + destType == GL_HALF_FLOAT_OES) + { + return 8; + } + else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT && + destFormat == GL_RGB && + destType == GL_FLOAT) + { + return 12; + } + else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT && + sourceGLFormat == GL_RGBA32F_EXT && + destFormat == GL_RGBA && + destType == GL_FLOAT) + { + return 16; + } + else + { + return 0; + } +} + +static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, GLenum glFormat, unsigned int x, + unsigned int y, int inputPitch, gl::Color *outColor) +{ + switch (format) + { + case DXGI_FORMAT_R8G8B8A8_UNORM: + { + unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch); + outColor->red = (rgba & 0x000000FF) * (1.0f / 0x000000FF); + outColor->green = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00); + outColor->blue = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000); + + if (gl::GetAlphaSize(glFormat) > 0) + { + outColor->alpha = (rgba & 0xFF000000) * (1.0f / 0xFF000000); + } + else + { + outColor->alpha = 1.0f; + } + } + break; + + case DXGI_FORMAT_A8_UNORM: + { + outColor->red = 0.0f; + outColor->green = 0.0f; + outColor->blue = 0.0f; + outColor->alpha = *(data + x + y * inputPitch) / 255.0f; + } + break; + + case DXGI_FORMAT_R32G32B32A32_FLOAT: + { + outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0); + outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1); + outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2); + + if (gl::GetAlphaSize(glFormat) > 0) + { + outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3); + } + else + { + outColor->alpha = 1.0f; + } + } + break; + + case DXGI_FORMAT_R32G32B32_FLOAT: + { + outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0); + outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1); + outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2); + outColor->alpha = 1.0f; + } + break; + + case DXGI_FORMAT_R16G16B16A16_FLOAT: + { + outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0)); + outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1)); + outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2)); + + if (gl::GetAlphaSize(glFormat) > 0) + { + outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3)); + } + else + { + outColor->alpha = 1.0f; + } + } + break; + + case DXGI_FORMAT_B8G8R8A8_UNORM: + { + unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch); + outColor->red = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000); + outColor->blue = (bgra & 0x000000FF) * (1.0f / 0x000000FF); + outColor->green = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00); + outColor->alpha = (bgra & 0xFF000000) * (1.0f / 0xFF000000); + } + break; + + case DXGI_FORMAT_R8_UNORM: + { + outColor->red = *(data + x + y * inputPitch) / 255.0f; + outColor->green = 0.0f; + outColor->blue = 0.0f; + outColor->alpha = 1.0f; + } + break; + + case DXGI_FORMAT_R8G8_UNORM: + { + unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch); + + outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00); + outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF); + outColor->blue = 0.0f; + outColor->alpha = 1.0f; + } + break; + + case DXGI_FORMAT_R16_FLOAT: + { + outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch)); + outColor->green = 0.0f; + outColor->blue = 0.0f; + outColor->alpha = 1.0f; + } + break; + + case DXGI_FORMAT_R16G16_FLOAT: + { + outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0)); + outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1)); + outColor->blue = 0.0f; + outColor->alpha = 1.0f; + } + break; + + default: + ERR("ReadPixelColor not implemented for DXGI format %u.", format); + UNIMPLEMENTED(); + break; + } +} + +static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x, + unsigned int y, int outputPitch, void *outData) +{ + unsigned char* byteData = reinterpret_cast<unsigned char*>(outData); + unsigned short* shortData = reinterpret_cast<unsigned short*>(outData); + + switch (format) + { + case GL_RGBA: + switch (type) + { + case GL_UNSIGNED_BYTE: + byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f); + byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f); + byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f); + byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f); + break; + + default: + ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type); + UNIMPLEMENTED(); + break; + } + break; + + case GL_BGRA_EXT: + switch (type) + { + case GL_UNSIGNED_BYTE: + byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f); + byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f); + byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f); + byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f); + break; + + case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT: + // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section + // this type is packed as follows: + // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 + // -------------------------------------------------------------------------------- + // | 4th | 3rd | 2nd | 1st component | + // -------------------------------------------------------------------------------- + // in the case of BGRA_EXT, B is the first component, G the second, and so forth. + shortData[x + y * outputPitch / sizeof(unsigned short)] = + (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) | + (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) | + (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) | + (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0); + break; + + case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT: + // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section + // this type is packed as follows: + // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 + // -------------------------------------------------------------------------------- + // | 4th | 3rd | 2nd | 1st component | + // -------------------------------------------------------------------------------- + // in the case of BGRA_EXT, B is the first component, G the second, and so forth. + shortData[x + y * outputPitch / sizeof(unsigned short)] = + (static_cast<unsigned short>( color.alpha + 0.5f) << 15) | + (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) | + (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) | + (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0); + break; + + default: + ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type); + UNIMPLEMENTED(); + break; + } + break; + + case GL_RGB: + switch (type) + { + case GL_UNSIGNED_SHORT_5_6_5: + shortData[x + y * outputPitch / sizeof(unsigned short)] = + (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) | + (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) | + (static_cast<unsigned short>(31 * color.red + 0.5f) << 11); + break; + + case GL_UNSIGNED_BYTE: + byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f); + byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f); + byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f); + break; + + default: + ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type); + UNIMPLEMENTED(); + break; + } + break; + + default: + ERR("WritePixelColor not implemented for format 0x%X.", format); + UNIMPLEMENTED(); + break; + } +} + +void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area, + GLenum sourceFormat, GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder, + GLint packAlignment, void *pixels) +{ + D3D11_TEXTURE2D_DESC textureDesc; + texture->GetDesc(&textureDesc); + + D3D11_TEXTURE2D_DESC stagingDesc; + stagingDesc.Width = area.width; + stagingDesc.Height = area.height; + stagingDesc.MipLevels = 1; + stagingDesc.ArraySize = 1; + stagingDesc.Format = textureDesc.Format; + stagingDesc.SampleDesc.Count = 1; + stagingDesc.SampleDesc.Quality = 0; + stagingDesc.Usage = D3D11_USAGE_STAGING; + stagingDesc.BindFlags = 0; + stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ; + stagingDesc.MiscFlags = 0; + + ID3D11Texture2D* stagingTex = NULL; + HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex); + if (FAILED(result)) + { + ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result); + return; + } + + ID3D11Texture2D* srcTex = NULL; + if (textureDesc.SampleDesc.Count > 1) + { + D3D11_TEXTURE2D_DESC resolveDesc; + resolveDesc.Width = textureDesc.Width; + resolveDesc.Height = textureDesc.Height; + resolveDesc.MipLevels = 1; + resolveDesc.ArraySize = 1; + resolveDesc.Format = textureDesc.Format; + resolveDesc.SampleDesc.Count = 1; + resolveDesc.SampleDesc.Quality = 0; + resolveDesc.Usage = D3D11_USAGE_DEFAULT; + resolveDesc.BindFlags = 0; + resolveDesc.CPUAccessFlags = 0; + resolveDesc.MiscFlags = 0; + + result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex); + if (FAILED(result)) + { + ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result); + stagingTex->Release(); + return; + } + + mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format); + subResource = 0; + } + else + { + srcTex = texture; + srcTex->AddRef(); + } + + D3D11_BOX srcBox; + srcBox.left = area.x; + srcBox.right = area.x + area.width; + srcBox.top = area.y; + srcBox.bottom = area.y + area.height; + srcBox.front = 0; + srcBox.back = 1; + + mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox); + + srcTex->Release(); + srcTex = NULL; + + D3D11_MAPPED_SUBRESOURCE mapping; + mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping); + + unsigned char *source; + int inputPitch; + if (packReverseRowOrder) + { + source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1); + inputPitch = -static_cast<int>(mapping.RowPitch); + } + else + { + source = static_cast<unsigned char*>(mapping.pData); + inputPitch = static_cast<int>(mapping.RowPitch); + } + + unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, sourceFormat, format, type); + if (fastPixelSize != 0) + { + unsigned char *dest = static_cast<unsigned char*>(pixels); + for (int j = 0; j < area.height; j++) + { + memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize); + } + } + else if (textureDesc.Format == DXGI_FORMAT_B8G8R8A8_UNORM && + format == GL_RGBA && + type == GL_UNSIGNED_BYTE) + { + // Fast path for swapping red with blue + unsigned char *dest = static_cast<unsigned char*>(pixels); + + for (int j = 0; j < area.height; j++) + { + for (int i = 0; i < area.width; i++) + { + unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch); + *(unsigned int*)(dest + 4 * i + j * outputPitch) = + (argb & 0xFF00FF00) | // Keep alpha and green + (argb & 0x00FF0000) >> 16 | // Move red to blue + (argb & 0x000000FF) << 16; // Move blue to red + } + } + } + else + { + gl::Color pixelColor; + for (int j = 0; j < area.height; j++) + { + for (int i = 0; i < area.width; i++) + { + readPixelColor(source, textureDesc.Format, sourceFormat, i, j, inputPitch, &pixelColor); + writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels); + } + } + } + + mDeviceContext->Unmap(stagingTex, 0); + + stagingTex->Release(); + stagingTex = NULL; +} + +bool Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget, + RenderTarget *drawRenderTarget, bool wholeBufferCopy) +{ + ASSERT(readRect.width == drawRect.width && readRect.height == drawRect.height); + + RenderTarget11 *drawRenderTarget11 = RenderTarget11::makeRenderTarget11(drawRenderTarget); + if (!drawRenderTarget) + { + ERR("Failed to retrieve the draw render target from the draw framebuffer."); + return gl::error(GL_OUT_OF_MEMORY, false); + } + + ID3D11Texture2D *drawTexture = drawRenderTarget11->getTexture(); + unsigned int drawSubresource = drawRenderTarget11->getSubresourceIndex(); + + RenderTarget11 *readRenderTarget11 = RenderTarget11::makeRenderTarget11(readRenderTarget); + if (!readRenderTarget) + { + ERR("Failed to retrieve the read render target from the read framebuffer."); + return gl::error(GL_OUT_OF_MEMORY, false); + } + + ID3D11Texture2D *readTexture = NULL; + unsigned int readSubresource = 0; + if (readRenderTarget->getSamples() > 0) + { + readTexture = resolveMultisampledTexture(readRenderTarget11->getTexture(), readRenderTarget11->getSubresourceIndex()); + readSubresource = 0; + } + else + { + readTexture = readRenderTarget11->getTexture(); + readTexture->AddRef(); + readSubresource = readRenderTarget11->getSubresourceIndex(); + } + + if (!readTexture) + { + ERR("Failed to retrieve the read render target view from the read render target."); + return gl::error(GL_OUT_OF_MEMORY, false); + } + + D3D11_BOX readBox; + readBox.left = readRect.x; + readBox.right = readRect.x + readRect.width; + readBox.top = readRect.y; + readBox.bottom = readRect.y + readRect.height; + readBox.front = 0; + readBox.back = 1; + + // D3D11 needs depth-stencil CopySubresourceRegions to have a NULL pSrcBox + // We also require complete framebuffer copies for depth-stencil blit. + D3D11_BOX *pSrcBox = wholeBufferCopy ? NULL : &readBox; + + mDeviceContext->CopySubresourceRegion(drawTexture, drawSubresource, drawRect.x, drawRect.y, 0, + readTexture, readSubresource, pSrcBox); + + SafeRelease(readTexture); + + return true; +} + +ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource) +{ + D3D11_TEXTURE2D_DESC textureDesc; + source->GetDesc(&textureDesc); + + if (textureDesc.SampleDesc.Count > 1) + { + D3D11_TEXTURE2D_DESC resolveDesc; + resolveDesc.Width = textureDesc.Width; + resolveDesc.Height = textureDesc.Height; + resolveDesc.MipLevels = 1; + resolveDesc.ArraySize = 1; + resolveDesc.Format = textureDesc.Format; + resolveDesc.SampleDesc.Count = 1; + resolveDesc.SampleDesc.Quality = 0; + resolveDesc.Usage = textureDesc.Usage; + resolveDesc.BindFlags = textureDesc.BindFlags; + resolveDesc.CPUAccessFlags = 0; + resolveDesc.MiscFlags = 0; + + ID3D11Texture2D *resolveTexture = NULL; + HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture); + if (FAILED(result)) + { + ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result); + return NULL; + } + + mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format); + return resolveTexture; + } + else + { + source->AddRef(); + return source; + } +} + +bool Renderer11::getLUID(LUID *adapterLuid) const +{ + adapterLuid->HighPart = 0; + adapterLuid->LowPart = 0; + + if (!mDxgiAdapter) + { + return false; + } + + DXGI_ADAPTER_DESC adapterDesc; + if (FAILED(mDxgiAdapter->GetDesc(&adapterDesc))) + { + return false; + } + + *adapterLuid = adapterDesc.AdapterLuid; + return true; +} + +} |